Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Legate Damar on May 03, 2012, 06:18:56 pm
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Starting Wing '' has more than 'MAX_WING_SLOTS' ships
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! Warning + 430 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! ss_init_wing_info + 337 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! ship_select_init_team_data + 184 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! ship_select_common_init + 115 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! common_select_init + 254 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! brief_init + 529 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! game_enter_state + 661 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! game_process_event + 318 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! game_main + 782 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC5_DEBUG_NO-SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
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debug log would be more useful to be sure but I, would go with you have more than 4 ships in a wing that the player would normally be able to change the loadout of, Alpha, Beta, etc.
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All of the 3 custom named starting wings have only 4 ships (2 of them have multiple waves, though)
[attachment deleted by a ninja]
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taking them back down to a single wave would be my first step and seeing if that resolves the problem.
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That didn't seem to do anything
EDIT: I had an idea of what might have been wrong, I had a wing of 6 enemy ships and the table entry for those ships had the "player ship" flag, I figured that might be causing the problem so I removed it from the table, but I'm still getting the error. I'm stumped.
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Player Ship shouldn't affect it, the flag deals with if the player can use the ship or not.
I have been experimenting to reproduce this and the only way I have been able to manage it is by assigning more than 4 ships to Alpha, Beta or Gamma (as their default names)
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EDIT: I had an idea of what might have been wrong, I had a wing of 6 enemy ships and the table entry for those ships had the "player ship" flag, I figured that might be causing the problem so I removed it from the table, but I'm still getting the error. I'm stumped.
In my experience albeit small of FRED, I've had multiple six-craft enemy wings in a mission, and didn't receive any errors whatsoever. Are, you sure there are no (even enemies, just to be sure) wings with more than 4 ships? Maybe a stray SEXP or something?!?
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A wing can have 6 ships in it unless its is Alpha, Beta, Gamma (Delta might come under this I cant remember) which are limited to a maximum of 4 due to things like interface art, though waves can still be specified for any wing the player is not part of.
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The only wing in the mission with more than 4 ships is the enemy wing.
BTW I am using custom starting wing names, if that's relevant.
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very strange. No changing the names shouldn't cause an issue, all you are doing is changing the names of the wings reserved for the player squadron.
post the mission file and I will open it and see what is going off.
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I will PM it to you if you promise not to reveal any of the spoilers in it to anyone
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Yer, no problem, all secrets are safe.
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Okay I sent it
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BTW, I would request you to reveal the problem and solution in the most spoiler-free way publicly, to help fellow newbie modders. Like myself... ;)
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I will once headdie gets back to me
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Hm, yeah, I've seen this one as well... It appears to have suddenly started popping up in RC5, on missions that older builds didn't have a problem with. Haven't tried RC6 yet.
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I am using RC5 so that could be the problem
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Use RC6.
If the problem still exists, then open a Mantis bug, mark it as private, attach the mission, and assign it to me. I'll take a look at it.
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Looking through the file I cant see an issue with it so I would follow Goober's suggestion
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Oddly enough I switched to RC6 yet I'm still getting the warning.
Still if it doesn't seem to actually affect anything in the mission and the only way to actually be aware of it when playing is to use the debug build, I guess I can just ignore it... right?
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Not necessarily.
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So what do I do then?
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If the problem still exists, then open a Mantis bug, mark it as private, attach the mission, and assign it to me. I'll take a look at it.
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I've never used the Mantis thing before... sorry to sound like a noob but how do I do that
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http://www.hard-light.net/forums/index.php?topic=74840.0
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What do I write for Platform, OS, and OS Version? I'm guessing Windows and Windows Vista for the latter two, but I don't know what the first one means.
Also if you want a copy of the mission to try to run it and get the bug, you won't be able to because the mission has a lot of unreleased assets that you would need in order to play it. Is that a problem?
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Platform is a vague term that could mean either operating system or processor type (brand, 32 vs. 64-bit, etc.) You can leave that blank.
And yes, the unreleased assets would be a problem. Save a copy of the mission, and then change the ship and weapon classes to retail types.
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Okay, while I'm at it I'll also censor the spoilers and stuff.
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I tried changing it in FRED to use only retail stuff but I keep getting this error now:
Unable to find WEAPON_LIST_TYPE string "ÿÿÿÿ" in stuff_int_list
Many possible sources for this error. Get a programmer!
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! Warning + 430 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! stuff_int_list + 596 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! parse_common_object_data + 949 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! parse_object + 1481 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! parse_objects + 192 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! parse_mission + 500 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! parse_main + 449 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! mission_load + 215 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! game_start_mission + 184 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! game_enter_state + 462 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! game_process_event + 242 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! game_main + 782 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC6_DEBUG_NO-SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
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Okay, while I'm at it I'll also censor the spoilers and stuff.
As I said before, you can mark the bug as private. This ensures that only you and the SCP staff will be able to view it.
I tried changing it in FRED to use only retail stuff but I keep getting this error now:
Unable to find WEAPON_LIST_TYPE string "ÿÿÿÿ" in stuff_int_list
Well, for the time being, open your mission in Notepad and replace ÿÿÿÿ with a retail weapon.
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Okay, I'm no longer getting the error, but now the game is just crashing whenever I try to run the mission.
Log attached.
[attachment deleted by a ninja]
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For future reference, this (http://scp.indiegames.us/mantis/view.php?id=2653) is how you report a bug.
Please follow directions next time; we could have gotten it fixed 12 days faster.
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Now I feel like my life meant something!
MjnMixael gives self a pat on the back.
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I said I tried to submit it but my version of the mission using non-modded assets kept crashing and I couldn't figure out how to fix it. Is the bug fix going to be in a new build or something?
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Well, if you can't reproduce the bug with non-modded assets, then we often won't be able to. Fortunately, mjn.mixael stepped in and provided a mission.
The bug fix will be in 3.6.14 and any new trunk builds.
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It's not that I couldn't reproduce the bug, it's that the non-modded version of the mission wouldn't run at all, it just crashed