Author Topic: Second Front sound error fatal crash  (Read 2286 times)

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Second Front sound error fatal crash
Assert: Audio_streams.status == ASF_USED
File: audiostr.cpp
Line: 1846

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! WinAssert + 194 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! audiostream_stop + 140 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! loop_brief_close + 131 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! game_leave_state + 1412 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! gameseq_set_state + 249 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_RC3_SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes
Second Front Readme

Files included in this archive and destination locations:
2F-readme.txt   (this file, place anywhere)
2F-strat.txt    (strategy guide, place anywhere)
SecFront.vp     (place in root FS2 directory)
emptymsg.wav    (place in ..\data\sounds directory)
generic.wav     (place in ..\data\sounds directory)

First off, if you want to see all the command briefing animations, yet you've not installed any to your hard drive, you'll have to do some serious CD swapping.  Each given mission uses animations from one CD or the other, never both, but I inadvertantly ended up swapping back and forth between missions.  At any rate, here's a chart:

Mission 1:   CD3
Mission 2:   CD2
Mission 3:   CD3
Mission 4:   none
Mission 5:   CD3
Mission 6:   CD3
Loop mission:   CD2

Rather than doing all of that CD swapping, I recommend moving tango1_fs2.vp from CD2 to your hard drive, then play with CD3 in the drive.  It just makes life easier.

When playing Second Front, you will want to uninstall any MODs that you might be using, especially ones involving a different ships.tbl and/or weapons.tbl, as they will override certain tweaks that were necessary for balancing the campaign.



*Known Bugs*  (Possible spoilers)
¯¯¯¯¯¯¯¯¯¯¯¯
Some campaign briefing stages have text cropped off when the game is run in 640x480.
   Workaround:   Set your resolution to 1024x768 for the command briefings, then
         change it back for gameplay.

Sometimes when ordering the support ship to depart, it will not jump back in when calling a new one.  (Some missions span a long distance, so even though it's a code bug, it seems appropriate to mention.)
   Workaround:   Open your communication menu and abort the rearm request, then call
         the support ship again.  For some reason, ordering the support ship
         to depart in the first place does not cancel a pending rearm
         request.

In the first mission, sometimes the Omaha's beam inexplicably misses its target, delaying further events in the mission.
   Workaround:   Fend off the fighters a little longer.  The Omaha should continue
         firing until it lands a hit.

In the forth mission, the GTA Wind never explodes.
   Workaround:   You probably didn't destroy the escort fighters fast enough.  You
         only have a window of a couple of minutes to get this done, so don't
         mess around.

In the fifth mission, the GTI Chimera doesn't fire its main beam.
   Workaround:   You disabled all of the target ships too far away from the station.
         Pat yourself on the back and live with the consequences.

In the third and fifth mission, there are times where fighters follow me but do not attack.
   Reason:      It's a cheap way of making you live longer.  You'd thank me if you
         tried the missions without those respites.
   Workaround:   You don't want one.

When attempting to replay the fifth mission through the mission simulator, the briefing gives me the stages for both success and near-failure in the forth mission, then when the mission starts, I see the escorting cruisers and corvettes, despite the fact that the GTA Wind succeeded in destroying them in the forth mission.
   Reason:      When playing through the mission simulator, the
         "is-previous-goal-true" operator does not run its check properly, so
         the game assumes failure of that objective when determining what
         ships should arrive initially.
   Workaround:   Well, FS2 is open source now, so you could fix it yourself.  Besides
         that though, you just have to consider this mission incompatible
         with the mission simulator.

The sixth mission seems tacked on for no apparent reason other than to be really annoyingly difficult.
   Workaround:   Wait a while, and all shall be explained.  Either that, or I just
         wanted to leave you hanging; I've not decided yet.
         Oh, and about being annoyingly difficult, it is the last mission.




Second Front has been brought to you by BlueFlames.

Special nonthanks to my beta testers, who never got past the third mission.  Nonthanks guys!  You made me play missions four through six thirty more times that I would have had to and delayed release by over a year!

[attachment deleted by admin]
« Last Edit: October 11, 2016, 06:14:10 am by woutersmits »

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: Second Front sound error fatal crash
fs2_open_3_7_2_RC3_SSE-DEBUG.exe
Okay, but does this problem still occur with a build that isn't hilariously outdated?
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Second Front sound error fatal crash
yes but then another
see log and below
even if i have installed offical 3.7.4
with debug This modification needs at least version 3.7.5 of FreeSpace Open. However, the current is only 3.7.4.20160704!
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! Error + 284 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! parse_mod_table + 625 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! mod_table_init + 69 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! game_init + 452 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! game_main + 524 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! WinMain + 328 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! invoke_main + 30 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! __scrt_common_main_seh + 346 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! __scrt_common_main + 13 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! WinMainCRTStartup + 8 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes


[attachment deleted by admin]
« Last Edit: October 13, 2016, 07:26:25 am by woutersmits »

 
Re: Second Front sound error fatal crash
Warning: Too many icons in icons.tbl; only the first 175 will be used
File: missionbriefcommon.cpp
Line: 295

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 143 bytes
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Unable to find WEAPON_LIST_TYPE string "Spamming Red Turret" in stuff_int_list

Many possible sources for this error.  Get a programmer!

File: parselo.cpp
Line: 2811

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 143 bytes
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Unable to find WEAPON_LIST_TYPE string "Spamming Red Turret" in stuff_int_list

Many possible sources for this error.  Get a programmer!

File: parselo.cpp
Line: 2811

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 143 bytes
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Unable to find WEAPON_LIST_TYPE string "Spamming Red Turret" in stuff_int_list

Many possible sources for this error.  Get a programmer!

File: parselo.cpp
Line: 2811

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 143 bytes
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Error: Invalid Species Heroes defined in table entry for ship GTB Rhea Mk2#Proto.

File: ship.cpp
Line: 2328

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 143 bytes
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20161008_4b4b865_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

 

Offline herkie423

  • 29
  • Plunge into the chaos!
Re: Second Front sound error fatal crash
I have read the log. It's a typo. syntax error. Probably wrong syntax spelling, or missing syntax or wrong table entry. Or the weapon "spamming red turret" does not exist in the weapons TBM or TBL. The species "heroes" was not define---maybe missing a TBM. Well, this can be fixed by re-editing the missions in FRED or make table entries for those missing items. OR that mod have dependencies other than the MediaAVPs that you do not have.

PS: Assert Audio Stream Error--- incompatible audio format. OGGs, WAVEs audio files can have different bitrates. Or maybe it is just corrupted. Assert errors happen if the computer tries to parse something but it goes into a cyclic redundancy (a loop). In other words, can not load.
« Last Edit: October 15, 2016, 06:10:59 am by herkie423 »

  
Re: Second Front sound error fatal crash
who's that
BlueFlames.
and its gone out.
huh?