Author Topic: Bah  (Read 2310 times)

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Offline diamondgeezer

I'm getting random CTDs on the first Ravens mission, the one with the Knossos and the Rakshasa. There's no error message or anything that might give me clue. What should I do, use a debug build or something? If so where do I find one and what do I do with it?

 
 

Offline diamondgeezer

Oops, didn't look hard enough. Sorry :nervous:

Should I post teh debug spew here or on Bugzilla?

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
upload it somewhere and give us a link.  its going to clutter everything
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Offline Sticks

  • 29
Have you messed with your ship tables at all? It looks like a parsing error with ships.tbl to me.
"Napalm is good as a quickfire solution, literally..." -- cngn

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Offline diamondgeezer

Well yes, but the table seems to work fine otherwise. You want  I should try it with a default table or summat?

 

Offline phreak

  • Gun Phreak
  • 211
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yea.. that "percentage_of_hits < 0.0f" means that the combined hitpoints of the subsystems is greater than the hitpoints of the ship
Offically approved by Ebola Virus Man :wtf:
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Offline diamondgeezer

You know what? I think it was the Y bug. I tend to use that function a lot... I've tried it again without hitting it so often and it worked.

Anyway, here's another problem for you. Bosh's first monologue plays OK, but after playing it just dumps me back on my desktop instead of restoring FS2. This happens if I hit escape or let it play, and it means I can't progress to the next mission. It's odd because the intro plays OK. Entering the ready room with the debug build crashes halfway through loading the misison, with this spew:

DBUGFILE Active: DG 11/23/03 20:18:25
OS: Windows XP Debug, D:\Games\FreeSpace2\11_18_2003_fs2_open_d.exe
[movie.cpp,  36] About to play: D:\games\freespace2\intro.avi
[dx8show.cpp, 192] User skipped cut scene
[2d.cpp,1069] About to init 102
[GrD3Dsetup.cpp, 950] Success aa 0
[GrD3DBmpman.cpp,  39] Setting max bitmap size 4096
[GrD3DTexture.cpp,1179] Using large textures
[GrD3DTexture.cpp,1183] Max textures: 4096 4096

and this in the clipboard:

Assert: bpp == 8
File: E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\graphics\GrD3DBmpman.cpp
Line: 899

Call stack:
------------------------------------------------------------------
    d3d_lock_and_set_internal_texture()    d3d_tcache_set_internal()    d3d_tcache_set()    gr_d3d_preload()    bm_d3d_page_in_stop()    level_page_in()    freespace_mission_load_stuff()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
that bpp assert is quite anoying with the new graphics code able to handel higher bit depths, is it realy needed anymore
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