Author Topic: Debug Warnings?  (Read 6623 times)

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Offline TrashMan

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 :wtf:
I've been going over my tables trying to fix everything now that I switched to the new Inferno builds (I may re-release a tweaked COTS, now that I have the new AI and some features to play with).
I've got these strange errors with the debugger (SSE 5852 build)




Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!
<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>! RegisterWaitForInputIdle + 73 bytes








Couldn't open texture 'shieldhit01a'
referenced by model 'Lightbringer1.pof'

<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>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes




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



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Offline The E

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Please post a full log. Without that, it's rather hard to tell where the error is occuring.
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Offline Dragon

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FOW: COTS that you released is buggy as heck and that's what you will get when trying to run it on more recent, more strict debug builds.
1: Expmissilehit2 is referenced somewhere in COTS tables, but there's no such effect.
2: GTB Lightbringer uses shield effect as a texture for some reason, shield effect is in "effects" folder, so it can't find it.
Change it to invisible texture and it will be fine.
3: This one is impossible to solve without debug log, so post FS2_Open.log file from your data folder.
Once you post the log, it should be an easy fix (it's a table error, quite simple, but there may be many cases in which you will get similar warning).

 

Offline Fury

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Actually "Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!" means that you're missing
Code: [Select]
$Name: ExpMissileHit2
$LOD: 1
in your wxp.tbm

 

Offline TrashMan

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I am fixing the COTS tables ATM..so yea.

I figured a shield can be textures with whatever, as it doesn't matter. Actually IIRC, all of my ships have the shield textured with a shield hit effect, and this is the only .pof that gets a warning. Strange, ain't it?


Regarding the ExpMissileHit2 - I haven't touched the wxp.tbm. At all.

[attachment deleted by admin]
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Offline The E

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Code: [Select]
Found root pack 'E:\GAMES\Freespace 2\mediavps\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'E:\GAMES\Freespace 2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754

Gee, I wonder what is wrong with this. Could it be that mv_complete is not supported anymore? I have no idea, but I am quite certain that there was a re-release of the 3.6.10 MVPs that said something to that effect.

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 Dragon

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Actually "Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!" means that you're missing
Code: [Select]
$Name: ExpMissileHit2
$LOD: 1
in your wxp.tbm
Nope, that means he is missing effect for ExpMissileHit2.
Note that it's missing LOD0 anim, not LODs 3 and 4.
Your solution would work in the latter case, he should do exactly the oposite (delete either ExpMissileHit2 entry from weapons_expl.tbl, or in case of FOW: COTS, reference from Weapons.tbl). He would have propably gotten the latter error though, as current FOW: COTS lacks weapons_expl.tbl or any tbms for it.

 

Offline Spoon

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Dragon is correct here, there is no such thing as ExpMissileHit2 unless Trashman manually added such an effect in his effects folder
Adding ExpMissileHit2 to wxp.tbm would only generate an additional error in debug.
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Offline Dragon

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Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!
<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>! RegisterWaitForInputIdle + 73 bytes
That would be this error, except this particular one is most likely caused by weapon referencing to the missing effect.
Adding entry in wep.tbm will not change anything in that case.
It matter in case of chosing way to fix this bug though, as if you decide to add the effect, you will also have to add an entry.
If you will want to get rid of the reference in weapons.tbl howewer, adding an entry will only produce another bug.

 

Offline TrashMan

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I was sure ExpMissileHit2 was stock or came with the mediaVP's.  I don't recall getting that error earlier.
No matter, I can easily use the regular missile explosion. Fixing this error is easy, I just wasn't sure what was causing it.

It's the last error that puzzles me.
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Offline Wanderer

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The only place where 'count < max_int' assert happens is in 'stuff_int_list' function... In ships table this function is used in the options listed below.. Problem is that the table tries to insert more options to the list than what list allows.

Places where it is used & the maximum number of values:
Code: [Select]
$Detail distance:   (5)
$Explosion Animations:   (32)
$Allowed PBanks:   (200 or 300 with inferno)
$Allowed Dogfight PBanks:   (200 or 300 with inferno)
$Default PBanks:   (3)
$PBank Capacity:   (3)
$Allowed SBanks:   (200 or 300 with inferno)
$Allowed Dogfight SBanks:   (200 or 300 with inferno)
$Default SBanks:   (4)
$SBank Capacity:   (4)
+As Color: of the $Ship IFF Colors: setting (3)
Subsystem entries ...
$Default PBanks:  (3)
$PBank Capacity:  (3)
$Default SBanks:   (4)
$SBank Capacity:   (4)
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Offline TrashMan

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Hm...don't recall any of the values going over that.

Default P and SBanks accept a total of 4 strings max? That makes sense...hmmm.

Wish the debug was more helpfull in locating where that limit was breached.
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Offline Wanderer

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Default PBanks = 3
Default SBanks = 4
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline TrashMan

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I don't have ANY craft that has more than 4 banks.

Actually, I don't think I have any one that has more than 3, so that can't be it...

Oh well...I'll look it up on Friday again.
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Offline Zacam

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Actually "Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!" means that you're missing
Code: [Select]
$Name: ExpMissileHit2
$LOD: 1
in your wxp.tbm
Regarding the ExpMissileHit2 - I haven't touched the wxp.tbm. At all.

That's because (at least in the version I have) there is no such TBM or parent Table at all. But my copy may be old.
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Offline TrashMan

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Assert: sip->afterburner_fuel_capacity
File: ship.cpp
Line: 2184

<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>! RegisterWaitForInputIdle + 73 bytes
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline TrashMan

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ERm...can anyone tell me WTF is this error?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline The E

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Without knowing what build you were using, and without seeing the entire log, no, not really.
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 Wanderer

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It is a safety check that makes sure code wont divide by zero. That is afterburner - if defined - must have an amount of fuel defined for it as well. In other words +Aburn Fuel: must be defined.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline TrashMan

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3.6.12 RC build (SSE)


Methinks this is the entry that's making problems.

$Afterburner:               YES
   +Aburn Max Vel: 0.0, 0.0, 160.0
   +Aburn For accel: 0.9
   +Aburn Max Reverse Vel:  60.0
   +Aburn Rev accel: 0.5
   +Aburn Fuel: 350.0
   +Aburn Burn Rate: 50.0
   +Aburn Rec Rate: 30.0
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!