Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Nagrach on May 16, 2014, 01:02:38 pm

Title: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on May 16, 2014, 01:02:38 pm
We'll short story: I wanted to use the GTB Stheno Fan made Bomber for some just-to-learn Fredding. In this process I've Discovered that it seems to miss its Docking path for the support ship.

I'm using FSO 3.7.2 RC1, MediaVP's 2014 and some Custom Ships.

I'm no Pro Modder and really no Proffesional Computer Expert so I fear that I don't really know how to solve this. (I think some how over PCS2?)

(Another very good desigend Ship - in my opinion-, that is sadly heavliy bugged is the GTD Hera - It seems that it causes an "More than 4000 Subsystems" Bug....)

Thank you for your help.

Ok here is the Error Message:


Cannot find a dock path for ship Alpha 1, dock index -1.  Aborting dock.

kernel32.dll! WaitForSingleObject + 19 bytes
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
FS2_Open_3_7_2_RC1.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: X3N0-Life-Form on May 19, 2014, 01:07:51 am
Seeing as no one has replied to this ...
Yes, you are going to have to mess around the .pof with PCS2. I'm not a PCS2 expert, unfortunately, and my memory of it is a bit fuzzy but I figure it's got to be something like this:
- open up the model in PCS2
- click on dock path (or something that looks like that) on left part of the screen
- on the right, there should be a series of 4-ish small buttons that allow you to create or delete points for your path
- you can then select your points and set their coordinates manually
- when your are done, don't forget to save your new model

I realize these instructions aren't exactly great, but it's a starting point :)

EDIT - on second thought, you may want to have a look at the ship building tutorial over at FS2 Modding, it should cover PCS2 handling.


EDIT 2 - You should probably listen to the guy below.
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Shivan Hunter on May 19, 2014, 03:27:34 pm
nooooo. After opening the model, go into "paths" on the left and click "auto-gen" on the right. More often than not that does exactly what you want (unless you have an oddly-shaped ship or want oddly-shaped paths). You don't have to do it all manually.
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Rheyah on May 20, 2014, 06:36:07 am
Though you do need to play around if you want nice pretty docking ports! :)
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on May 20, 2014, 03:57:14 pm
I've tried it... and well. The Paths are there... but the Docking POINT is acutally missing... :shaking:

There is a Screen from PCS2 in the Attacment.

[attachment deleted by an evil time traveler]
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: crizza on May 20, 2014, 04:00:58 pm
I actually had that problem in the past.
Doesn't the Stheno comes with two models?
Back then I think one had the docking point but no path, and the other the points or something like that.
My point: opening both models in PCS2 and comparing them will make fixing this rather easy...and trust me, I'm a noob  :lol:
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on May 20, 2014, 04:34:15 pm
Well, I've tried that vfrom Crizza and now, well I think its the return of Battutas Psychotic Support Ship. First I get the Message that the Support Ship is send. The Dock counter shows 4 seconds. But there is no Support Ship in the System. When I wait a few minutes I get the message "Support Ship is down" - without one Shot fired, and no Support Ship in the System. Than my SOUND crashes, get an Black screen, that goes Back and than I have a Black screen only with the HUD.

Thats sounds like some Shivans are on the Support Ship or something like that. :eek:

EDIT: Ok I wanted to get this for the generations to come on vid so I tried it another time, to record it.
This Time I saw the Warpflash. But no Support ship. Than I fired in the general direction, it seems that i killed it (with now explosion). And than the same thing with the black HUD screen. :warp:

After some tests I can say: this happens only with the Stheno.
I used the Second POF (sthenoA).
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: niffiwan on May 20, 2014, 06:28:29 pm
Hmm. That sounds like there is a bug in the Stheno model (although if that is the case then FSO should handle it more gracefully than it currently is).  Try running FSO debug and see if the log complains about anything?
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on May 22, 2014, 11:57:41 am
This is getting really interesting. In Debug mod I get an Error when i call the Support Ship in. But when I continue with FSO after this massage all works just fine


This the one I get when I call in the support ship:

Ship class GTB Stheno has only 2 points on dock path "$path01".  Recommended minimum number of points is 4.  Docking along that path will look strange.  You may wish to edit the model.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! SCP_DumpStack + 354 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! Warning + 416 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! ai_dock + 632 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! ai_execute_behavior + 457 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! ai_frame + 2092 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! ai_process + 290 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! ship_process_post + 1848 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! obj_move_all_post + 565 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! obj_move_all + 417 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! game_simulation_frame + 1132 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! game_frame + 497 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! game_do_frame + 239 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! game_do_state + 379 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! gameseq_process_events + 237 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! game_main + 782 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! WinMain + 330 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! __tmainCRTStartup + 358 bytes
FS2_Open_3_7_2_RC1-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes



I don't know what this error means, I get it when FSO starts in Debug Mod.


Boolean '+Dynamic' type unknown; assuming 'no/false'
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! SCP_DumpStack + 354 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! Warning + 416 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! stuff_boolean + 469 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! parse_ship_values + 7361 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! parse_ship + 935 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! parse_shiptbl + 374 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! parse_modular_table + 267 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! ship_init + 578 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! fred_init + 817 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFREDView::OnCreate + 103 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::OnWndMsg + 2076 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::WindowProc + 50 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxCallWndProc + 240 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxWndProc + 166 bytes
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetDC + 82 bytes
USER32.dll! GetThreadDesktop + 389 bytes
USER32.dll! UnregisterClassW + 1980 bytes
ntdll.dll! KiUserCallbackDispatcher + 46 bytes
USER32.dll! UnregisterClassW + 2744 bytes
USER32.dll! CreateWindowExA + 51 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxCtxCreateWindowExA + 163 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::CreateEx + 332 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::Create + 153 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFrameWnd::CreateView + 352 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFrameWnd::OnCreateClient + 40 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFrameWnd::OnCreateHelper + 57 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFrameWnd::OnCreate + 88 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CMainFrame::OnCreate + 55 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::OnWndMsg + 2076 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::WindowProc + 50 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxCallWndProc + 240 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxWndProc + 166 bytes
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetDC + 82 bytes
USER32.dll! GetThreadDesktop + 389 bytes
USER32.dll! UnregisterClassW + 1980 bytes
ntdll.dll! KiUserCallbackDispatcher + 46 bytes
USER32.dll! UnregisterClassW + 2744 bytes
USER32.dll! CreateWindowExA + 51 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxCtxCreateWindowExA + 163 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWnd::CreateEx + 332 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFrameWnd::Create + 225 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFrameWnd::LoadFrame + 318 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CDocTemplate::CreateNewFrame + 388 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CSingleDocTemplate::OpenDocumentFile + 370 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CDocManager::OnFileNew + 348 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CWinApp::OnFileNew + 37 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! CFREDApp::InitInstance + 1582 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! AfxWinMain + 132 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! WinMain + 26 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! __tmainCRTStartup + 358 bytes
fred2_open_3_7_2_RC1-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: niffiwan on May 22, 2014, 06:28:10 pm
The 1st sounds like a potentially harmless issue with the model (that should still probably be fixed), but I'm not sure what the 2nd one is about.

Could you post, attach or pastebin the entire fs2_open.log file?
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on May 23, 2014, 05:01:21 am

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
Is that a Problem?

Ok. That may be also an important information: When I ran FSO in Debug mode, all works just fine, but with the normal .exe these strange bug occurs.

FS2_Log is in the Attachments.


[attachment deleted by an evil time traveler]
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: niffiwan on May 23, 2014, 05:35:15 am
Was that fs2_open.log file from your most recent run of FSO?  Because it looks like it crashed on start with this error:

Code: [Select]
TBM  =>  Starting parse of 'strkbmb-shp.tbm' ...
WARNING: "Ship class 'GTB Rhea' has 1 primary banks, but 2 primary capacities... fix this!!" at ship.cpp:1376
Int3(): From c:\code\fs2_open_3_7_2_rc1\code\globalincs\windebug.cpp at line 1379

Maybe have a look at this table (strkbmb-shp.tbm) and fix the GTB Rhea, then run and post another log?
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Droid803 on May 24, 2014, 03:21:39 am
Can you post a screenshot of the Stheno model you're using when you get that bug?
If it -still- has no dockpoint then the problem is obvious.
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on May 29, 2014, 08:06:48 am
I actually have a video of the entire Bug...

(Sry, not much time atm)

http://youtu.be/T7dBT5fSdbc
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Bryan See on June 03, 2014, 03:28:13 am
I had the same thing too. The Stheno bomber I got has no dockpoints. I planned to make missions involving its use. I think we use PCS to fix it or use Blender. I hope this works.
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on June 04, 2014, 09:35:40 am
I had the same thing too. The Stheno bomber I got has no dockpoints. I planned to make missions involving its use. I think we use PCS to fix it or use Blender. I hope this works.

Are you able to do this? The last time I used blender is about 5 years ago, and in PCS I need to first get in, and more sadly my exams are approaching fast :/, so I don't have the time atm.

Would be awesome from you :)
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: The E on June 04, 2014, 09:40:20 am
This is a PCS2-only task.
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: DahBlount on June 04, 2014, 11:27:06 am
Here are both models with docking points and paths. Both are tested and working.

http://www.mediafire.com/download/aqj4ujqn4lgu7tb/SthenoFixed.zip
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: Nagrach on June 04, 2014, 12:50:40 pm
I could kiss you :). Really. Thank you veeeeeeeeery much. BTW. Do you mind if I upload it to FSmods? Mediafire isn't the savest place to have a mode for the generations to come ;).
Title: Re: GTB Stheno has no Dock Paths - How to fix this?
Post by: DahBlount on June 04, 2014, 12:53:25 pm
Go ahead. Just don't forget to include the textures a ship table.