Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Ghastly on February 28, 2011, 09:46:56 am
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I was playing Shrouding the Light (fresh from the installer) and got this error, just after the cutscene with the cruisers:
Can't open model file <cruiser01b.pof>
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
Also, while I'm at it, the Awakenings (which wouldn't install from the installer, I had to download it manually) campaign complains about two missing ships when loading the second mission and what I assume are supposed to be destroyers are Ulysses. In the Awakenings folder, I have fsport-awakenings.vp and fsport-awakenings-voice.vp, and the mod.ini has this:
[launcher]
modname = FSPort - Awakenings;
image255x112 = fsport-awake.bmp;
infotext = The Awakenings campaign;
website = http://fsport.hard-light.net/;
forum = http://www.hard-light.net/forums/index.php?board=39.0;
[multimod]
primarylist = fsport;
secondarylist = fsport;
(I had to write the mod.ini myself, since it didn't come with one. It gave some errors without fsport in the secondarylist.)
I'm pretty sure I'm missing some crucial information, but I'm not sure what else would be required to diagnose the problem.
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Sounds like they require the MediaVPs. You'll need to add a reference to the mod.inis. I can't get my head around FSPort stuff, though, so hopefully somebody else knows exactly what to put there.
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Isn't the MVP Leviathan called cruiser01x.pof ? I don't know where this cruiser01b.pof comes from.
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Sounds like they require the MediaVPs. You'll need to add a reference to the mod.inis. I can't get my head around FSPort stuff, though, so hopefully somebody else knows exactly what to put there.
Ah, I have the MediaVPs_3612, but is there another set for FSPort mods?
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Yeah, there's fsport_mediavps.
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[launcher]
modname = FSPort - Awakenings;
image255x112 = fsport-awake.bmp;
infotext = The Awakenings campaign;
website = http://fsport.hard-light.net/;
forum = http://www.hard-light.net/forums/index.php?board=39.0;
[multimod]
secondarylist = fsport-mediavps,fsport,mediavps_3612;
Template. Don't use the "primarylist" line unless you are playing ST:R and/or know what you're doing.
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Yeah, there's fsport_mediavps.
Where can I find them? I Googled it, but can only find the 3.6.12 VPs.
Template. Don't use the "primarylist" line unless you are playing ST:R and/or know what you're doing.
Ah, thanks. Now I know that. :P
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FreeSpace Port forum right here on HLP, I think. The release post is cluttered and has horrible formatting but it's in there.
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Neither the cruiser01b nor the Ulysses fighters are mediavps problems. They were caused by errors in packaging up the release of FSPort 3.2. These problems were known and patched one or two months ago.
The installer should have downloaded a file called fsport3_2-fix.vp (edit: as well as a mod.ini for Awakenings). Do you see any error messages about those?
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Neither the cruiser01b nor the Ulysses fighters are mediavps problems. They were caused by errors in packaging up the release of FSPort 3.2. These problems were known and patched one or two months ago.
The installer should have downloaded a file called fsport3_2-fix.vp (edit: as well as a mod.ini for Awakenings). Do you see any error messages about those?
The installer wasn't able to get fsport.txt, so I had to get the files from actual links. After my last post, I noticed my google search for the MediaVPs found fsport.txt, so I threw it in the installer folder and am letting it update now. I'll post back, if that fixes it.
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(Sorry for the double-post, but if I simply edited the post, then this little update would probably would get overlooked. It's happened a couple of times to me, before :P)
Okay, updated through the installer, and Shrouding The Light hasn't been spewing any errors, and Awakenings shows the two Orion-class destroyers perfectly well, but Awakenings says it's found 62 errors/warnings in startup.
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fs2_open.log?
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I couldn't find one in the FreeSpace directory, but I ran the debug exe and got a better error message:
Weapon explosion 'Shivan_Impact01' does not have an LOD0 anim!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! weapon_explosions::Load + 296 bytes
<no module>! parse_weapon + 7848 bytes
<no module>! parse_weaponstbl + 172 bytes
<no module>! parse_modular_table + 267 bytes
<no module>! weapon_init + 101 bytes
<no module>! game_init + 1900 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
Edit: Found it:
http://pastebin.com/mdS92Dyu
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-mod fsport-mediavps,awakenings,fsport,mediavps
The mod load order is wrong. It should be awakenings,fsport-mediavps,fsport,mediavps. If you've entered something into Awakenings' mod.ini's "primarylist" line, go back a few posts and check the template I gave again.
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 0 files
Another problem. You don't have the (3.6.10) MediaVPs. If you've used the Installer and if you have the 3.6.12 MediaVPs (that is, you have something in \freespace2\mediavps_3612\), you can try to use them. This happens by cracking the Awakenings mod.ini open and, on the "secondarylist" line, replacing the part that says "fsport-mediavps,fsport,mediavps" with "fsport-mediavps,fsport,mediavps_3612".
Found root pack 'C:\Games\FreeSpace2\mv_core.vp' with a checksum of 0x5e2f9ee7
Erm, please remove this file. It is a MediaVP, but likely an old one, and in any case it shouldn't be in \freespace2\ .
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That got it. Thanks!
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-mod fsport-mediavps,awakenings,fsport,mediavps
The mod load order is wrong. It should be awakenings,fsport-mediavps,fsport,mediavps. If you've entered something into Awakenings' mod.ini's "primarylist" line, go back a few posts and check the template I gave again.
Actually, that way (in code brackets) should be the proper way to do it. It has the same priority requirements as ST:R.
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Also, right out of the installer, I'm getting this whenever I try to run Silent Threat: Reborn in debug mode:
ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌ.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Error + 229 bytes
<no module>! scp_strcpy_s + 297 bytes
<no module>! scp_strcpy_s<32> + 53 bytes
<no module>! cf_search_root_pack + 892 bytes
<no module>! cf_build_file_list + 131 bytes
<no module>! cf_build_secondary_filelist + 166 bytes
<no module>! cfile_init + 398 bytes
<no module>! game_init + 341 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
Here's the mod.ini:
[multimod]
secondarylist = fsport;
Edit: Also, despite the voice VP being in the folder, there aren't any voices.
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Make sure your install is located in C:\Games\FreeSpace2. FSO can't handle total file paths of more than 32 characters.
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Here's the mod.ini:
[multimod]
secondarylist = fsport;
The STR mod.ini should be something along the lines of
[launcher]
modname = Silent Threat: Reborn v1.1;
image255x112 = fsport-str.bmp;
infotext = As the Great War rages on, you've been commissioned by Galactic Terran Intelligence for special intelligence operations. Your objectives are to contain the Shivan onslaught and preserve the fragile Terran-Vasudan alliance. But a series of suspicious events cloud the GTI's spotless record. Is the GTI setting you up or are the Shivans spreading their evil rage?;
website = http://fsport.hard-light.net/website/str/;
forum = http://www.hard-light.net/forums/index.php/board,140.0.html;
[multimod]
primarylist = fsport-mediavps;
secondarylist = fsport,mediavps_3612;
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Even with that mod.ini, it's still giving the startup errors and the voices aren't playing. Also, tried Shivans: Echo Gate, and on the third mission, it's giving an error saying eight classes of ships couldn't be loaded.
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You probably need to alter the mod.ini for those too.
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You probably need to alter the mod.ini for those too.
Into?
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Well, to reference mediavps_3612 instead of mediavps, I suppose.
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Also, right out of the installer, I'm getting this whenever I try to run Silent Threat: Reborn in debug mode:
ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌ.
This normally indicates a corrupt VP file. Re-download the last VP that the game loads according to the debug log and try again. Please report what the name of the VP is if the issue continues after you re-download the file if the issue persists.
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Got it, it was the Silent Threat: Reborn voice VP. It might have been a hiccup with my net that didn't download all of it (it was about 100mb too small), if there's nothing wrong with the copy the installer's supposed to install. Unfortunately, still getting an error:
Weapon explosion 'Shivan_Impact01' does not have an LOD0 anim!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! weapon_explosions::Load + 296 bytes
<no module>! parse_weapon + 7848 bytes
<no module>! parse_weaponstbl + 172 bytes
<no module>! parse_modular_table + 267 bytes
<no module>! weapon_init + 101 bytes
<no module>! game_init + 1900 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
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Another debug log please.
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http://pastebin.com/iDmS1zMc
Sorry if this is getting annoying. >.<
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I feel like these errors are produced by the fact that the mod.ini is not referencing the normal MVPs...that's where those LOD0 anims would be, right?
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Tried running with fsport-mediavps, mediavps_3612, both, and without either, but they still spewed the same error.
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At this point we may* be getting into fsport-mediavp debug warnings. There will be a release very soon which will address those.
*Emphasis on may, since I don't know if this specific error is one of those.
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Well, a friend of mine has it working perfectly without any of the mediaVPs, but I can't ask him because he's on vacation for the next few weeks. And I still have no idea what's wrong with Shivans - Echo Gate.
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If you just switch to the release build these warnings should go away, assuming Goob's right. Don't need to play in debug.
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Ah, yeah, that works. I assumed it was just giving more detailed information on warnings/errors the release version would get.
Anyone have any thoughts on the missing ship error in Echo Gate?
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You must use both fsport-mediavps and medaivps[_3612], or neither. Using only one of the two will cause problems.
What is the missing ship error?
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What is the missing ship error?
I said a few posts back. When loading the third mission of Shivans - Echo Gate, it says it can't find eight ship classes.
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Ok. Do you have a debug log from that attempt?
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The debug mode error:
Unable to load starfield bitmap: 'nebulD1-main'!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! stars_add_bitmap_entry + 449 bytes
<no module>! stars_load_background + 238 bytes
<no module>! stars_load_first_valid_background + 212 bytes
<no module>! parse_bitmaps + 1007 bytes
<no module>! parse_mission + 593 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
fs_open.log: http://pastebin.com/s4T85Jy6
I apologize if this is an "It requires the mediaVPs" problem.
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Yeah that's lightspeed nebula.
It's in le media vee pees.
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Loaded it up with the MediaVPs (both mediavps_3612 and fsport-mediavps), but still getting the missing ship error.
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The debug mode error:
That's not the error, but your pastebin log told me what the problem was. Hrid and Scald wings have ship classes that don't exist. Specifically, they use "GTF Loki (stealth)" which was renamed to "GTF Loki#Stealth" in the most recent Port version. This will require the mod to be patched -- or maybe I can hack a FSO feature that will handle this...
In the meantime, put the attached mission in [shivans mod dir]\data\missions and it should load fine.
[attachment deleted by ninja]
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Thanks! That worked!
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Glad to hear it. :)
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Downloaded the Fall of Epsilon Pegasi, from the released campaign list thread (which just came with a single VP, no mod.ini), and when I start the third mission, it gives a error about 11 missing weapon classes. >.<
Here's the fs2_open.log: http://pastebin.com/hjFxH6qD
Sorry if this is getting annoying. >.<
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Well, your debug log doesn't list the missing ship classes, so make sure you uploaded the correct log. And Fall of Epsilon Pegasi isn't a mod I've worked on, so I'm not familiar with its ships.tbl.
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Tried it again and got the same debug log. Here's the error I get when I load the map.
Weapon type "Targeting Laser" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! stuff_loadout_list + 614 bytes
<no module>! parse_player_info2 + 854 bytes
<no module>! parse_player_info + 299 bytes
<no module>! parse_mission + 489 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
Both it and fs2_open.log mention the not-player-allowed targeting laser. Not sure how significant that is, though...
I'm thinking I need to take up FREDing, so I can more easily find and fix errors like these myself. :P
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Huh, I played the mission in spite of the error and didn't notice anything overtly wrong. Got the same warning a few missions later, though, but still didn't notice any problems. So, might not be a serious issue.
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The mission designer somehow manage to put in the mission loadout a weapon that can't be used by player, and the debug build jumps on it. Fortunately, it's just a warning, not an error, which means that it'll simply bypass the issue not loading the weapon (hence the "... skipping" part) to enable you to continue to play without further issue. So, yes, it's nothing serious, just an oversight from the mission designer.
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The mission designer somehow manage to put in the mission loadout a weapon that can't be used by player
Actually, both missions in which this occurs are scramble missions (not sure if I'm getting the terminology right, the kind of mission where you can't pick your ship or weapons). :P
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Doesn't matter. It's still the mission designer's fault.
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Every modder should run his stuff through debug builds during development, or at the very least before release. If something like that is still in the final product, that's an oversight, whether it has an influence on the gameplay or not.