Author Topic: Weapon fail!  (Read 4065 times)

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Offline sigtau

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Okay, so, I have a campaign set up with three simple missions, all of which lead to one another without problems.   However, I can't seem to play the first mission (1-1.fs2) without bumping into a small problem: For some reason, on the loadout screen, there aren't any weapons available.  No primaries, no secondaries, no nothing.

In the campaign's initial weapons, I have set the standard issue weapons (the only ones available in the first mission) as the initial weapons.

In the mission itself's team loadout, I also have the exact same loadout and available ships set up as well.  No problem here.

Exactly what is going on?
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Offline FUBAR-BDHR

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You did do the same for ships not just weapons correct?  If so try creating a new pilot.  A corrupted pilot file can cause the same behavior. 
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Offline sigtau

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I did the same for weapons and ships.

*tries to make a new pilot*

No effect.
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Offline FUBAR-BDHR

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Weapons are player_allowed correct? 

Post the campaign file.
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Offline General Battuta

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I assume there are weapons on the ships, yes?

Did you allocate more weapons than those already mounted on the ships?

 

Offline sigtau

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http://pastebin.com/m2b992488

Weapons are on the ships in the mission.

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Offline Stormkeeper

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I assume you have the weapons in your weapons.tbl/m?
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Offline karajorma

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Run the debug build. It should assert or error out on whatever is causing this.
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Offline sigtau

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I assume you have the weapons in your weapons.tbl/m?

101% sure that I do, because I tested all of these missions in the simulator--never experienced a problem like this, leading me to believe it was a campaign problem.

I get several errors of this nature on startup (fixable, I named some beams after the old Electrobeams mod and I can fix that in a matter of minutes, that is, provided one of you can tell me what the **** it means, because to me it looks self-contradictory.;):

Warning: Invalid +Index value of 0 specified for beam section on weapon 'ElecSmall'; valid values at this point are 0 to -1.
File: Weapons.cpp
Line: 2990


Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77061174()
    ntdll.dll 7714b3f5()
    ntdll.dll 7714b3c8()
------------------------------------------------------------------



However, this one is what I get while switching to the loadout screen.  This might be of more interest to you.

Assert: Polygon_models[num]->id == model_num
File: ModelRead.cpp
Line: 3912


Call stack:
------------------------------------------------------------------
    draw_model_rotating()    weapon_select_do()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77061174()
    ntdll.dll 7714b3f5()
    ntdll.dll 7714b3c8()
------------------------------------------------------------------

Then, it "encounters a problem and needs to close."
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Offline sigtau

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Any ideas?  I can't make any progress until I know what's gone wrong here.
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Offline FUBAR-BDHR

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Post the fs2_open.log from the debug build.
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Offline sigtau

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Offline FUBAR-BDHR

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#
Could not find a usable beam section (1) bitmap for 'ElecFighter'!
#
WARNING: "Could not find a usable beam section (1) bitmap (electrobeam03) for weapon 'ElecFighter'!" at Weapons.cpp:3811

Fix that weapon so it doesn't cause problems for starters.  Apparently it's a beam weapon of some kind but is not tabled correctly or can't find the effect. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline sigtau

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Alright, fixed that.

http://pastebin.com/m21d6b47f

^ There's the new one.
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Offline FUBAR-BDHR

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Looks like you have a model with bad data somewhere.  Try a Knightly build in debug.  If that doesn't give a better error message then try removing one ship/weapon at a time until you find which model is bad.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline sigtau

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But wouldn't that break the mission?
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Offline FUBAR-BDHR

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Make a test mission.  You have bad model data somewhere that needs fixed.  Missions are the least of your worries right now. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline sigtau

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Alright, well, remember, this is only affecting it when I load a campaign.

Also, I can't get the debug build to run:

mv_music-mus.tbm(line 18:
Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start]  instead.

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
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Offline General Battuta

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I've seen that one before. Looks like your music.tbl is incorrectly formatted.

 

Offline sigtau

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Not the first time that's happened.

Upgrading from 3.6.10RC3 to 3.6.10 Final a while back caused a very similar problem--I haven't edited the soundtracks in a while, so what could possibly be going wrong?  Has the format changed since 3.6.10 Final, and if so, why doesn't the wiki reflect it?
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