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Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: luxebo on July 17, 2013, 01:05:53 pm

Title: Error Message(accidentally deleted other message))
Post by: luxebo on July 17, 2013, 01:05:53 pm
 :mad: I didn't no what the red cross did and then I found out that it deleted my topic!  :banghead: I also forgot what the error code was, and now the game just jams on me. I don't know what I wrote, so now I have no idea how to solve this problem.
Title: Re: Error Message(accidentally deleted other message))
Post by: niffiwan on July 17, 2013, 04:13:04 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 18, 2013, 01:24:05 pm
EXCEPTION : Attempt to read from address 0x00000004 in MCOREL! (+0xC923)
Address   : 0x0040D923
Location  : MCOREL! (+0xC923)

There we go, that's the error. I meant to say that only the second mission of Carver 5 (which I edited in a separate edition like the others). Sorry, should have clarified on the error. Not the whole game jams unlike what I said before. Now I'm not sure what causes the problem (maybe because I completely changed the mission by removing all the enemies and added some others with a bomb capture, but I did stuff like this and didn't cause a problem.) I don't think Fs2_open.log file is going to help. So yeah, sorry about not clarifying the bug.
Title: Re: Error Message(accidentally deleted other message))
Post by: niffiwan on July 18, 2013, 06:54:56 pm
Oh I'm so sorry, this is the MCO board, not a FSO board ( :banghead:) so ignore the request for the fs2open.log.  Hopefully someone who knows MCO can assist with your issue.
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 19, 2013, 01:00:08 pm
No problem, this forums sort of dead with the MCO team not making stuff all into the mod. I PMed Wolfman already and he says that the error is normally found, but not really solvable. Thanks for helping anyway!   :)
Title: Re: Error Message(accidentally deleted other message))
Post by: Raven IIC on July 19, 2013, 01:12:36 pm
I'd help with this, but coding wasn't really my field in MCO. And, yes, unfortunately progress has just about halted since nobody's been very interested in helping out with the mod, and there was (and still is) very much to do...
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 19, 2013, 01:46:07 pm
I looked into the files, and for some ****ing reason there's no fit file!  :wtf:  :confused: That's a logical reason why there is the bug. I reedited the mission so there was a fit file. That's really weird; MCO has a large number of random bugs. I know it isn't the team's fault and that Mechcommander was stretched to nearing the limit, but there just a lot of bugs, mainly from nowhere. I even got a bug that says Assert(0)=Fudge or something like that. It happens I guess. Thanks for helping guys!  :yes:
Title: Re: Error Message(accidentally deleted other message))
Post by: wolfman-x on July 19, 2013, 03:51:10 pm
I just stated that this type of error message comes up once in a while for unidentified reasons in MCO as well as MC2X and there is no clear or simple solution for it.  As it seems there is a multiple of possible rootcauses to trigger that error message. :wtf:
Title: Re: Error Message(accidentally deleted other message))
Post by: magic on July 25, 2013, 03:38:29 am
Hello,

Many of those error messages are caused by mission designers. In your example its a missing FIT file.

Some time ago my email was flooded with error messages and some angry comments about MCO when a guy tried to make and run the mission. It was simple mission with only a few enemies, only he forgot to add a mission name and there was not a single mission objective defined. When I gave a name to his mission and made a simple "Destroy all enemies" objective mission loaded without a problem.

Much later the same thing happened when one from our crew tried to make simple mission.

A few time unexplained and random crushes were related to a solo mission with default team definition (3 teams - player, enemy and friend) where mission designer assigned one or more units to a non-existing team (say 4,5 and in one case 8).

When you modify a mission, you must check mission settings and objectives. If you dont change objectives you may have objectives that can crush the game.

Warrior brains can cause many crushes too.

When you post an error reports about MCO please stick to Exodus and MW2 mercs campaigns. Those missions are designed by me and modified for the latest version of MCO.

Carver 5 campaigns are heavily modified (mostly automatically) and can not be used for reference.

All other campaigns had a lot of crushes even in their original state when playing in MC2. I fixed many but its too much work and too little time to check everything. Plus I hired two people that do not know MCO to make many changes required for compatibility with the latest MCO.
Those definitely can not be used for reference.

Carver 5 and especially other campaigns are provided as is. I dont plan to invest any more time nor resources to change those for any further MCO release - if any.
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 25, 2013, 12:44:27 pm
Yep, I do realize that I'm not the best at mission editing. I believe I screwed up just in plain putting files here or there and then the FIT file was deleted. I've already fixed it by reediting. Works now though.  :yes:  :nod:

Also on a side note, I made a few campaigns, (I never released a campaign because most are completely separate from a legit story, not to mention Battletech's universe.) however, vehicles simply can't be controlled by the player! I looked at the mw2 3rd last mission and Ptest, but can't figure out how to allow vehicular control by the player. MC2X (Wolfman's mod) allowed me to start with vehicles, both purchase and by simply launching without logistics like Carver 5's 1st mission. (There are no missions without logistics in exodus or mw2.) The thing is that if I put only vehicles in for player 1, I end up failing the mission automatically. Is there a certain way to allow control of vehicles? Maybe infantry as well? Or is there no solution?
Title: Re: Error Message(accidentally deleted other message))
Post by: magic on July 26, 2013, 05:29:19 am
Also on a side note, I made a few campaigns, (I never released a campaign because most are completely separate from a legit story, not to mention Battletech's universe.) however, vehicles simply can't be controlled by the player! I looked at the mw2 3rd last mission and Ptest, but can't figure out how to allow vehicular control by the player. MC2X (Wolfman's mod) allowed me to start with vehicles, both purchase and by simply launching without logistics like Carver 5's 1st mission. (There are no missions without logistics in exodus or mw2.) The thing is that if I put only vehicles in for player 1, I end up failing the mission automatically. Is there a certain way to allow control of vehicles? Maybe infantry as well? Or is there no solution?

Why not posting? It does not have to be "legit" nor BT (BT is in its dead end). I like BT universe but I never liked "official" BT fiction, it is written as soap opera and totally unreal. There are some good stories and even novels mad by fans for BT universe. Please post or let me see your campaigns.

MCO is mech commander game, you can add vehicles to players roster in mission but you cant buy/sell vehicles unless I made them half mechs - half vehicles as Wolfman did. Besides mechs have one pilot, vehicles usually have a crew, it does not look right to put only one pilot into vehicle.
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 26, 2013, 10:34:30 pm
Right now, most of my campaigns (there's really few of them that I did for fun on MC2X) only use base maps (as in the basic terrain), very little story (some with none), few abl/warrior brain stuff, etc. Not saying I can't post them, but most of the campaigns I've spent literally days (even hours) and none really serious/complete.

I do realize that MCO is mainly mechs only but when I put no mechs or aircraft with no logistics (like 1st Carver 5 mission), the mission simply failed. I put a single dozer in that mission where I also put a few wreckages in the map for salvaging. The dozer has a pilot and pbrain but does not show up at all, signaling failed mission. The goal of that mission was to capture the enemy mechs and then destroy the enemy base. This also happened a few other times in missions, where once, I created a convoy with two Sha Yu's. The Sharks/Sha Yu's spawned under player control but the convoy was completely gone. Basically vehicles can't be under player control, they just disappear.

Lets see, I have one campaign about some random stuff (literally, one missions about the North Korean dictatorship and then the next one is about how Tangoblue was created. Tangoblue is a special high heat ball of homing doom from mc2x, if it follows a mech, chances are you're going to lose it. Maybe Fafnir's are lucky.)
I have made one campaign about MW4 Mercs but most missions/contracts were heavily modified. It's based off MC2X though, so it wouldn't work on MCO.
I have made one final campaign about a so-called 'Death Clan' and it basically was a test of my modding skills. I learned a bunch of things from that campaign, like abl file editing, purchase file editing, and difficulty. My earlier campaigns had mc2xattack brains, no music, easy difficulty especially starting out with near infinite cash and enemies with crap equipment. This campaign actually is one that's considerably good.
Right now, I'm just testing what I could do in MCO for fun, and I installed MCO to two different platforms. One for gaming and one simply for completely changing maps. I deleted all enemies, objectives, and everything that needed to be deleted in a few of the modding platform. So far, the only errors that I've encountered while modding the campaigns (BTW I'm using Exodus, MW2 Mercs, and Carver 5's maps and if I ever release these, I give the MCO team credit for making the map in the first place.) is the weird fit file error that I screwed up somehow and the vehicle 'Houdini' bug. This campaign is still in progress.

If you want or any other's want, I could release a campaign or two, but I'm going to have to learn how to in the first place.  :) I've no problems with that. Please note that I've not much experience from modding and most of it comes from help from the Mechcommander community. I've got to say though Magic (and Wolfman-x and the rest of MCO team) thanks for providing a mod in the first place, all of them are awesome.  :yes:  :)
Title: Re: Error Message(accidentally deleted other message))
Post by: stone1 on July 29, 2013, 06:59:23 pm
@luxebo

It would be great to bring your campaigns to the public. Never mind lack of story or fitting into the BT universe. Interesting mission design is what matters (to me at least). I'd like to see a new MCO campaign! :nod:
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 29, 2013, 09:38:25 pm
@stone 1 I need to figure out how to let the player control vehicles like in MC2X. Never mind purchasing them, but they don't appear on the map. Then I need to learn how to package. Most of my campaigns are in the works right now. Lastly, I also need to learn how to create the tac map or the map colors for MCO. So yeah, work in progress.  :)

MC2X stuff I can attempt to release, but I need to learn to release once again. Death Clan is the only one really playable. MW4 Mercs is going to be really easy for the most part, and somewhat repetitive for almost 50 missions (all contracts in that game). Enjoy Dire Wolf on Solaris 5 light matches :p
Title: Re: Error Message(accidentally deleted other message))
Post by: magic on July 30, 2013, 01:02:03 am
As you know I made an installer for every third party campaign I released. It will require installation of Inno Setup Compiler (I am using 5.4.0 (a)). All you have to do is to place all necessary campaign files in correct places under "DATA" folder structure, change 2 txt files, with your text about campaign and change paths and names in INI file.

I can upload the sample if you want?
Title: Re: Error Message(accidentally deleted other message))
Post by: stone1 on July 30, 2013, 10:05:03 am
@luxebo

I can't help you with vehicles, as far as I can remember there was no Omnitech mission at all where the player could purchase and use them in a mission (except copters, which work just like mechs without terrain restrictions).

You might consider the following approach: Design some custom light mechs like Locusts or Commandos with a unique weapon loadout that is appropriate for the mission and limit the purchasing file to just these mechs. That way you wouldn't have to worry about the MCO vehicle restrictions and the custom mechs can fullfill the role you intend them to.

Of course player-controlled vehicles in a mission would be nice, but if that's your main objective, then you should use MC2X...
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 30, 2013, 12:45:08 pm
@magic As of now, my MCO campaigns are very far from done; If you can, go ahead and upload a sample, though my campaigns so far will just be using your original campaign maps. BTW, I still need help on the tac map (which is all black besides trees, water, and bases) and is there a way to maybe have vehicles shut down at the beginning of the mission and then I can control? I do know a couple missions that did that like certain repair trucks in missions and MW2_7_1 has the rescue hovercraft and Blaze in the Flashman.  :confused:

@stone 1 vehicles aren't my main objective, which is what I used for my MC2X campaigns, but there are a couple missions that sorta need it like convoys. The campaigns there are based off a third war in C&C general's universe. China as MW2, GLA as Exodus, and USA as Carver 5. So, some vehicles I want to use like Humvees for USA, ACVs (troop crawlers) for China, and Hunters (Rocket buggies) for GLA. I could make them allied, but there are missions that allow vehicles in game controlled by player, like MW2_7_1.  :yes:

Also, I'm not making them into purchase file but allowing some control during the mission, sorta like powering up during missions. I would try for unique 20 tonners but sometimes those mech variants damage other variants (like what I did in Driftwood in my first campaign) and then it turns the other variants to no health at start (a bar of green going to the left and unrepairable damage to center torso) Sometimes one shot to the torso can eliminate the mech. I attempted to give a marauder 2c two firewalls and a bunch of armor and heat sinks, but this made the original variant get one shotted by all the enemies (or my crew).  :nono:
Title: Re: Error Message(accidentally deleted other message))
Post by: stone1 on July 30, 2013, 04:42:59 pm
@luxebo   

I see... but if only mechs of the same type are affected then there would still be the option to restrict yourself to let's say three different unique mechs and not using these chassis anywhere else in the campaign. You could make an unarmed assault mech like a fafnir to represent the transport vehicle an two special-equipped light mechs as convoy escorts, for example. The humvees and tanks could be impleneted as friendly "NPC" units, with orders to protect the fafnir-transports. I never designed a mission for myself but I played around with the editor a bit, and I think that such an approach should be possible.

As for the mission MW2_7_1 you mentioned, I never played that one. It's not even in my MCO \missions directory. Probably it was added in the last release (which I haven't played) :nono:
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 30, 2013, 06:09:22 pm
That might work, once again the problem is that it could affect the unit's other variants in the whole game, which isn't really a good thing.  :hopping: I had multiple created variants but that made key really badass mech usable with barely any armor. I don't want to end up having multiple mechs in other campaigns being damaged.

MW2_7_1 is I believe after solaris matches. Earlier editions before Omen release I believe didn't have that mission. That mission allowed control of a Pegasus, Centipede, and Harraser, plus repair truck from allied command to player command. Not sure how to code that, great thing on Magic's part.  :yes:
Title: Re: Error Message(accidentally deleted other message))
Post by: magic on July 31, 2013, 12:45:51 am
@magic As of now, my MCO campaigns are very far from done; If you can, go ahead and upload a sample, though my campaigns so far will just be using your original campaign maps. BTW, I still need help on the tac map (which is all black besides trees, water, and bases) and is there a way to maybe have vehicles shut down at the beginning of the mission and then I can control? I do know a couple missions that did that like certain repair trucks in missions and MW2_7_1 has the rescue hovercraft and Blaze in the Flashman.  :confused:

You can use any of my maps and you need to convert mission.burning.jpg to tga format and save as mission.tga. This is must for the editor or you will have black tacmap.

Vehicles do not need to be shutdown, you just have them "do nothing" in mission brain.

Check MW2_7_1.abl you can see how vehicles and mechs can be added to players roster. Even better (simpler), check p.abl (p is my test mission) - you can find there how to add repair truck after capture and how to add and remove mech to/from players roster.

You can add more then one vehicle to players roster at the beginning, you just must have one mech to start with.

Also, I'm not making them into purchase file but allowing some control during the mission, sorta like powering up during missions. I would try for unique 20 tonners but sometimes those mech variants damage other variants (like what I did in Driftwood in my first campaign) and then it turns the other variants to no health at start (a bar of green going to the left and unrepairable damage to center torso) Sometimes one shot to the torso can eliminate the mech. I attempted to give a marauder 2c two firewalls and a bunch of armor and heat sinks, but this made the original variant get one shotted by all the enemies (or my crew).  :nono:

When you make new variants use only notepad and simple copy/paste. Do not use a program (cant remember the name) for it. It will corrupt csv file and all existing variants will be heavily damaged.

And you have a new Hammer vehicle in MCO.

I never liked escort convoy missions in MC2 or MCO before, because you cant control convoy vehicles, cant stop then from running strait to the enemy... In new MCO you can add convoy to players roster and take full control of it, the only limit is the size of players roster - 16.
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 31, 2013, 01:36:30 pm
Thanks!  :) tga file convertion works! Ah, I see that you have to have mechs to start.

Is mech variants workable in Microsoft Excel or would that screw with csv? That and copy/paste is what I used to create other variants, and seemingly screws with other variants.
Title: Re: Error Message(accidentally deleted other message))
Post by: Raven IIC on July 31, 2013, 05:06:42 pm
Is mech variants workable in Microsoft Excel or would that screw with csv? That and copy/paste is what I used to create other variants, and seemingly screws with other variants.
Like magic said, you can try to make/change variants, but better with a text editor. However, if your going to do this in Excel (if its easier for you that way), you'll still have to go to a regular text editor (i.e. Notepad) and make sure you have commas in their appropriate places.
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on July 31, 2013, 09:26:19 pm
Ah, I see where I went wrong there.  :doubt: Thanks for the help Raven!  :yes:
Title: Re: Error Message(accidentally deleted other message))
Post by: Raven IIC on August 01, 2013, 01:31:31 pm
No problem :)
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on August 02, 2013, 03:04:47 pm
I found another error code, can't load A_0_4 properly in the editor after tga change of the burnin. The burnin is exceptionally large, so maybe that might be the case? All other tga change of the burnin works.

EXCEPTION : Attempt to read from NULL in EDITREL! (+0x6AB55)
Address   : 0x013FBB55
Location  : EDITREL! (+0x6AB55)

Edit: Found another interesting glitch. That's the dozer mission. I deleted the dozer and let player choose his/her own mechs but mission still fails. The mission is the A_jumpship_2 (something like that one.)
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on August 05, 2013, 11:10:26 pm
Found yet another error. Sorry if I'm bothering/spamming on these forums, but I feel like I need to post this one. On Carver 5 Honor Guard, at one point, I quicksaved and then later on I lost Steel and his Highlander (died and I won't take that.) When I quickloaded, my mechs disappeared on the mission area itself even when on the hud/commanding options and the mission automatically fails. I know it's Carver 5, but this was a bit annoying as I had to reload the whole mission due to one little mistake.

Edit: Any quickload on that mission automatically results in a fail. That's weird...  :wtf:
Title: Re: Error Message(accidentally deleted other message))
Post by: magic on August 08, 2013, 05:49:29 am
I found another error code, can't load A_0_4 properly in the editor after tga change of the burnin. The burnin is exceptionally large, so maybe that might be the case? All other tga change of the burnin works.

Thank you for playing and posting. Possible?


Edit: Found another interesting glitch. That's the dozer mission. I deleted the dozer and let player choose his/her own mechs but mission still fails. The mission is the A_jumpship_2 (something like that one.)

I dont understand what you did. If you delete anything be careful to delete any objective that has reference to it.

About Carver V that mission was strange in original. 
Title: Re: Error Message(accidentally deleted other message))
Post by: luxebo on August 08, 2013, 12:54:51 pm
Yup, A_0_4 has a small bug tac map wise, but the mission is small anyway so not much problem there. Might be possible that burnin is weird.

The dozer mission on the pirate jumpship (I believe I posted the whole scenario on an earlier post attempting to allow vehicles) where before it starts with the dozer, now I've changed the mission to logistics allowed and upon bringing my own mechs, it still fails the mission. I think the only solution to that is to remake the mission (which is exactly why two different machines are used for different missions.)

Passed Honors Guard. I think it's because of the cut scene in the beginning, but I don't want to test it yet. Not close to there in recreating missions.