Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on September 01, 2011, 08:13:47 pm
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I'm doing a bit of messing around and am debugging my mess of a mod then I got this error from the debug build at startup:
Assert: count < max_ints
File: parselo.cpp
Line: 2213
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF_SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF_SSE.exe! WinAssert + 208 bytes
fs2_open_3_6_12d_INF_SSE.exe! stuff_int_list + 175 bytes
fs2_open_3_6_12d_INF_SSE.exe! parse_ship_values + 9662 bytes
fs2_open_3_6_12d_INF_SSE.exe! parse_ship + 1013 bytes
fs2_open_3_6_12d_INF_SSE.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_12d_INF_SSE.exe! parse_modular_table + 267 bytes
fs2_open_3_6_12d_INF_SSE.exe! ship_init + 467 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_init + 1915 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_main + 519 bytes
fs2_open_3_6_12d_INF_SSE.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF_SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF_SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Soooo what is Assert: count < max_ints ? On that note can someone remind me real quick where the crash log is located in again :p?
Ah in addition while I'm asking about bugs, what causes ship models to loose all collision detection?
Much appreciated.
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You exceeded some limit.
Like primary banks per turret/ship or something like that.
Most commonly caused by trying to assign 4 primaries to a turret. Did you do that? XD
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Oh my... it appears I have slapped 3 'default secondary' into a craft that only has 1 secondary bank... Well I'm still debugging, I'll bring up more query if things I can't fix bring up.
EDIT:
New error:
Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
fs2_open_3_6_12d_INF_SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF_SSE.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF_SSE.exe! vm_vec_copy_normalize + 80 bytes
fs2_open_3_6_12d_INF_SSE.exe! vm_vec_normalize + 43 bytes
fs2_open_3_6_12d_INF_SSE.exe! vm_orthogonalize_matrix + 459 bytes
fs2_open_3_6_12d_INF_SSE.exe! physics_sim_rot + 1036 bytes
fs2_open_3_6_12d_INF_SSE.exe! physics_sim + 120 bytes
fs2_open_3_6_12d_INF_SSE.exe! obj_move_call_physics + 1576 bytes
fs2_open_3_6_12d_INF_SSE.exe! obj_move_all + 336 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_simulation_frame + 1075 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_frame + 491 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_do_frame + 237 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_do_state + 379 bytes
fs2_open_3_6_12d_INF_SSE.exe! gameseq_process_events + 237 bytes
fs2_open_3_6_12d_INF_SSE.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF_SSE.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF_SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF_SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
So what is Vec3D?
Additionally I was playing a test mission and suddenly the framerate slashed and every ship but me vanished! Crazy!
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That happens if you use Hyperspace warpin and give ships initial orders to attack.
They try to pathfind the moment they appear at infinity, which causes errors because they're position is changing too fast to do the appropriate calculation.
Are you using that?
Well, that's one of the possibilities.
Its trying to normalize a null vector, which could be a lot of other things... but that's the one I know of off the top of my head.
Then again I could me misremembering and its something else entirely...
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That happens if you use Hyperspace warpin and give ships initial orders to attack.
They try to pathfind the moment they appear at infinity, which causes errors because they're position is changing too fast to do the appropriate calculation.
Are you using that?
Well, that's one of the possibilities.
Its trying to normalize a null vector, which could be a lot of other things... but that's the one I know of off the top of my head.
If this is what i think it is, it happens with the homeworld warp-in as well.
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That happens if you use Hyperspace warpin and give ships initial orders to attack.
They try to pathfind the moment they appear at infinity, which causes errors because they're position is changing too fast to do the appropriate calculation.
Are you using that?
Well, that's one of the possibilities.
Its trying to normalize a null vector, which could be a lot of other things... but that's the one I know of off the top of my head.
Then again I could me misremembering and its something else entirely...
Hmmm.... I DO have waypoints and paths but nothing in the mission warps in or out. This happens in mid mission, and I...... hmm maybe I have a remnant from a previous iteration in the map causing trouble. Well I'll just make a new map and give this a try again. No point in keeping a test mission loaded to the brim with old data.
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In the end I don't think I can be completely bug free but I've resolved enough issues and made a new test map to be sufficiently pleased.