Author Topic: Notorious Assertion Error ,Help Needed  (Read 13643 times)

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Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
OK ,I will be vary of this, I commented out all trails ,but it doesn't seem to change anything.
Maybe I overlooked something ,I will try FREDing more missions and check
which ships are causing this problem ,then I will either try to remove the bug myself or report here.
As for object limit I have one question.
Can you up it?
I wonder why I didn't noticed that in BTRL where are lots of projectiles flying
around ,but I guess this may show up if anybody would like make BOE mission for BTRL.
Not to mention I cannot FRED the battle I planned for my mod (a gigantic BOE where two
fleets clash ,I like big battles and it's going to be one of the last missions).
I don't like being limited at all but I know you cannot simply remove the limits ,but
this one really deserves upping ,especially because it's so easy to go over it.

 

Offline karajorma

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Re: Notorious Assertion Error ,Help Needed
I'm already looking into upping the limits.
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Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
Good to hear this maybe I will be able to make my battle sometime.
I would like to create something so I can put those words somewhere at the beginning:
Spoiler:
Oh God ,not only were not going to survive this, we
 are going to mean nothing there!
(don't worry this pilot will actually be pessimist all the time)  :)

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
Ok ,I discovered I was missing few trail bitmaps.
I imported those bitmaps and got rid of assertion...
Only to run into another one:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: idx == Shockwave_info[i].model_id

File: Shockwave.cpp

Line: 1080





Call stack:

------------------------------------------------------------------

    level_page_in()    freespace_mission_load_stuff()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------
This pops up when loading my BOE mission (I wanted to run it after trail
fix to find out what the debug will say).
Any ideas what I might had done wrong this time (something with shockwawes?) ?
One more thing: I didn't edited any shockwaves (too early for it) so I'm worried.
Is this a table error or something gone wrong with mediavps?
I'm using 3d shockwaves.
Other mission don't make such error and everything runs fine in regular build.

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
Wait ,problem solved ,I forgot to include log file and before uploading I decided to look at it.
I saw it complain about MOI of vasudan fighter shockwave model I use with mediavps and store in mediavp folder.
I recalculated MOI don't thinking it may solve the problem ,but rather to clean up the log for you.
It's also funny that I messed up with trails and had trail assertion back (just a typo) and then mission loaded flawlessly ,but crashed on the start. Can you tell me what can cause this type of assertion ,so if I receive it I will know what to do (and if recalculating MOI of a shockwave will not work).

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
It seems to be last one for this mod.
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: team != -1

File: Object.cpp

Line: 2463





Call stack:

------------------------------------------------------------------

    maybe_process_friendly_hit()    ai_ship_hit()    ship_apply_local_damage()    ship_weapon_do_hit_stuff()    ship_weapon_check_collision()    collide_ship_weapon()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

It appeared when I charged right into enemy cruiser ,firing missiles
on it to check the explosion and don't waste time.
Explosion is working ,but I got this error.

I also have some news about previous assertion.
It repeated in another mission and got fixed
 the same way (this time it was terran fighter shockwave).

[attachment deleted by ninja]

 

Offline karajorma

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Re: Notorious Assertion Error ,Help Needed
That last one is confusing the hell out of me. It simply shouldn't be happening. The object is obviously corrupt since object->type 8553472 is wrong (it only goes up to 15) but there is no way it should hit the code that gives that last message before the Assertion.

I'll take a look at this one when it's not so early in the morning as perhaps it will make more sense when I'm more awake.

EDIT : Now I'm more awake I see what's causing that. :D
« Last Edit: May 10, 2009, 02:32:21 am by karajorma »
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Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
OK ,I wonder what is previous assertion ,but I had something far more seroius:
Code: [Select]
Assert: count < max_ints
File: PARSELO.CPP
Line: 2479


Call stack:
------------------------------------------------------------------
    parse_ship_values()    parse_ship()    parse_shiptbl()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
------------------------------------------------------------------

FRED:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: count < max_ints

File: PARSELO.CPP

Line: 2479





Call stack:

------------------------------------------------------------------

    fred2_open_3_6_10_RC2_INF_debug.exe 0053ef02()

    fred2_open_3_6_10_RC2_INF_debug.exe 0053aae4()

    fred2_open_3_6_10_RC2_INF_debug.exe 0054075d()

    fred2_open_3_6_10_RC2_INF_debug.exe 00540c7e()

    fred2_open_3_6_10_RC2_INF_debug.exe 00457abe()

    fred2_open_3_6_10_RC2_INF_debug.exe 0044d831()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c6972()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()

    USER32.dll 7e368734()

    USER32.dll 7e37bdf1()

    USER32.dll 7e378ea0()

    USER32.dll 7e37ce7c()

    ntdll.dll 7c90e473()

------------------------------------------------------------------



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Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------
Happens on startup of debugs ,I see no problems with standard builds.
I think I might have hit limit of some sort ,but I'm not sure.
(in fact ,it's just a guess ,I have no idea what's happening).
I seen it before in my main TC back in time when it had all shipsets in one place.
I decided to get working my another fleetpack ,this mod has nothing to do with presvious one.
(I plan to link them later ,but I need to make them work separated first).
This one uses .tbl-s instead of .tbm-s for ships and weapons.

[attachment deleted by ninja]

 

Offline Wanderer

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Re: Notorious Assertion Error ,Help Needed
Create empty text/ASCII file named 'debug_filter.cfg' to the same directory where the log file is created to. Run the debug build. Exit the game. Open the log file (this time a tad longer file). Then post only the ten (10) last lines or so from it.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
Thank you Wanderer ,your advise was the more helpful than you may thought.  :)
I was able to fix ths problem myself after creating debug filter.
The problem was Cutter which I use as attack ship.
It has four double torpedo launchers and four quadruple AA missile launches.
I mixed them up ,so I ended with two torpedoes in missile lanchers and quad missiles in torpedo launchers (double!).
This was the problem ,there was more weapons than points.
Thank you for all the time you helped me and special thanks for
Wanderer for debug_filter.cfg suggestion.
If I will encouncer a problem I will be unable to fix myself I will post there.
Some screenshots of what this all was about.

[attachment deleted by ninja]

 

Offline karajorma

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Re: Notorious Assertion Error ,Help Needed
Nice work Dragon. I know it was a pain to get all these assertions fixed but trust me, in the long run you'll be glad you did when you spend less time wondering what caused a sudden crash. :)

If I had a pound for every time someone has posted a weird crash and hasn't run the debug build...... :D
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Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
Thanks ,I recently ran into assertion and fixed it ,it was similar to
previous one ,so I have an update: It wasn't caused by more weapons
than slots ,but more weapons than you can edit in FRED (I will handle quadruple
launchers and cannons through swarm settings ,it actually works fine).
I cetrainly learned a lot about assertions form you ,I think they are most
annoying crashes for developers ,because they are not self-explantory.
I hope the code you made will be standard after 3.6.10 and dealing with
assertions will be a lot easier.

 

Offline karajorma

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Re: Notorious Assertion Error ,Help Needed
The changes I made to Assertions will improve the error reporting for developers but it's going to be a long time before you stop seeing assertions like the ones you've seen if ever. A quick grep of the code shows that there are over 5000 of them. :D

What the new option may do is make a few of the common ones more useful and make sure that new ones are designed to be more help for developers who stumble across them.

BTW, don't keep pressing enter at the end of every line, it makes your posts a little hard to read.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
Over 5000 assertions!  :eek2:
The person who see them all is certainly doing something wrong... :D
And I though I seen a lot of them.

I think somebody should put information about debug_filter to wiki ,it's a most helpful blank ASCII file I ever seen.  :)
(in fact ,I tried searching wiki and even mentioned in first post in this thread that I was looking for the filter)

And sorry for hard to read post ,I'm editing ship descriptions in Word Pad and it requires pressing enter at the end of the each line ,otherwise text is getting out of window or becomes single ,long line
making tech description hard to spell check.

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
And now I got something I cannot resolve.
I suspect some kind of model error:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT

File: ModelRead.cpp

Line: 4982





Call stack:

------------------------------------------------------------------

    calculate_ship_ship_collision_physics()    ship_ship_check_collision()    collide_ship_ship()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

This happens after some time I start a simple mission where Archengel MK2 and GTD Hera are fighting each other.
Code: [Select]
Loaded l_flyby.wav
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
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
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
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
Player lethality: -10.0, num turrets targeting player: 0
ASSERTION: "pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT" at ModelRead.cpp:4982
    calculate_ship_ship_collision_physics()    ship_ship_check_collision()    collide_ship_ship()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 2.. not unloading
Unloading missile_flare.dds.  512x512x0
Releasing bitmap shockwave3d.dds in slot 1108 with handle 818108
Releasing bitmap shockwave3d-glow.eff in slot 1109 with handle 822859
Tried to release cheeparts.pcx that has a load count of 4.. not releasing
Tried to release cheeparts-glow.dds that has a load count of 4.. not releasing
Tried to release cheeparts-shine.pcx that has a load count of 4.. not releasing
Those are lines around the assertion.
I'm flying modified Lancer.

 

Offline Wanderer

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Re: Notorious Assertion Error ,Help Needed
This one seems a tad odd one...

Can you reproduce the issue (that is can you reliably repeat it)?

Can you provide the actual data files causing the issue (ie. everything non-retail in the said mission as well as the actual mission)?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
It really seems odd ,I cannot reproduce this ,nor the error I got when targetting the Hera.
I will post when (if) it repeat.

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
I managed to repeat targeting error ,both times it happened when targeting via "Y" (reticle targeting control).
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: model_num > -1

File: ModelRead.cpp

Line: 3905





Call stack:

------------------------------------------------------------------

    model_clear_instance()    hud_target_in_reticle_new()    button_function()    button_info_do()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

Now the debug:
Code: [Select]
FF: Afterburn stopped
No more swarm missiles are available
Player lethality: -10.0, num turrets targeting player: 0
No more swarm missiles are available
No more swarm missiles are available
Player lethality: -10.0, num turrets targeting player: 0
Starting animation type 6 at 62088 ...
Dir=[0.000000, 0.000000, 1.000000], End=[0.000000, 0.000000, 0.000000], Vel=[0.000000, 0.000000, 1.002614], Accel=[0.000000, 0.000000, 1.047197], Slow=[0.000000, 0.000000, -0.479965]
Starting animation type 6 at 62088 ...
Dir=[0.000000, 0.000000, -1.000000], End=[0.000000, 0.000000, 0.000000], Vel=[0.000000, 0.000000, -1.002614], Accel=[0.000000, 0.000000, -1.047197], Slow=[0.000000, 0.000000, 0.479965]
Player lethality: -10.0, num turrets targeting player: 0
ASSERTION: "model_num > -1" at ModelRead.cpp:3905
    model_clear_instance()    hud_target_in_reticle_new()    button_function()    button_info_do()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 2.. not unloading
Unloading missile_flare.dds.  512x512x0
Releasing bitmap shockwave3d.dds in slot 1108 with handle 870358
Releasing bitmap shockwave3d-glow.eff in slot 1109 with handle 875109
Tried to release cheeparts.pcx that has a load count of 4.. not releasing
Tried to release cheeparts-glow.dds that has a load count of 4.. not releasing
Tried to release cheeparts-shine.pcx that has a load count of 4.. not releasing
Releasing bitmap cheewing.pcx in slot 1271 with handle 894271
Releasing bitmap cheewing-glow.dds in slot 1272 with handle 899022
Releasing bitmap cheewing-shine.pcx in slot 1273 with handle 903773
Releasing bitmap cheehull.pcx in slot 1274 with handle 908524
Releasing bitmap cheehull-shine.pcx in slot 1275 with handle 913275
I fear this may be something either with code or with Hera ,I will try to provide more info soon.
EDIT: Now confirmed ,it happens each time I press "Y" and have both ships on battlefield.

 

Offline Wanderer

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Re: Notorious Assertion Error ,Help Needed
Same as with the earlier problem... could you provide the mission and the related data files as the error can not be easily reproduced so that a coder can run the mission (and the error) via debugger and possibly see what is wrong.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Dragon

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Re: Notorious Assertion Error ,Help Needed
I recently had an idea.
I will proceed now ,regardless of assertion and put my mod together ,then when I will have a collection of very difficult problems ,I will start reporting them here ,saving time and effort.
In the meantime I tried to run Raptor's old BSG mod ,and ran into something worse than assertion (though relatad)
There was problems with copying it ,so I'm attaching a screenshot.
Code: [Select]
For "Destroyer.pof" I couldn't find damage-glow.ani
For "Destroyer.pof" I couldn't find damage-normal.ani
Model Destroyer.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame  0 too long!!: frametime = 10.658 (10.658)
Loading colbatstargen3.pcx for the first time.
Loading colbatstargen3.pcx (64x64x16)
Fast-unloading colbatstargen3.pcx.  64x64x16
Loading colbatstargen3-shine.jpg for the first time.
Loading colbatstargen3-shine.jpg (64x64x16)
Fast-unloading colbatstargen3-shine.jpg.  64x64x16

Those are last lines of debug.
I suspect a model error ,I haven't messed with tables jet.

[attachment deleted by ninja]