Author Topic: Error with wip-mod and debug-build...  (Read 6827 times)

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Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Error with wip-mod and debug-build...
I'm getting this error whenever I try to run my current debug-build (5618, both inferno and normal) over my WIP-mod (no, not the Ravana one)  :

Code: [Select]
Assert: expected_lods <= MAX_WEAPON_EXPL_LOD
File: weapons.cpp
Line: 166

<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>! RegisterWaitForInputIdle + 73 bytes

In the inferno-r-build, FS so far didn't complain about anything... though granted, I'm just reviving the mod and didn't test much so far :nervous:.

So, could someone please explain me what this error means? :confused:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
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    • 165th Beer Drinking Hell Raisers
Re: Error with wip-mod and debug-build...
I think this is a table issue not a model one.  Check your entries for the ship against wepons_expl.tbl and fireball.tbl.
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

 
Re: Error with wip-mod and debug-build...
My guess is that you have a custom weapon explosion, causing this; FS retail had 4 LODs for those, for efficiency purposes. However, using an EFF animation of DDS files does pretty much the same now, but even more efficient. Therefore, explosion LODs are no longer necessary.
You can tell FSO that a weapon explosion has only 1 version by using a <xxx>-wxp.tbm, with the following in it:

Code: [Select]
#Start

$Name: <your_explosion_name_without_extension_1>
$LOD: 1

$Name: <another_explosion_name_if_necessary>
$LOD: 1

#End

I've seen this issue before, but it didn't give an assertion error IIRC.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Error with wip-mod and debug-build...
This one...
Code: [Select]
Assert( expected_lods <= MAX_WEAPON_EXPL_LOD );
...basically just marks that the expected number of LODs was greater than 4. There seems to be a intended safeguard so that this should never happen but it doesnt work properly... in any case make sure that 4 is the highest assigned lod count.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
My guess is that you have a custom weapon explosion, causing this; FS retail had 4 LODs for those, for efficiency purposes. However, using an EFF animation of DDS files does pretty much the same now, but even more efficient. Therefore, explosion LODs are no longer necessary.
You can tell FSO that a weapon explosion has only 1 version by using a <xxx>-wxp.tbm, with the following in it:

Code: [Select]
#Start

$Name: <your_explosion_name_without_extension_1>
$LOD: 1

$Name: <another_explosion_name_if_necessary>
$LOD: 1

#End

I've seen this issue before, but it didn't give an assertion error IIRC.
I already use such a tbl (not tbm, though).

@Wanderer:
Might the "5" be the problem, then?  :

Code: [Select]
; weapon_expl.tbl
;
; Table file for specifying which filenames are to be used for which explosions
;
;
#Start

$Name: exp20 ;flak explosion
$LOD: 4

$Name: ExpMissileHit1 ;missile hits, etc.
$LOD: 3

$Name: SML ;missile hits, etc.
$LOD: 5

$Name: exp41_ ;green flak explosion from Boomer's Flak Pack
$LOD: 1

$Name: exp40 ;blue flak explosion from Boomer's Flak Pack
$LOD: 1



#End
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Error with wip-mod and debug-build...
Yes, it's most likely it.

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
Yep, ok - that fixed it. :)


On the other hand, now I get another error - but only with a debug-build , release-builds don't complain :

Code: [Select]
Assert: count < max_ints
File: parselo.cpp
Line: 2213

<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>! RegisterWaitForInputIdle + 73 bytes

What does this mean?

Did I propably overshoot the weapontypes-limit ?? For info: I'm using Inferno-builds for this, as by now I already have blown the normal shiptype-limit... (by including some InfR1 stuff)


The mod also sometimes crashes randomly - and as both InfR1 and FSNet so far worked out pretty fine, I'd guess this also has to be somehow related to my mod... :(
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline The E

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Re: Error with wip-mod and debug-build...
 :rolleyes: You know, a full debug log might help.
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 Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
Erhm... sorry - how do I get that? :nervous:

-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline The E

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  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Error with wip-mod and debug-build...
1. Run debug build
2. Retrieve fs2_open.log from data folder
3. ????
4. Profit!
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 Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
Oh...  :wtf: It was in the non-mod data folder. There I didn't look before.

Ok, so here you go:

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: 3.6.11
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Mav_CW
  -mpnoreturn
  -noibx
  -fps
Building file index...
Found root pack 'D:\Spiele\FS2\Mav_CW\CW--InfPack_ad.vp' with a checksum of 0x63738724
Found root pack 'D:\Spiele\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Spiele\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Spiele\FS2\root_fs2.vp' with a checksum of 0xe9c03ec4
Found root pack 'D:\Spiele\FS2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'D:\Spiele\FS2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'D:\Spiele\FS2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'D:\Spiele\FS2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'D:\Spiele\FS2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'D:\Spiele\FS2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'D:\Spiele\FS2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'D:\Spiele\FS2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'D:\Spiele\FS2\Mav_CW\' ... 531 files
Searching root pack 'D:\Spiele\FS2\Mav_CW\CW--InfPack_ad.vp' ... 579 files
Searching root 'D:\Spiele\FS2\Íýýýý³üŠ
\' ... 0 files
Searching root 'D:\Spiele\FS2\\' ... 0 files
Searching root 'D:\Spiele\FS2\Ä\' ... 0 files
Searching root 'D:\Spiele\FS2\0,.H\' ... 0 files
Searching root 'D:\Spiele\FS2\7T<ë\' ... 0 files
Searching root 'D:\Spiele\FS2\’\' ... 0 files
Searching root 'D:\Spiele\FS2\' ... 58 files
Searching root pack 'D:\Spiele\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Spiele\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Spiele\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Spiele\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Spiele\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Spiele\FS2\stu_fs2.vp' ... 1777 files
Searching root pack 'D:\Spiele\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Spiele\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Spiele\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\FS2\warble_fs2.vp' ... 52 files
Found 20 roots and 8002 files.
Setting language to German
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 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   : GeForce3/AGP/SSE2
  OpenGL Version    : 1.5.7

  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".
  Unable to find 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".
  Unable to find 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".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4 (4)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... 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.
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.
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
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'Inf-wep.tbm' ...
TBM  =>  Starting parse of 'torpedo2-wep.tbm' ...
TBM  =>  Starting parse of 'MFlak-wep.tbm' ...
TBM  =>  Starting parse of 'GTFKnight-wep.tbm' ...
ASSERTION: "count < max_ints" at parselo.cpp:2213
Freeing all existing models...
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
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    • 165th Beer Drinking Hell Raisers
Re: Error with wip-mod and debug-build...
Quote
Searching root pack 'D:\Spiele\FS2\Mav_CW\CW--InfPack_ad.vp' ... 579 files
Searching root 'D:\Spiele\FS2\Íýýýý³üŠ
\' ... 0 files
Searching root 'D:\Spiele\FS2\\' ... 0 files
Searching root 'D:\Spiele\FS2\Ä\' ... 0 files
Searching root 'D:\Spiele\FS2\0,.H\' ... 0 files
Searching root 'D:\Spiele\FS2\7T<ë\' ... 0 files
Searching root 'D:\Spiele\FS2\’\' ... 0 files
Searching root 'D:\Spiele\FS2\' ... 58 files

Looks like it either doesn't like the -- in the file name or you have some corrupted files somewhere.
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 The E

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Re: Error with wip-mod and debug-build...
Actually, no. I think that's an issue with recent Knightlies.

At any rate, could you post GTFKnight-wep.tbm? That seems to be the source of the error.
« Last Edit: December 05, 2009, 04:22:00 pm by The E »
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 Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
At any rate, could you post GTFKnight-wep.tbm? That seems to be the source of the error.
Ok, here it is:

Code: [Select]
#Primary Weapons

;---------------------------------------------------------------
$Name:                          TFighterBeam ; dmg/shot: 37 dmg/sec: 149
+Title: XSTR("Terran Fighter Beam", -1)
+Description:
XSTR(
"Hull/Subsys Damage: ?/s
Shield Damage: ?/s
temporarily deactivates subsystems
Energy usage: ?/s
Range: 840m", -1) ;1870
$end_multi_text
+Tech Title: XSTR("Shivan Fighter Beam", -1)
+Tech Anim: Tech_GTW-Circe
+Tech Description:
XSTR("?", -1)
$end_multi_text
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass:                          100.0
$Velocity:                      1000.0
$Fire Wait:                     0.25
$Damage:                        335 ; need some way to prevent this from damaging capships too much...
$Armor Factor:                  0.8
$Shield Factor:                 0.68
$Subsystem Factor:              1.0
$Lifetime:                      0.84
$Energy Consumed:               15.00
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     124
$ImpactSnd:                     88
;+Weapon Range: 1170
;+Range: 1170
;+Attenuation: 0.7
$Flags:                         ("player allowed" "beam" "cycle" "no pierce shields")
$Icon: iconCirce
$Anim: Circe
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       4.0
$BeamInfo:
+Type: 2 ;; 0 - 4 are valid #'s
+Life:   0.03
+Warmup:   40 ;; warmup time in ms
+Warmdown: 40 ;; warmdown time in ms
+Radius:   7.0 ;; muzzle glow radius in meters
+PCount: 15 ;; particles spewed every interval
+PRadius: 1.2
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01
+Miss Factor: 1.25 1.333 1.416 1.5 1.666 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 122
+WarmdownSound: 123
+Muzzleglow: thrusterglow01
+Shots: 1 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.3 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 4.7 ;; what percentage of max width we subtract per second
+Range: 1170
+Attenuation: 0.90
$Section: ;; one section of the beam (you can have up to 5)
+Width: 2.0 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 6.0 ;; width of the section
+Texture: beam-dblue2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 8.0 ;; width of the section
+Texture: beam-dblue ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
$FOF: 35
$Burst Shots: 5
$Burst Delay: 45 ; this is in milliseconds!


#End
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: Error with wip-mod and debug-build...
Incidentally,
Code: [Select]
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce3/AGP/SSE2
  OpenGL Version    : 1.5.7
it would seem that your graphics card and its drivers are older than the coffee they serve at the uni. Unless I completely ****ed up the search, there are drivers available at the Nvidia driver download page that include OpenGL 2.0 support.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
it would seem that your graphics card and its drivers are older than the coffee they serve at the uni. Unless I completely ****ed up the search, there are drivers available at the Nvidia driver download page that include OpenGL 2.0 support.
Thanks, downloaded :) .
 (actually, I thought I already had the newest drivers for this card installed - well, I'll have to have a look at the version numbers, then...)

But TBH, I already have a 6800 waiting to replace the 3, just didn't get to do it (and admittedly also neither am too expertised on doing such things :nervous:, nor like to "change a running system" - at least for the moment... ) .

But that certainly isn't the reason for the error, or is it? :confused:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline The E

  • He's Ebeneezer Goode
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Re: Error with wip-mod and debug-build...
No, the reason is that something in that table is, well, wrong. Make a text new file in your data folder, called debug_filter.cfg. In it, enter the line
Code: [Select]
+parse
Then run the debug build again, and post the log. You will probably have to post it at pastebin, as it will be quite large, maybe too large to post here.
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 Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
Just that line?

And where should the file go - in the normal data-folder or in the mod's data folder??
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 
 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Error with wip-mod and debug-build...
Ok, thanks. :)

http://pastebin.de/3638

Or, alternatively as .7z:

[attachment deleted by admin]
« Last Edit: December 05, 2009, 06:55:02 pm by Mav »
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)