Author Topic: Can't use a model in FRED or in-game; trying always crashes game. And others.  (Read 2618 times)

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Can't use a model in FRED or in-game; trying always crashes game. And others.
Not sure if this is a new problem or just an old one in slightly different form. I'm trying to use a modified Hecate model in a test mod; this model is player controllable ('player_ship'), has the necessary flags for it, eye points, and all the needed subsystems and paths. All of the textures are the same, so that's not an issue. I put the pof file into the models folder of the mod, put in the table info, and the mod itself uses mediavps3612 and BP as secondaries.

I initially just had it as a straight +nocreate modification to the original Hecate in the tables, with the model file changed. In FRED, everything worked...except, as I later discovered, it just kept using the old Hecate model. It had the correct, modified stats wherever they were applicable to the old Hecate model (so existing turrets were updated, but none of the new turrets existed), and was player controllable without issues. But, in FRED and in-game, it just used the old model, and I couldn't figure out why.

I restored the original Hecate entry, made the new/modified Hecate a new entry entirely, and then things got interesting. In FRED, whenever I tried to place the new Hecate on the map, FRED would crash (with a very long error message that didn't actually say anything meaningful). I played around with the model, the tables, and in FRED, but nothing worked.

I also tried using other player-capships in FRED, and for some reason they now crashed FRED, even though they had worked just fine before. In one case, when using the debug version, I got an error message mentioning that I was missing altan_orde-trans (or something)--a vaguely familiar error that should only refer to the Karuna model.

As for details: I was using 3.6.14 RC7 SSE2, Windows version, for both FRED and in-game. Not fully up-to-date, I know, but I've had no problems with it before with player-capships, updated/modified models, etc. I also tried to see if it was just the test-mod that was having an issue, but in my other test-mod, I had the same problem when I imported the relevant data into models/tables.

Here's the error message:

Can't open model file <HecRevised.pof>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_14_RC7.exe! <no symbol>
fred2_open_3_6_14_RC7.exe! <no symbol>
USER32.dll! GetThreadDesktop + 302 bytes
USER32.dll! GetClientRect + 197 bytes
USER32.dll! CallWindowProcA + 27 bytes
fred2_open_3_6_14_RC7.exe! <no symbol>
fred2_open_3_6_14_RC7.exe! <no symbol>
fred2_open_3_6_14_RC7.exe! <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>
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<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
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<no module>! <no symbol>
<no module>! <no symbol>
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<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fred2_open_3_6_14_RC7.exe! <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>! <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>
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<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
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<no module>! <no symbol>
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<no module>! <no symbol>
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<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fred2_open_3_6_14_RC7.exe! <no symbol>



====================================================

Here's the error message for when in FRED2 debug version:

Can't open model file <HecRevised.pof>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetThreadDesktop + 215 bytes
USER32.dll! GetClientRect + 197 bytes
USER32.dll! CallWindowProcW + 27 bytes
OPENGL32.dll! wglSwapBuffers + 730 bytes
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetThreadDesktop + 215 bytes
USER32.dll! CharPrevW + 312 bytes
USER32.dll! DispatchMessageA + 15 bytes
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fred2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


==========================================

I'll try and make a log and post it if needed, but given that the problem seems to exist in FRED and beyond in-game, I'm not sure if it would be helpful here. If it is, just let me know.
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Offline MatthTheGeek

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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
Why are you using a .14 RC when Final is out.

Also, yes, plz2debug log. What you pasted there says exactly nothing.
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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
...okay, tried to go in-game today, and this error came up (in both RC7 and release):

Cargo size of weapon Vulcan#PD cannot be 0.  Setting to 1.

KERNELBASE.dll! WaitForSingleObjectEx + 155 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_DEBUG.exe! parse_weapon + 8112 bytes
fs2_open_3_6_14_DEBUG.exe! parse_weaponstbl + 250 bytes
fs2_open_3_6_14_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_6_14_DEBUG.exe! game_init + 1640 bytes
fs2_open_3_6_14_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes



-------


This definitely didn't happen before. Can I even post a log if it doesn't even make it to the menu?

EDIT: Oh, duh. Can't believe I didn't notice that...put it in the secondary weapons part of the table. Okay, I'll try to get a log for the real issue now.

-----

EDIT2: Okay, just tried it. Here's the error message:

Ship type "GTD Hecate" found in loadout of mission file. This class is not marked as a player ship...skipping
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_DEBUG.exe! stuff_loadout_list + 538 bytes
fs2_open_3_6_14_DEBUG.exe! parse_player_info2 + 165 bytes
fs2_open_3_6_14_DEBUG.exe! parse_player_info + 299 bytes
fs2_open_3_6_14_DEBUG.exe! parse_mission + 484 bytes
fs2_open_3_6_14_DEBUG.exe! parse_main + 449 bytes
fs2_open_3_6_14_DEBUG.exe! mission_load + 215 bytes
fs2_open_3_6_14_DEBUG.exe! game_start_mission + 184 bytes
fs2_open_3_6_14_DEBUG.exe! game_enter_state + 462 bytes
fs2_open_3_6_14_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_6_14_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_14_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


And here's the log (attached).

[attachment deleted by a basterd]
« Last Edit: November 02, 2012, 07:59:09 am by SaltyWaffles »
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Offline The E

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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
It would help if you could post that altered table of yours.
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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
It would help if you could post that altered table of yours.

Sorry for the delay. Tables are posted. Note; the shp.tbm is (for convenience's sake) using bp2-shp.tbm as a basic template until later. The relevant entry is at the bottom.

[attachment deleted by a basterd]
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Offline The E

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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
So, according to that table, you have created a player ship version of the Hecate called the GTD Hecate2 (By the way, you should name that new class "GTD Hecate#Player" or something like that; reason being that if someone were to target that ship in game, its class would read as "GTD Hecate2". Using the # sign means the engine will not show it and whatever comes after to the player).

The error message says that "Ship type "GTD Hecate" found in loadout of mission file. This class is not marked as a player ship...skipping"

So you should remove the reference to the GTD Hecate in the loadout and replace it with a reference to your new class.
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

 
Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
So, according to that table, you have created a player ship version of the Hecate called the GTD Hecate2 (By the way, you should name that new class "GTD Hecate#Player" or something like that; reason being that if someone were to target that ship in game, its class would read as "GTD Hecate2". Using the # sign means the engine will not show it and whatever comes after to the player).

The error message says that "Ship type "GTD Hecate" found in loadout of mission file. This class is not marked as a player ship...skipping"

So you should remove the reference to the GTD Hecate in the loadout and replace it with a reference to your new class.

That's what I do, I think. I put the '2' there because I wanted to make it clear--both in-game and in FRED--that I was trying to use the 'new' Hecate, not a modified version of the original table entry. I had originally put a '#X' part at the end of the name, with the same problem.

EDIT: Changed the '2' to an 'X', same problem. Even when just placing an instance of the ship into a new, blank mission on FRED, the error pops up.

EDIT2: Okay, I'm getting more and more convinced it's something to do specifically with the model itself. Should I (/can I) attach the .pof file to the post?
« Last Edit: November 04, 2012, 10:48:00 am by SaltyWaffles »
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Offline Droid803

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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
Uh you can try attaching the pof.
If it doesn't work put it on dropbox/mediafire/etc.
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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
Delenda Est delenda est.

(Yay gratuitous Latin.)

 

Offline Nyctaeus

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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
Your model is named HecRevised.pof... but uploaded model is named HecRevision.pof?
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Re: Can't use a model in FRED or in-game; trying always crashes game. And others.
Sorry for not getting back to you sooner. Yes, that was indeed the problem, and I'm shaking my head at my stupid mistake...as well as how I managed to not see it.

Thanks for the help! Really appreciate it. I spent hours trying to figure it out, and of course, it turns out to be the simplest answer that I managed to miss.
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