Author Topic: Assertion errors (ASW)  (Read 6532 times)

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Re: Assertion wrt muzzleflash
Can you report that in Mantis please?  With a dead-simple repro that can be run using retail data?

Thanks :)
Alright, reported.

 

Offline Genghis

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Re: Assertion wrt muzzleflash
Ok, I uploaded a patch to the Mantis report that converts the assert to a warning.

For each invalid blob, it will print a helpful warning and then remove the offending blob from the muzzleflash (not in the source datafile, just in memory).

 
Re: Assertion wrt muzzleflash
Okay, thanks! That's definitely an improvement over the assert :)

 
Re: Assertion errors (ASW)
Another assertion error I ran into, while testing an asteroid escort mission; the mission plays normally, until this pops up.

Code: [Select]
Assert: geometry_map[index].laser == false
File: grbatch.cpp
Line: 621

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

Part of the debug log, empty debug filter:

Code: [Select]
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 5
Incoming asteroids: 4
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
FF: New handling force = 1677
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
FF: New handling force = 1691
Player lethality: -10.0, num turrets targeting player: 0
FF: New handling force = 1705
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
FF: New handling force = 1719
FF: New handling force = 1705
FF: New handling force = 1719
Player lethality: -10.0, num turrets targeting player: 0
Loading GoldMuzzle.eff[2] for the first time.
Loading GoldMuzzle.eff[2] (256x256x24)
Fast-unloading GoldMuzzle.eff[2].  256x256x24
FF: New handling force = 1705
FF: Swap effect requested, but nothing changed
FF: Starting effect Afterburn1
FF: Swap effect requested, but nothing changed
FF: Starting effect Afterburn2
FF: Afterburn started
Loading GoldMuzzle.eff[3] for the first time.
Loading GoldMuzzle.eff[3] (256x256x24)
Fast-unloading GoldMuzzle.eff[3].  256x256x24
Loading Bmuzzle.eff[1] for the first time.
Loading Bmuzzle.eff[1] (256x256x24)
Fast-unloading Bmuzzle.eff[1].  256x256x24
Loading GoldMuzzle.eff[1] for the first time.
Loading GoldMuzzle.eff[1] (256x256x24)
Fast-unloading GoldMuzzle.eff[1].  256x256x24
FF: New handling force = 1719
FF: New handling force = 1747
Loading Bmuzzle.eff[2] for the first time.
Loading Bmuzzle.eff[2] (256x256x24)
Fast-unloading Bmuzzle.eff[2].  256x256x24
FF: New handling force = 1761
Loading Bmuzzle.eff[3] for the first time.
Loading Bmuzzle.eff[3] (256x256x24)
Fast-unloading Bmuzzle.eff[3].  256x256x24
FF: New handling force = 1789
FF: New handling force = 1803
ASSERTION: "geometry_map[index].laser == false" at grbatch.cpp:621
Freeing all existing models...

I figured it might be related to particles, so I checked that none of the weapons use particle spew; bumping into things and looking at the pspew didn't trigger it either. Dunno if that helps.

 
Re: Assertion errors (ASW)
Bump. On 3.6.12 final, during a normal (non-asteroid) mission, the same assertion error occurs. Funny thing is, it occurs only and consistently when the Huge laser (table entries below) is used, and then only when facing an impact of it (doesn't seem to matter whether it's actually visible or if there's something before it). The Light laser works just fine.

Code: [Select]
Assert: geometry_map[index].laser == false
File: grbatch.cpp
Line: 621

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! batch_add_bitmap + 173 bytes
<no module>! particle_render_all + 1307 bytes
<no module>! game_render_frame + 708 bytes
<no module>! game_frame + 722 bytes
<no module>! game_do_frame + 239 bytes
<no module>! game_do_state + 379 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

Table entries:
Code: [Select]
$Name:                                  Aesdherian Light Laser
+Title:                                 XSTR("Aesdherian Light Laser", 3243)
+Description:
XSTR(
"Unknown", 3244)
$end_multi_text
+Tech Title:                XSTR("Aesdherian Light Laser", 146)
+Tech Description:
XSTR(
"A light weapon used by the Aesdherians. Fires very rapidly, but is not very effective.", 3245)
$end_multi_text
$Model File:                           none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap:                      SunWhite_ASW
@Laser Glow:                        Prometheus_Glow
@Laser Color:                       255, 255, 255
@Laser Color2:                      255, 255, 255
@Laser Length:                      10.0
@Laser Head Radius:                 1.00
@Laser Tail Radius:                 1.00
$Mass:                              0.1
$Velocity:                          650.0       ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                         0.2            ;; in seconds
$Damage:                         6.0
$Damage Type: NormalWeapon
$Armor Factor:                      0.5
$Shield Factor:                     0.5
$Subsystem Factor:                     0.3
$Lifetime:                          2.0            ;; How long this thing lives
$Energy Consumed:                   0.10        ;; Energy used when fired
$Cargo Size:                        0.0         ;; Amount of space taken up in weapon cargo
$Homing:                         NO
$LaunchSnd:                            79                                      ;; The sound it makes when fired
$ImpactSnd:                            85                                      ;; The sound it makes when it hits something
+Weapon Range:                      100000         ;; Limit to range at which weapon will actively target object
$Flags:                          ( "stream" )
$Trail:
 +Start Width: 0.8
 +End Width: 0.3
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 0.4
 +Bitmap: AESBeam1Core
$Icon:                              none
$Anim:                              none
$Impact Explosion: ParticleExp01
$Impact Explosion Radius: 5.0
$Muzzleflash: AesdMuzzle
$FOF:                   2.0     ;; Angle, field of fire
$Decal:
   +Texture:      Huge_decal
   +Radius:    5.0

$Name:                                  Aesdherian Huge Laser
+Title:                                 XSTR("Aesdherian Huge Laser", 3243)
+Description:
XSTR(
"Unknown", 3244)
$end_multi_text
+Tech Title:                XSTR("Aesdherian Huge Laser", 146)
+Tech Description:
XSTR(
"A heavy weapon used by the Aesdherians. It is more effective than the light laser, but used only against capital ships.", 3245)
$end_multi_text
$Model File:                           none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap:                      SunWhite_ASW
@Laser Glow:                        ParticleExp01
@Laser Color:                       255, 255, 255
@Laser Color2:                      255, 255, 255
@Laser Length:                      20.0
@Laser Head Radius:                 5.00
@Laser Tail Radius:                 5.00
$Mass:                              0.1
$Velocity:                          1000.0         ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                         0.3            ;; in seconds
$Damage:                         30
$Damage Type: NormalWeapon
$Armor Factor:                      1.0
$Shield Factor:                     0.5
$Subsystem Factor:                     0.3
$Lifetime:                          3.0            ;; How long this thing lives
$Energy Consumed:                   0.10        ;; Energy used when fired
$Cargo Size:                        0.0         ;; Amount of space taken up in weapon cargo
$Homing:                         NO
$LaunchSnd:                            81                                      ;; The sound it makes when fired
$ImpactSnd:                            85                                      ;; The sound it makes when it hits something
+Weapon Range:                      3000         ;; Limit to range at which weapon will actively target object
$Flags:                          ( "stream" "huge" "supercap" )
$Trail:
 +Start Width: 3.0
 +End Width: 0.5
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.2
 +Bitmap: AESBeam1Core
$Icon:                              none
$Anim:                              none
$Impact Explosion: shieldhit01a
$Impact Explosion Radius: 5.0
$Muzzleflash: AesdMuzzle
$FOF:                   1.0     ;; Angle, field of fire
$Decal:
   +Texture:      Huge_decal
   +Radius:    5.0

Debug log doesn't say much more, but here it is for good measure:

Code: [Select]
==========================================================================
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 version: 3.6.12
Passed cmdline options:
  -spec_exp 12
  -fov 0.6
  -ogl_spec 16
  -spec_static 1.2
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod ASW2,ASW1,mediavps_3612
Building file index...
Found root pack 'D:\FreeSpace2\ASW1\ASW_3612_Interface.vp' with a checksum of 0x333a45d3
Found root pack 'D:\FreeSpace2\ASW1\ASW_3612_Intro.vp' with a checksum of 0xadda0cc1
Found root pack 'D:\FreeSpace2\ASW1\ASW_3612_Normals.vp' with a checksum of 0x1581b3b4
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FreeSpace2\ASW2\' ... 142 files
Searching root 'D:\FreeSpace2\ASW1\' ... 1291 files
Searching root pack 'D:\FreeSpace2\ASW1\ASW_3612_Interface.vp' ... 981 files
Searching root pack 'D:\FreeSpace2\ASW1\ASW_3612_Intro.vp' ... 1 files
Searching root pack 'D:\FreeSpace2\ASW1\ASW_3612_Normals.vp' ... 28 files
Searching root 'D:\FreeSpace2\mediavps_3612\' ... 2 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\FreeSpace2\' ... 21 files
Searching root pack 'D:\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 22 roots and 15299 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
TBM  =>  Starting parse of 'ASW_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1400x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : Quadro FX 570M/PCI/SSE2
  OpenGL Version    : 2.1.2

  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".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
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.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
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.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'ASW-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'ASW_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (bomb_flare.eff) with 100 frames at 25 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
ANI Kratos_impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (ParticleExp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (sup.eff) with 109 frames at 25 fps.
BMPMAN: Found EFF (ScythImpact.eff) with 4 frames at 30 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'asw-3612-sfx-wep.tbm' ...
TBM  =>  Starting parse of 'SSLBEAM-wep.tbm' ...
TBM  =>  Starting parse of 'asw-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'asw-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'ASW2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'ASW-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 348
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'Ancient.pcx'
Someone passed an extension to bm_load_animation for file 'empty.eff'
BMPMAN: Found EFF (empty.eff) with 1 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum: 0xc7f3bfa3, IBX checksum: 0xc6f3e294 -- "KatoNew.pof"
Frame  0 too long!!: frametime = 1.632 (1.632)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.887 (0.887)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
TBM  =>  Starting parse of 'ASW-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'assert_test'
Starting mission message count : 1
Ending mission message count : 1
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum: 0xc7f3bfa3, IBX checksum: 0xc6f3e294 -- "KatoNew.pof"
Loading model 'AeBomber.pof'
IBX: Found a good IBX/TSB to read for 'AeBomber.pof'.
IBX-DEBUG => POF checksum: 0x30f2feb1, IBX checksum: 0x97331b4c -- "AeBomber.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Allocating space for at least 9 new ship subsystems ...  a total of 200 is now available (9 in-use).
Loading model 'Achladia.pof'
IBX: Found a good IBX/TSB to read for 'Achladia.pof'.
IBX-DEBUG => POF checksum: 0xea02300a, IBX checksum: 0xf7b873a3 -- "Achladia.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Achladia.pof
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
ACM ERROR: Have leftover data after decode!!
Loading model 'Kamilari.pof'
IBX: Found a good IBX/TSB to read for 'Kamilari.pof'.
IBX-DEBUG => POF checksum: 0xa61c0a65, IBX checksum: 0x5b2ca12f -- "Kamilari.pof"
Submodel 'vsupport01b-hull' is detail level 1 of 'vsupport01a-hull'
Submodel 'vsupport01c-hull' is detail level 2 of 'vsupport01a-hull'
Submodel 'vsupport01d-hull' is detail level 3 of 'vsupport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
About to page in ships!
ANI katoshell with size 112x93 (27.3% wasted)
ANI shieldVindhyachal with size 112x93 (27.3% wasted)
Loading model 'amissile.pof'
IBX: Found a good IBX/TSB to read for 'amissile.pof'.
IBX-DEBUG => POF checksum: 0xc1646391, IBX checksum: 0xa8b36110 -- "amissile.pof"
Model amissile.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'A-TEMPEST.pof'
IBX: Found a good IBX/TSB to read for 'A-TEMPEST.pof'.
IBX-DEBUG => POF checksum: 0xf8ca439b, IBX checksum: 0x6cd9b2ae -- "A-TEMPEST.pof"
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'AesdherBomb.pof'
IBX: Found a good IBX/TSB to read for 'AesdherBomb.pof'.
IBX-DEBUG => POF checksum: 0x41c1fc35, IBX checksum: 0xcad4d424 -- "AesdherBomb.pof"
Model AesdherBomb.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x9097924b -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PMuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cretemuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (AncCMuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (AesdMuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle2.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI katoshell.ani with size 112x93 (27.3% wasted)
ANI shieldVindhyachal.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1620/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 380,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: af kato
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: af phylaki
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: af tylisos
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: af serio
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: ab attis
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: ab zakros
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: ac kamares
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3000

Class: ac gordia
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3000

Class: ac malia
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3500

Class: ac heraklion
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3000

Class: acv arkalochori
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3500

Class: acv mochlos
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3500

Class: ad pylos
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: ad achladia
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: ad odigitria
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: afr phaistos
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.3
BEDu: 3000

Class: ac 1
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: ai thera
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: at dallie
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.25
BEDu: 2500

Class: asd minos
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.45
BEDu: 4000

Class: aca akrotiri
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.45
BEDu: 4500

Class: ag knossos
DRM: 0.2
DE: 3
DM: 1
FRM: 1.2
FE: 9
BE: 0.45
BEDu: 4500

Class: as kamilari
DRM: 0.2
DE: 3
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sf dragon
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: sf basilisk
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: sf manticore
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: sf scorpion
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: sf mara
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: sb shaitan
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sb nephilim
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sb seraphim
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sb nahema
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: st azrael
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sfr mephisto
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sc 5
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sfr asmodeus
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.25
BEDu: 2500

Class: sac 2
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: sc lilith
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.3
BEDu: 3000

Class: sc cain
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.3
BEDu: 3000

Class: scv moloch
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.35
BEDu: 3500

Class: sd vassago
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: sd demon
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: ssg trident
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 5
BEDu: 500

Class: ssd lucifer
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: sj sathanas
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.45
BEDu: 4500

Class: aesdherian dart
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.1
BEDu: 1000

Class: aesdherian fang
DRM: 0.2
DE: 2
DM: 1
FRM: 1
FE: 7
BE: 0.15
BEDu: 1500

Class: aesdherian claw
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.3
BEDu: 3000

Class: aesdherian sword
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: aesdherian crown
DRM: 0.2
DE: 2
DM: 1
FRM: 1.2
FE: 9
BE: 0.4
BEDu: 4000

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
BMPMAN: Found EFF (shockwave02.eff) with 29 frames at 30 fps.
BMPMAN: Found EFF (blueboom.eff) with 122 frames at 25 fps.
MediaVPs: Flaming debris script ACTIVE!
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Frame  0 too long!!: frametime = 18.969 (18.969)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  29.794
1646 frames executed in  30.005 seconds,  54.858 frames per second.
ASSERTION: "geometry_map[index].laser == false" at grbatch.cpp:621
Freeing all existing models...

 
Re: Assertion errors (ASW)
Hrm. Since it happened with one weapon and not with the other, I started checking the differences and adapted the entries one by one. The error seems to be caused by using ParticleExp01 as laser glow or bitmap. Using an actual weapon bitmap solved it. Apparently.
But why does FS give an assert using ParticleExp01 as laser glow/bitmap? I'd like to know the mechanics behind that...

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Assertion errors (ASW)
Hmm... Without looking at the code.. There is a mix up in the code when effect exists in the batch renderer with (on separate targets) both particle and laser render options.. (?) Could take a look at this one later though
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: Assertion errors (ASW)
Hrm. Since it happened with one weapon and not with the other, I started checking the differences and adapted the entries one by one. The error seems to be caused by using ParticleExp01 as laser glow or bitmap. Using an actual weapon bitmap solved it. Apparently.
But why does FS give an assert using ParticleExp01 as laser glow/bitmap? I'd like to know the mechanics behind that...

Ooo! This sounds somehow related to that one bug I reported in which, because I was using the flak explosion as a laser bitmap, all of the real flak explosions were getting tinted funky colors!

 
Re: Assertion errors (ASW)
Hmm... Without looking at the code.. There is a mix up in the code when effect exists in the batch renderer with (on separate targets) both particle and laser render options.. (?) Could take a look at this one later though
Right, I 'll Mantis it. Thanks.

 

Offline Aardwolf

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Re: Assertion errors (ASW)
So like, I already Mantis'd something related... but it's possible some doofus went and did a "will not fix" or somesuch.

#1764, which should probably have never been closed in the first place.
« Last Edit: August 25, 2010, 02:29:12 pm by Aardwolf »

 

Offline The E

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Re: Assertion errors (ASW)
Not related at all, and as Phreak explained, an error on your part.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Aardwolf

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Re: Assertion errors (ASW)
Not related at all
I beg to differ; from what Wanderer said:
There is a mix up in the code when effect exists in the batch renderer with (on separate targets) both particle and laser render options...

as Phreak explained, an error on your part.

Well either Phreak didn't explain it very well, or Phreak (and you) are completely missing the point; if a modder wants to use the same bitmap as both an explosion effect and a laser bitmap, it should have no bearing on the color of explosions. It's a bug.

  

Offline Zacam

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Re: Assertion errors (ASW)
Quote from: Aardwolf http://scp.indiegames.us/mantis/view.php?id=1764
If a weapon has laser texture set to the flak explosion animation, the color of real flak blasts changes to the color of the laser.
Not related at all, and as Phreak explained, an error on your part.
Quote from: phreak http://scp.indiegames.us/mantis/view.php?id=1764
The lasers are rendered with additive blending unless the bitmap used has an alpha channel. The flak explosion does not have an alpha channel, therefore it uses additive blending and is tinted red by the laser glow. If you disabled the laser glow it would look normal

Current issue is that now, an Assert/Assertion is hit when you try and do this, so no, it is not the same thing.
« Last Edit: August 30, 2010, 05:06:51 pm by Zacam »
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