Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StargateSpankyHam on November 15, 2011, 07:38:35 pm
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I'm getting this message when I run the debug build for my mod:
...WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in ship: GTF Ulysses's secondary banks." at parselo.cpp:2264
Freeing all existing models...
It does this with all the missiles on the Ulysses, then says that no secondary weapons exist on the Ulysses. It also does this with the herc, herc II, and so on and so forth.
Here's a copy/paste of a part of the Ulysses' table entry - it shows that it does indeed have secondary weapons. And whenever I run the non-debug build, it works flawlessly.
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Harpoon" "EMP Adv." "TAG-A" )
$Default SBanks: ( "Harpoon" )
I've already checked the weapons.tbl, and I cannot find any indication of naming things incorrectly.
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Debug log please.
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Provide a log, there's no obvious error in these lines. It sounds trivial, but you have to know what to look for. BTW, you didn't removed the Rockeye from the mod, did you?
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==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
-spec_exp 8.2
-spec_static 3.5
-spec_point 8.6
-spec_tube 1.0
-ambient_factor 70
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-normal
-post_process
-cache_bitmaps
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-no_ap_interrupt
-snd_preload
-mod Singularity,mediavps_3612
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\Singularity\' ... 1945 files
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 13 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Games\FreeSpace2\' ... 6 files
Searching root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 20 roots and 15829 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX enabled: NO
Playback device: Generic Software on Speakers (Logitech USB Headset)
Capture device: Microphone (Logitech USB Headse
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 16-bit color...
Initializing WGL...
Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 6800 Series
OpenGL Version : 4.1.11161 Compatibility Profile Context
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Compiling post-processing shader 1 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: post-f.sdr
Compiling post-processing shader 2 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Compiling post-processing shader 3 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Compiling post-processing shader 4 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: brightpass-f.sdr
Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
Compiling post-processing shader 6 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: fxaapre-f.sdr
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: YES
Using trilinear texture filter.
Using GLSL for model rendering.
OpenGL Shader Version: 4.10
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'zmisc-sct.tbm' ...
TBM => Starting parse of 'deathPart-sct.tbm' ...
TBM => Starting parse of 'bp-velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
TBM => Starting parse of 'PR-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'bp-3612-ai-aip.tbm' ...
TBM => Starting parse of 'AIProfiles-aip.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
Error. Too much text (42901 chars, 4096 allowed) before $end_multi_text
TABLES: Unable to parse 'weapons.tbl'! Error code = 4.
TBM => Starting parse of 'mv_core-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'Secondaries-wep.tbm' ...
TBM => Starting parse of 'PhoenixRising-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon Subach HL-7 will be discarded.
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon Mekhu HL-7 will be discarded.
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon Morning Star will be discarded.
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon Prometheus R will be discarded.
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon Prometheus S will be discarded.
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon Maxim will be discarded.
WARNING: The decal system has been deactivated in FSO builds. Entries for weapon UD-8 Kayser will be discarded.
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'bp-3612-ai-obt.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in ship: GTF Ulysses's secondary banks." at parselo.cpp:2264
And no, the Rockeye has not been removed.
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I get a crash with a non-debug build same issue, can`t find rockeye. Could the two be related?
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Well, when I click 'No' to continue...it does the same for several missiles.
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Error. Too much text (42901 chars, 4096 allowed) before $end_multi_text
TABLES: Unable to parse 'weapons.tbl'! Error code = 4.
Looks to me like you missed a $end_multi_text somewhere in your weapons table. It would be after a tech description for a weapon. This seems to be causing the whole table to parse incorrectly.
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Indeed, check primaries and the Rockeye for a missing $end_multi_text: .
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Yep, I was adding tech descriptions for Shivan beam cannons, and forgot to put in the $end_multi_text after the end of each.
Added them...and it works like a charm now!
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I get a crash with a non-debug build same issue, can`t find rockeye. Could the two be related?
Whitelight, what mod are you using?
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I`m currently running Machina Terra.
Oh, the crash happens when I try to fire the rockeye at an enemy fighter.
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Machina Terra is an unfinished mod... it's no wonder there are errors.
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Ah, then i`ll have something to tinker with.. :lol:
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Run a debug build and try to find the error in the fs2_open.log and fix it.
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Tried coping all the tables from MT into the game, not good.. Freezes on launching the exe. Ill remove them one by one and find out which or how many are causing the crash. Won`t help with the rockeye problem, but could give me insights into other table errors.
On the other hand, running a debug build would give better resaults on table and or, model errors.
Debug build it is. Thanks Jr2 :D