Author Topic: Assertion errors (ASW)  (Read 6466 times)

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Assertion errors (ASW)
Near the end of mission loading (mod ASW2), I get the following assertion error:

Code: [Select]
Assert: Mflash_info[i].blobs[idx].anim_id >= 0
File: muzzleflash.cpp
Line: 206

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

Looking into the code a bit (weapon\muzzleflah.cpp, line 205 and bmpman\bmpman.cpp, line 760 and onwards), does this mean we have reached the 4750-bitmap limit?
« Last Edit: April 21, 2010, 12:44:54 pm by FreeSpaceFreak »

 

Offline General Battuta

  • Poe's Law In Action
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Re: Assertion wrt muzzleflash
I'm guessing no. Breaking that limit just causes texture substitution and craziness in-game.

Debug log please.

 
Re: Assertion wrt muzzleflash
Debug logs are pretty useless when it comes to asserts, but anyway.

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: 3.6.12
Passed cmdline options:
  -spec_exp 12
  -fov 0.6
  -ogl_spec 16
  -spec_static 1.2
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -post_process
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod ASW2,ASW1,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\ASW1\ASW1_Normals_OUTDATED.vp' with a checksum of 0x09e4b581
Found root pack 'C:\Games\FreeSpace2\ASW1\ASW_3612_Interface.vp' with a checksum of 0x333a45d3
Found root pack 'C:\Games\FreeSpace2\ASW1\ASW_Intro.vp' with a checksum of 0xd8d071b9
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\A_MV_SubachRed.vp' with a checksum of 0x7175cb32
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\ASW2\' ... 107 files
Searching root 'C:\Games\FreeSpace2\ASW1\' ... 1170 files
Searching root pack 'C:\Games\FreeSpace2\ASW1\ASW1_Normals_OUTDATED.vp' ... 28 files
Searching root pack 'C:\Games\FreeSpace2\ASW1\ASW_3612_Interface.vp' ... 981 files
Searching root pack 'C:\Games\FreeSpace2\ASW1\ASW_Intro.vp' ... 1 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 9 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\A_MV_SubachRed.vp' ... 2 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 22 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 24 roots and 15407 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
TBM  =>  Starting parse of 'ASW_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1400x1050 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   : Quadro FX 570M/PCI/SSE2
  OpenGL Version    : 2.1.1

  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".
  Using 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".
  Using 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".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 NVIDIA via Cg compiler
... 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.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
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...
render_target: creating new 1400x1050 FBO
render_buffer: creating new 1400x1050 render buffer
texture_pool: creating new 1400x1050 texture
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_SubachRedFix-mfl.tbm' ...
TBM  =>  Starting parse of 'ASW-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
TBM  =>  Starting parse of 'ASW_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (A_Impact.eff) with 20 frames at 30 fps.
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (sup.eff) with 110 frames at 25 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 100 frames at 25 fps.
BMPMAN: Found EFF (ScythImpact.eff) with 4 frames at 30 fps.
ANI Kratos_impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_SubachRedFix-wep.tbm' ...
TBM  =>  Starting parse of 'SSLBEAM-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'ASW2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'ASW-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1890
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.686 (0.686)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'Ancient.pcx'
Someone passed an extension to bm_load_animation for file 'empty.eff'
BMPMAN: Found EFF (empty.eff) with 1 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Frame  0 too long!!: frametime = 0.892 (0.892)
Frame  0 too long!!: frametime = 0.779 (0.779)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum: 0xc7f3bfa3, IBX checksum: 0xc6f3e294 -- "KatoNew.pof"
Frame  0 too long!!: frametime = 3.901 (3.901)
Frame  0 too long!!: frametime = 1.806 (1.806)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 4.108 (4.108)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
TBM  =>  Starting parse of 'ASW-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
BMPMAN: Found EFF (BlueBoom.eff) with 122 frames at 25 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'ASW2_Cut2'
Starting mission message count : 1
Ending mission message count : 2
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum: 0xc7f3bfa3, IBX checksum: 0xc6f3e294 -- "KatoNew.pof"
Loading model 'Akrotiri.pof'
IBX: Found a good IBX/TSB to read for 'Akrotiri.pof'.
IBX-DEBUG => POF checksum: 0x62c1b5c1, IBX checksum: 0x18735e29 -- "Akrotiri.pof"
Potential problem found: Unrecognized subsystem type 'reactor cover', believed to be in ship Akrotiri.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Akrotiri.pof
Potential problem found: Unrecognized subsystem type 'Reactor', believed to be in ship Akrotiri.pof
Loading model 'Odigitria.pof'
IBX: Found a good IBX/TSB to read for 'Odigitria.pof'.
IBX-DEBUG => POF checksum: 0xb9adb638, IBX checksum: 0x5d1ce056 -- "Odigitria.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Odigitria.pof
Loading model 'Mochlos.pof'
IBX: Found a good IBX/TSB to read for 'Mochlos.pof'.
IBX-DEBUG => POF checksum: 0x13f760cc, IBX checksum: 0x0d869226 -- "Mochlos.pof"
Potential problem found: Unrecognized subsystem type 'Tip_06', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_05', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Starb_fin', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Port_fin', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'shield_back', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_04', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_03', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_02', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_01', believed to be in ship Mochlos.pof
Loading model 'Heraklion_INF.pof'
IBX: Found a good IBX/TSB to read for 'Heraklion_INF.pof'.
IBX-DEBUG => POF checksum: 0x9c82af11, IBX checksum: 0x9566ea86 -- "Heraklion_INF.pof"
Loading model 'Malia_INF.pof'
IBX: Found a good IBX/TSB to read for 'Malia_INF.pof'.
IBX-DEBUG => POF checksum: 0xdc261246, IBX checksum: 0x97bdd2d0 -- "Malia_INF.pof"
Allocating space for at least 6 new ship subsystems ...  a total of 200 is now available (6 in-use).
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
ACM ERROR: Have leftover data after decode!!
Loading model 'Kamilari.pof'
IBX: Found a good IBX/TSB to read for 'Kamilari.pof'.
IBX-DEBUG => POF checksum: 0xa61c0a65, IBX checksum: 0x5b2ca12f -- "Kamilari.pof"
Allocating space for at least 214 new ship subsystems ...  a total of 400 is now available (6 in-use).
About to page in ships!
ANI katoshell with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (X_Anibitmap.eff) with 60 frames at 26 fps.
Loading model 'amissile.pof'
IBX: Found a good IBX/TSB to read for 'amissile.pof'.
IBX-DEBUG => POF checksum: 0xc1646391, IBX checksum: 0xa8b36110 -- "amissile.pof"
Model amissile.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'A-HORNET.pof'
IBX: Found a good IBX/TSB to read for 'A-HORNET.pof'.
IBX-DEBUG => POF checksum: 0x6663a8de, IBX checksum: 0xbb63ddc0 -- "A-HORNET.pof"
Model A-HORNET.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'A-ROCKEYE.pof'
IBX: Found a good IBX/TSB to read for 'A-ROCKEYE.pof'.
IBX-DEBUG => POF checksum: 0x6c634f35, IBX checksum: 0xf0e2d20f -- "A-ROCKEYE.pof"
Model A-ROCKEYE.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'A-TEMPEST.pof'
IBX: Found a good IBX/TSB to read for 'A-TEMPEST.pof'.
IBX-DEBUG => POF checksum: 0xf8ca439b, IBX checksum: 0x6cd9b2ae -- "A-TEMPEST.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (PMuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (GoldMuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cretemuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (AncCMuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (ASCmuzzle.eff) with 4 frames at 30 fps.
ASSERTION: "Mflash_info[i].blobs[idx].anim_id >= 0" at muzzleflash.cpp:206
Freeing all existing models...

With empty debug_filter.cfg the interesting bit becomes:

Code: [Select]
BMPMAN: Found EFF (AncCMuzzle.eff) with 5 frames at 30 fps.
Found bitmap AncCMuzzle.eff -- number 1686
Found bitmap AncCMuzzle.eff -- number 1686
Found bitmap AncCMuzzle.eff -- number 1686
Found required string [$Type:]
Stuffed string = [DDS]
Found required string [$Frames:]
Stuffed int: 4
Stuffed int: 30
BMPMAN: Found EFF (ASCmuzzle.eff) with 4 frames at 30 fps.
Found bitmap ASCmuzzle.eff -- number 1691
Found bitmap ASCmuzzle.eff -- number 1691
ASSERTION: "Mflash_info[i].blobs[idx].anim_id >= 0" at muzzleflash.cpp:206
« Last Edit: March 23, 2010, 07:40:22 am by FreeSpaceFreak »

 

Offline The E

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Re: Assertion wrt muzzleflash
Yeah if you're near the 4750 bitmaps limit, other errors show up.

Is this error bound to that specific eff? That is, if you swap that muzzleflash for another, does the error still appear?
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Re: Assertion wrt muzzleflash
Replacing ASCmuzzle with AncCMuzzle in weapons.tbl gives the same error, only now with AncCmuzzle.

 

Offline Genghis

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Re: Assertion wrt muzzleflash
Doesn't look like you've hit the limit, otherwise you wouldn't be seeing this:
Code: [Select]
Found bitmap ASCmuzzle.eff -- number 1691

 

Offline Talon 1024

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Re: Assertion wrt muzzleflash
Do you have all of the muzzleflash graphics? Are they all in the mod/data/effects/ folder? Are they named correctly in mflash.tbl/mod-mfl.tbm?
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Re: Assertion wrt muzzleflash
Yeah. If that were the problem, wouldn't it give a "normal" error instead of an assert?

 

Offline FUBAR-BDHR

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Re: Assertion wrt muzzleflash
Crazy idea but load each frame of the .eff using a viewer and see if any are corrupted.  Irfanview should load them part way even if they are but cut off where other programs will just crash when hitting a corrupted .dds file. 
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Re: Assertion wrt muzzleflash
Well, if I load another muzzleflash instead of ASCmuzzle for this specific weapon, FSO crashes there - although it had no troubles loading the other flash for other weapons. So it's probably not related to the muzzleflash itself. But anyway, no, the files don't look corrupted.

I doubt it's related to the weapons.tbl, since that should give another kind of error as well. But anyway, there must be someone around who knows what an assertion error means?

 

Offline FUBAR-BDHR

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Re: Assertion wrt muzzleflash
I think the only way this one is going to be tracked down is if someone runs from the debugger and can trace it. 
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Offline karajorma

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Re: Assertion wrt muzzleflash
What an Assertion means.

Unfortunately I don't have time to figure out the cause of your problem like I did there.
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Re: Assertion wrt muzzleflash
I understand. Wish I knew more about C++ ...

Thing is, assertions crash the game, so if there's any mod-related bugs that appear later into the missions, we'll never know.

 

Offline karajorma

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Re: Assertion wrt muzzleflash
The point is that if the game has felt the need to assert something is very wrong and any data after that point can't be trusted to be correct either as whatever caused the assertion could be causing other crashes too.
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Re: Assertion wrt muzzleflash
I think the only way this one is going to be tracked down is if someone runs from the debugger and can trace it. 
How would one do that?

 

Offline The E

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Re: Assertion wrt muzzleflash
Use Visual Studio to make a build. Run it, and use Visual Studio's built-in debugger to trace the code execution in detail, to see what is happening where, and thus identify the point where it goes wrong.
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Offline Wanderer

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Re: Assertion wrt muzzleflash
Looking through the code briefly it seems the problem is caused one of the following (not sure which)

  • bm_load_sub_fast() passes but fails spectacularly to stuff the data for some reason (very unlikely)
  • bitmap loading functions failed to find file with defined name
  • something other than EFF or ANI was tried to be loaded
  • frame loading malfunctions (essentially no frames to load)
  • function passed ok but stuffed invalid reference index value (unlikely)

To fix it, make sure the defined animation in mflash table had proper name. Also make sure the animation it refers to actually exists and is in proper directory.

Error may refer to the ASCmuzzle.eff or then it may refer to the animation loaded immediately after that.
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Re: Assertion wrt muzzleflash
 :snipe: Okay, yes, it was that. The effect following ASCMuzzle was listed in the table, but it was not in the pack - must have slipped through.

A warning "Unable to find effect xxx" would definitely be more useful here than an assert...
« Last Edit: March 25, 2010, 05:02:45 pm by FreeSpaceFreak »

 

Offline Genghis

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Re: Assertion wrt muzzleflash
Can you report that in Mantis please?  With a dead-simple repro that can be run using retail data?

Thanks :)