Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Legate Damar on December 10, 2012, 12:47:28 pm

Title: What does this mean
Post by: Legate Damar on December 10, 2012, 12:47:28 pm
Running debug FRED, got this:

Code: [Select]
Assert: idx < (int)GL_vertex_buffers.size()
File: gropengltnl.cpp
Line: 420

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! SCP_DumpStack + 354 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! WinAssert + 208 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! gr_opengl_destroy_buffer + 88 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! model_unload + 1414 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! model_free_all + 102 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! doexit + 266 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! exit + 18 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! Warning + 701 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! read_model_file + 12900 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! model_load + 754 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! ship_create + 331 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! create_ship + 82 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! create_player + 151 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! reset_mission + 56 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! create_new_mission + 35 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! fred_init + 965 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFREDView::OnCreate + 103 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::OnWndMsg + 2076 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::WindowProc + 50 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxCallWndProc + 240 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxWndProc + 166 bytes
USER32.dll! GetWindowLongW + 1203 bytes
USER32.dll! EnumDisplayMonitors + 146 bytes
USER32.dll! ReleaseDC + 125 bytes
USER32.dll! CharNextW + 757 bytes
ntdll.dll! KiUserCallbackDispatcher + 46 bytes
USER32.dll! CharNextW + 1070 bytes
USER32.dll! CreateWindowExA + 51 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxCtxCreateWindowExA + 163 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::CreateEx + 332 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::Create + 153 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFrameWnd::CreateView + 352 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFrameWnd::OnCreateClient + 40 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFrameWnd::OnCreateHelper + 57 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFrameWnd::OnCreate + 88 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CMainFrame::OnCreate + 55 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::OnWndMsg + 2076 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::WindowProc + 50 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxCallWndProc + 240 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxWndProc + 166 bytes
USER32.dll! GetWindowLongW + 1203 bytes
USER32.dll! EnumDisplayMonitors + 146 bytes
USER32.dll! ReleaseDC + 125 bytes
USER32.dll! CharNextW + 757 bytes
ntdll.dll! KiUserCallbackDispatcher + 46 bytes
USER32.dll! CharNextW + 1070 bytes
USER32.dll! CreateWindowExA + 51 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxCtxCreateWindowExA + 163 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWnd::CreateEx + 332 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFrameWnd::Create + 225 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFrameWnd::LoadFrame + 318 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CDocTemplate::CreateNewFrame + 388 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CSingleDocTemplate::OpenDocumentFile + 370 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CDocManager::OnFileNew + 348 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CWinApp::OnFileNew + 37 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! CFREDApp::InitInstance + 1582 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! AfxWinMain + 132 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! WinMain + 26 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! __tmainCRTStartup + 358 bytes
fred2_open_3_6_14_DEBUG_NO-SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: What does this mean
Post by: FreeSpaceFreak on December 10, 2012, 12:59:18 pm
It means you need to post your fred2_open.log :P You can find it next to your fs2_open.log.
Title: Re: What does this mean
Post by: Legate Damar on December 10, 2012, 01:31:58 pm
Here it is

[attachment deleted by a basterd]
Title: Re: What does this mean
Post by: Droid803 on December 10, 2012, 01:39:24 pm
Why are you loading INFR1 and WoD. That just sounds like a horrible idea.
Pick the one your mod shares more assets with as a dependency and copy the required assets from the other.
Title: Re: What does this mean
Post by: Legate Damar on December 10, 2012, 01:47:28 pm
The mod I'm running is just a test mod where I throw stuff together and test it out, not my actual mod that I'll compile separately with all of the assets. I just use it to test stuff. It's worked find and didn't have this error before so this is not the problem. I just added a new ship to the tables and got this. I just want to know what causes it.
Title: Re: What does this mean
Post by: Droid803 on December 10, 2012, 02:07:10 pm
No. You fix it now first. Even if it works fine. Even if you just want to test stuff. Don't do it again, because just because it "worked" before, if its built in such a flimsy way you cannot rule out that that table entry you added just caused some sort of violent conflict that resulted in that assert. Now, I'm not saying that is necessarily the case but if you want people to help you debug, have a clean mod setup first.

Also that table entry you added could be helpful.
Title: Re: What does this mean
Post by: Legate Damar on December 10, 2012, 02:12:34 pm
Code: [Select]
$Name: SC Raguel
$Short name: SCruiseINF
$Species: Shivan
+Tech Description:
XSTR("The Raguel is extremely well-armed for a cruiser. With several medium, small and AAA beam cannons, it is preferred that a capital ship destroy this heavy vessel from as great a distance as possible. It exceeds the performance of our cruisers, although lacking in speed somewhat.", -1)
$end_multi_text
$POF file: SCruiseINF.pof
$Detail distance: (0, 800, 1200, 7000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 1.0
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 110.0, 110.0, 75.0
$Rear Velocity: 0.0
$Forward accel: 10.0
$Forward decel: 5.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 100.0
$Expl outer rad: 600.0
$Expl damage: 200.0
$Expl blast: 2000.0
$Expl Propagates: YES
$Shockwave Speed: 600.0
$Shockwave Count: 2
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 60.0
$Max Weapon Eng: 100.0
$Hitpoints: 40000
$Armor type: Shivan
$Flags: ( "cruiser" )
$AI Class: Shivan
$Afterburner: NO
$Countermeasures: 0
$Scan time: 15000
$EngineSnd: 134
$Closeup_pos: 0.0, 0.0, -279
$Closeup_zoom: 0.83
$Score: 300
$Subsystem: turret01,3,1.0
 $Default PBanks: ( "MRed" )
$Subsystem: turret02,1,1.0
 $Default PBanks: ( "Shivpulse" )
$Subsystem: turret03,1,1.0
 $Default PBanks: ( "Shivpulse" )
$Subsystem: turret04,2,1.0
 $Default PBanks: ( "SRed" )
$Subsystem: turret05,2,1.0
 $Default PBanks: ( "SRed" )
$Subsystem: turret06,1,1.0
 $Default PBanks: ( "Shivpulse" )
$Subsystem: turret07,1,1.0
 $Default PBanks: ( "Shivpulse" )
$Subsystem: turret08,2,1.0
 $Default PBanks: ( "HYPER Anti-Fighter Beam" )
$Subsystem: turret09,2,1.0
 $Default PBanks: ( "HYPER Anti-Fighter Beam" )
$Subsystem: turret10,1,1.0
 $Default PBanks: ( "HYPER Anti-Fighter Beam" )
$Subsystem: turret11,1,1.0
 $Default PBanks: ( "HYPER Anti-Fighter Beam" )
$Subsystem: turret12,1,1.0
 $Default PBanks: ( "HYPER Anti-Fighter Beam" )
$Subsystem: turret13,1,1.0
 $Default PBanks: ( "HYPER Anti-Fighter Beam" )
$Subsystem: turret14,2,1.0
 $Default PBanks: ( "SRed" )
$Subsystem: turret15,1,1.0
 $Default PBanks: ( "Kinetic Pulse" )
$Subsystem: turret16,2,1.0
 $Default PBanks: ( "SRed" )
$Subsystem: turret17,2,1.0
 $Default PBanks: ( "SRed" )
$Subsystem: turret18,2,1.0
 $Default PBanks: ( "SRed" )
$Subsystem: sensors, 5,0.0
$Subsystem: communication, 3,0.0
$Subsystem: engine, 5,0.0
 $Engine Wash: Default150
$Subsystem: weapons, 3,0.0
$Subsystem: navigation, 2.5,0.0
$Subsystem: reactor, 2.5,0.0
Title: Re: What does this mean
Post by: Droid803 on December 10, 2012, 02:28:18 pm
You sure that's not conflicting with the existing SC Raguel entry in INF? (See: this is precisely what I mean about possible conflicts with regards to that absolutely stupid mod setup you have)
Title: Re: What does this mean
Post by: Legate Damar on December 10, 2012, 03:49:52 pm
It works fine ingame, I only get the error on the debug build. And the tables I'm using override the Inferno tables so it doesn't use them, it just takes the model and textures from the Inferno folder. However I'll try setting up another test mod with the Raguel assets and not using Inferno for the secondarylist and see if the problem persists.
Title: Re: What does this mean
Post by: MatthTheGeek on December 10, 2012, 04:10:08 pm
"It works fine" is not an answer to "incredibly stupid mod setup".
Title: Re: What does this mean
Post by: Legate Damar on December 10, 2012, 05:16:31 pm
It's not a real mod, I just use it to experiment with stuff.
Title: Re: What does this mean
Post by: Dragon on December 10, 2012, 05:37:35 pm
I advise you to extract all you need into the testbed mod folder (unless you want a dependency or are very low on HD space), this would help make things much cleaner and easier to debug. I tell you that as a guy very experienced in making testbeds. :)
Title: Re: What does this mean
Post by: Legate Damar on December 10, 2012, 05:41:07 pm
I said I was going to do that.
Title: Re: What does this mean
Post by: blowfish on December 10, 2012, 05:42:40 pm
Errors like this are very hard to trace.  This is especially true if your mod is a mess (from experience), which is why you should probably take the advice other people have given in this thread.  If you want some advice I'd say start with fixing those two warnings you see in the log, particularly the second one.
Title: Re: What does this mean
Post by: redsniper on December 13, 2012, 08:30:04 am
A Bajoran would have known better. (http://i.somethingawful.com/forumsystem/emoticons/emot-colbert.gif)
Title: Re: What does this mean
Post by: Legate Damar on December 13, 2012, 08:00:58 pm
Bajoran scum, they would probably ask the Prophets to make a mod for them since they're so lazy.
Title: Re: What does this mean
Post by: Lorric on December 13, 2012, 08:41:46 pm
Bajoran scum, they would probably ask the Prophets to make a mod for them since they're so lazy.

They seemed pretty proactive in kicking your kind off of Bajor...  :D
Title: Re: What does this mean
Post by: Legate Damar on December 13, 2012, 10:54:14 pm
We left of our own free will (and the damned Federation)
Title: Re: What does this mean
Post by: Lorric on December 13, 2012, 11:04:10 pm
We left of our own free will (and the damned Federation)

Damar has a deep, irrational hatred of Bajorans.

Title: Re: What does this mean
Post by: yuezhi on December 13, 2012, 11:24:53 pm
brings back memories doesn't it lorric? :P
Title: Re: What does this mean
Post by: Lorric on December 13, 2012, 11:40:04 pm
brings back memories doesn't it lorric? :P

You made me laugh  :D