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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Eiswolf on April 21, 2013, 09:25:33 am

Title: Hud Gauges Errors? Where are the Failure?
Post by: Eiswolf on April 21, 2013, 09:25:33 am
I hope anyone can help my.

I used the fs2_open_3_6_18.exe and fs2_open_3_6_18_DEBUG.exe
When i will test Hud_Gauges i will became with  fs2_open_3_6_18.exe 26 Errors.
When i will test withe the fs2_open_3_6_18_DEBUG.exe the Game will crash down with out a Error Warning. So i don´t know where are the Failure.
Here are my Hud_Gauges:

Code: [Select]
$Load Retail Configuration: no
$Font: 3
$Max Directives: 7
$Max Escort Ships: 7
$Speed Unit Multiplier: 10

#Gauge Config
$Ships:                         ( "Ahab AHB-443" "Ahab AHB-X" "Gotha GTHA-100" "Gotha GTHA-300" "Gotha GTHA-500" "Hammerhead HMR-HD" "Hellcat HCT-213" "HellcatII HCT-213B" "Ironsides IRN-SD1" "Rapier RPR-100" "Rogue RGU-133E" "Rogue RGU-133F" "Rogue RGU-133L" "Spad SPD-502" "Swift SW-606" "Tomahawk THK-53" "Tomahawk THK-63" "Trident TRN-3T" "Zero ZRO-114" )
$Font: 3
$Base: (1600, 900)
$Required Aspect: Wide Screen
$Gauges:
+Custom:
Position: (950, 660)
Name: Status
Text: Status
X Offset: 0
Y Offset: 0
Gauge Type: RADAR
Slew: YES
Active by default: Yes
Filename: Dummy
+Custom:
Position: (500, 700)
Name: Warnings
Text: Warnings
X Offset: 0
Y Offset: 0
Gauge Type: RADAR
Slew: YES
Active by default: Yes
Filename: Dummy
+Messages:
Position: (5, 5)
Font: 2
+Training Messages:
Position: (750, 226)
+Support:
Position: (747, 600)
Slew: no
Filename: Dummy
Header Offsets: (3, 2)
Text Y-offset: 12
Dock Status X-offset: 6
Dock Time X-offset: 65
+Damage:
Position: (950, 680)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Header Offsets: (2, 3)
Hull Integrity Offsets: (4, 23)
Hull Integrity Value X-offset: 180
Top Background Height: 27
Subsystem Entry Height: 20
Subsystem List Start Offsets: (4, 43)
Subsystem Entry Value X-offset: 142
Bottom Background Offset: 0
+Wingman Status:
Position: (1440, 325)
Slew: no
Left Background Filename: Dummy
Entry Background Filename: Dummy
Right Background Filename: Dummy
Dot Filename: Wingman4
Header Offsets: (2, 3)
Left Background Width: 20
Entry Width: 30
Last Background Offset: -16
Single Wing Offsets: (0, 23)
Multiple Wing Start Offsets: (0, 23)
Wing Name Offsets: (30, 0)
Dot Offsets: (100, 0) (115, 0) (130, 0) (145, 0) (160, 0) (175, 0)
Expansion Mode: down
+Auto Speed:
Position: (680, 325)
Slew: yes
Filename: Dummy
Auto Offsets: (6, 0)
Speed Offsets: (0, 12)
On Text Color: (-1, -1, -1, -1)
Off Text Color: (0, 0, 0, 0)
+Auto Target:
Position: (880, 325)
Slew: yes
Filename: Dummy
Auto Offsets: (9, 0)
Target Offsets: (0, 12)
On Text Color: (-1, -1, -1, -1)
Off Text Color: (0, 0, 0, 0)
+Countermeasures:
Position: (880, 541)
Slew: yes
Filename: Dummy
Text Offsets: (36, 4)
Value Offsets: (9, 4)
;+Talking Head:
; Position: (1317, 325)
+Directives:
Position: (42, 325)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Header Offsets: (4, 4)
Top Background Height: 25
List Start Offsets: (12, 23)
Entry Height: 18
Bottom Background Offset: -18
Max Line Width: 210
+Objective Notify:
Position: (42, 500)
Slew: no
Filename: Dummy
Objective Text Y-offset: 4
Objective Value Y-offset: 23
Subspace Text Y-offset: 4
Subspace Value Y-offset: 23
Red Alert Text Y-offset: 4
Red Alert Value Y-offset: 23
+Squad Message:
Position: (1235, 325)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Header Offsets: (4, 3)
List Start Offsets: (4, 20)
Top Background Height: 20
Entry Height: 15
Bottom Background Offset: -10
Command X-offset: 17
Page Up Offsets: (110, 5)
Page Down Offsets: (110, 115)
+Lag:
Position: (850, 650)
+Escort View:
Position: (1200, 520)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Entry Height: 18
Bottom Background Offset: 4
Header Text: sitrep
Header Offsets: (4, 4)
List Start Offsets: (0, 23)
Hull X-offset: 185
Ship Name Max Width: 160
;Name X-offset: (4, 0)
;Status X-offset: (-11, 0)
+Mission Time:
Position: (640, 540)
Slew: yes
Filename: Dummy
Text Offsets: (4, 4)
Value Offsets: (4, 15)
+Target Monitor:
Position: (14, 640)
Monitor Filename: Dummy
Monitor Alpha Mask Filename: Dummy
Integrity Bar Filename: Dummy
Viewport Offsets: (0, 0)
Viewport Size: (180, 135)
Integrity Bar Offsets: (250, 10)
Status Offsets: (185, 10)
Name Offsets: (8, -25)
Class Offsets: (8, -10)
Distance Offsets: (185, 60)
Speed Offsets: (185, 40)
Hull Offsets: (215, 20)
Cargo Contents Offsets: (8, 30)
Cargo Scan Start Offsets: (3, 5)
Cargo Scan Size: (172, 130)
Subsystem Name Offsets: (25, 132)
Subsystem Integrity Offsets: (155, 132)
Disabled Status Offsets: (90, 120)
Desaturate: yes
+Radar:
Position: (680, 708)
Size: (1024, 1024)
Filename: 2_radar1
Infinity Distance Offsets: (0, 0)
Long Distance Offsets: (0, 0)
Short Distance Offsets: (0, 0)
+Afterburner Energy:
Position: (600, 401)
Slew: yes
Filename: 2_energy2
Foreground Clip Height: 130
+Weapon Energy:
Position: (952, 402)
Slew: yes
Filename: 2_energy2
Foreground Clip Height: 130
Text Offsets: (15, -15)
Text Alignment: Right
Always Show Text: falsh
Text Follows: falsh
Show Ballistic Ammo: falsh
+Text Warnings:
Position: (500, 720)
+Center Reticle:
Position: (780, 441)
Filename: 2_Reticle1
+Throttle:
Position: (556, 322)
Slew: yes
Filename: 2_leftarc
Foreground Clip Bottom Y-offset: 210
Foreground Clip Width: 109
Foreground Clip Height: 133
Afterburner Clip Height: 29
Show Background: no
Show Max Speed Label: no
Show Min Speed Label: no
Current Speed Offsets: (120, 40)
Target Speed Offsets: (120, 80)
Show Percentage: no
Glide Status Offsets: (-5, 80)
Match Speed Status Offsets: (-5, 80)
+Threat Indicator:
Position: (933, 323)
Slew: yes
Arc Filename: 2_rightarc1
Dumbfire Filename: 2_toparc2
Lock Filename: 2_toparc3
Dumbfire Offsets: (39, 124)
Lock Offsets: (39, 150)
+Multiplayer Messages:
Position: (8, 240)
+Voice Status:
Position: (5, 165)
+Ping:
Position: (700, 650)
+Supernova:
Position: (500, 575)
+Hostile Triangle:
Position: (800, 453)
Slew: yes
Radius: 100
Triangle Base: 9.5
Triangle Height: 11.0
+Target Triangle:
Position: (800, 453)
Slew: yes
Radius: 100
Triangle Base: 9.5
Triangle Height: 11.0
+Lock Indicator:
Lock Filename: 2_lockspin
Locked Filename: 2_lock1
Lock Center Offsets: (50, 50)
Locked Center Offsets: (25, 25)
+Missile Triangles:
Position: (800, 453)
Slew: yes
Radius: 100
Triangle Base: 9.5
Triangle Height: 11.0
+Orientation Tee:
Position: (800, 453)
Slew: yes
Radius: 100
+Kills:
Position: (980, 325)
Slew: no
Filename: Dummy
Text Offsets: (4, 4)
Value Offsets: (70, 4)
+Flight Path Marker:
Filename: direction
Center Offsets: (10, 10)
;+Hardpoints:
; Position: (265, 725)
; Size: (150, 150)
; Line Width: 2
; View Direction: Top
; Show Primary Weapons: no
; Show Secondary Weapons: yes
+Primary Weapons:
Position: (1360, 609)
Header Offsets: (4, 4)
Header Text: Primary Bank
First Background Filename: Dummy
First Background Height: 20
First Background X-offset: 0
Entry Background Filename: Dummy
Entry Background Height: 20
Entry Background X-offset: 0
Last Background Filename: Dummy
Last Background X-offset: 0
Last Background Y-offset: -18
Entry Height: 18
List Start Y-offset: 20
Ammo X-offset: 55
Link X-offset: 65
Name X-offset: 75
+Secondary Weapons:
Position: (1361, 709)
Header Offsets: (4, 4)
Header Text: Secondary Bank
First Background Filename: Dummy
First Background Height: 20
First Background X-offset: 0
Entry Background Filename: Dummy
Entry Background Height: 20
Entry Background X-offset: 0
Last Background Filename: Dummy
Last Background X-offset: 0
Last Background Y-offset: -18
Entry Height: 18
List Start Y-offset: 20
Ammo X-offset: 30
Link X-offset: 40
Name X-offset: 49
Unlink X-offset: 45
Reload X-offset: 180
$End Gauges

#End

All Hud_Gauges was .ani Files or .eff Files...
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: The E on April 21, 2013, 10:32:03 am
Please post an fs2_open.log.
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: Eiswolf on April 21, 2013, 11:44:17 am
Here is the log file.

==========================================================================
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: 3.6.18.9546
Passed cmdline options:
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -rearm_timer
  -ship_choice_3d
  -snd_preload
  -spec
  -glow
  -normal
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-normal' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Searching root 'C:\Yaberwalky\Projekt Space\Aerotech Alpha Versionen\Aerotech2\' ... 3651 files
Found 1 roots and 3651 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Lautsprecher/Kopfhörer (Realtek High Definition Audio)
  Capture device: Mikrofon (Realtek High Definiti
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 330M/PCI/SSE2
  OpenGL Version   : 3.1 NVIDIA 188.67

  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_NV_vertex_program3".
  Using extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  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
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 1.30 NVIDIA via Cg compiler
... 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...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (Exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (Maxim_impact.eff) with 23 frames at 30 fps.
WARNING:  Weapon 'LB 2-X AC' has both LASER and POF render types!  Will only use POF type!
WARNING:  Laser glow specified on non-LASER type weapon (LB 2-X AC)!
Int3(): From c:\code\fs2_open_3_6_18\code\weapon\weapons.cpp at line 1288
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: Dragon on April 21, 2013, 12:34:55 pm
Take a look at the bottom of the log. You need to fix a bug in that weapon before proceeding. You can't have both a model and a bitmap on a weapon (though I don't think this is causing the Int3(), you must have made another mistake in the same weapon).
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: Mad Bomber on April 21, 2013, 02:26:59 pm
Also it failed to parse armor.tbl correctly. (Curse you Ferro-Lamellor! :p)
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: General Battuta on April 21, 2013, 02:36:36 pm
Also it failed to parse armor.tbl correctly. (Curse you Ferro-Lamellor! :p)

That's normal, you'll see that in pretty much every log even when loading a mod that uses a lot of armor.tbl.
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: Eiswolf on April 21, 2013, 04:11:29 pm
Take a look at the bottom of the log. You need to fix a bug in that weapon before proceeding. You can't have both a model and a bitmap on a weapon (though I don't think this is causing the Int3(), you must have made another mistake in the same weapon).

This was the right way :)
Thx all for help.

I have fix the Weapon.tbl and run the Debug.exe so I have the following error messages from the Debug.exe get the same I could fix. :)

Thx for help.
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: The E on April 21, 2013, 04:15:41 pm
Also it failed to parse armor.tbl correctly. (Curse you Ferro-Lamellor! :p)

There are useful messages, and then there are confusing ones. Use this guide to find out which is which. (http://www.hard-light.net/forums/index.php?topic=75899.0)
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: Dragon on April 21, 2013, 06:26:12 pm
Maybe +Parse option in debug_filter.cfg could help you in this case. It could help you find exactly which line of the table it crashes on (from experience: Int3() during ship/weapon table parsing is usually caused by a silly typo in a wrong place). Note however, this will make the log enormous. If you decide to consult HLP on that matter (you shouldn't need to, +Parse output is pretty self-explanatory), post only the last 10-15 lines of the log. Oh, and don't forget to disable it afterwards, especially if you intend to post more logs.
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: The E on April 22, 2013, 11:12:48 am
Dragon: Sorry, but you're wrong. This Int3() is caused by the weapon having both pof and laser rendering types, and nothing else.
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: chief1983 on April 26, 2013, 01:11:16 pm
If  that causes an Int3(), can we promote the logged error to one that pops up in debug builds?  Since it's already catchable...
Title: Re: Hud Gauges Errors? Where are the Failure?
Post by: Dragon on April 27, 2013, 05:47:41 pm
Dragon: Sorry, but you're wrong. This Int3() is caused by the weapon having both pof and laser rendering types, and nothing else.
Then why does FSO displays a warning in this case? If it's gonna crash anyway after you skip it, why not make it an error?