Author Topic: Debugging assistance  (Read 1338 times)

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Offline ReeNoiP

  • 27
  • I FRED
I'm currently in the process of debugging Uncharted Territory for use with the new mediaVPs (and in general, since I didn't think about using debug build for my first release).

I get the following reports on the Hestia carrier I'm using:

Code: [Select]
GTtca Hestia (hestia.pof) has a null moment of inertia!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! physics_ship_init + 861 bytes
<no module>! ship_set + 2016 bytes
<no module>! ship_create + 1151 bytes
<no module>! parse_create_object_sub + 77 bytes
<no module>! parse_create_docked_object_helper + 39 bytes
<no module>! dock_evaluate_all_docked_objects + 158 bytes
<no module>! parse_create_object + 162 bytes
<no module>! mission_parse_maybe_create_parse_object + 390 bytes
<no module>! post_process_ships_wings + 93 bytes
<no module>! post_process_mission + 49 bytes
<no module>! parse_mission + 1531 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes


This goes for engine 1-6:
Code: [Select]
Invalid subobj_num or model_num in subsystem 'engine01' on ship type 'GTtca Hestia'.
Not linking into ship!

(This warning means that a subsystem was present in the table entry and not present in the model
it should probably be removed from the table or added to the model.)

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! subsys_set + 276 bytes
<no module>! ship_set + 2208 bytes
<no module>! ship_create + 1151 bytes
<no module>! parse_create_object_sub + 77 bytes
<no module>! parse_create_docked_object_helper + 39 bytes
<no module>! dock_evaluate_all_docked_objects + 158 bytes
<no module>! parse_create_object + 162 bytes
<no module>! mission_parse_maybe_create_parse_object + 390 bytes
<no module>! post_process_ships_wings + 93 bytes
<no module>! post_process_mission + 49 bytes
<no module>! parse_mission + 1531 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

Again engine 1-6
Code: [Select]
Ship 'GTtca Hestia' does not have subsystem 'engine01' linked into the model file, 'hestia.pof'.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! ship_page_in + 2371 bytes
<no module>! level_page_in + 48 bytes
<no module>! freespace_mission_load_stuff + 206 bytes
<no module>! game_post_level_init + 182 bytes
<no module>! game_start_mission + 387 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

I expect this is a problem for all dock points:
Code: [Select]
Ship class GTtca Hestia has only 3 points on dock path "Ldockpath".  Recommended minimum number of points is 4.  Docking along that path will look strange.  You may wish to edit the model.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! ai_dock + 760 bytes
<no module>! ai_execute_behavior + 486 bytes
<no module>! ai_frame + 1999 bytes
<no module>! ai_process + 286 bytes
<no module>! ship_process_post + 1801 bytes
<no module>! obj_move_all_post + 553 bytes
<no module>! obj_move_all + 355 bytes
<no module>! game_simulation_frame + 1059 bytes
<no module>! game_frame + 491 bytes
<no module>! game_do_frame + 237 bytes
<no module>! game_do_state + 379 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

I don't know how serious this is, but I would like to fix it. Problem is I have no idea how to work models. So if this is a relatively easy fix, I'm hoping someone will help me take care of it.
Uncharted Territory is released. But I still need voice actors

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
The MOI fix should be pretty easy. Someone with a better knowledge of PCS2 than I should probably explain it, but I believe it has a tool to autogenerate the model's MOI.

  

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
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Code: [Select]
GTtca Hestia (hestia.pof) has a null moment of inertia!

Open the pof in PCS2, and check if it has a defined mass. Assign one if it doesn't, then click the "Generate MOI" button. It'll tell you that it's bad at doing this, but that's a lie.

Code: [Select]
Invalid subobj_num or model_num in subsystem 'engine01' on ship type 'GTtca Hestia'.
Not linking into ship!

(This warning means that a subsystem was present in the table entry and not present in the model
it should probably be removed from the table or added to the model.)

Check the model in PCS2 if those subsystem names match up. They'll either be subobjects of LOD 0, or under the "Special Points" readout. The spelling needs to be exactly the same in both the tbl and the model; alter the tbl if necessary.
If the engine subsystems are modelled in, make sure they have the "$special=subsystem" property.

Code: [Select]
Ship 'GTtca Hestia' does not have subsystem 'engine01' linked into the model file, 'hestia.pof'.

Related to the above. Fix the error mentioned above, then try again.


Code: [Select]
Ship class GTtca Hestia has only 3 points on dock path "Ldockpath".  Recommended minimum number of points is 4.  Docking along that path will look strange.  You may wish to edit the model.

As the warning says. Dock paths should have 4 points, yours have 3. You can use the Auto-Gen button in PCS2's path editor to autocreate paths, or you can leave it as it is. It's not a serious error.


EDIT: Looking at the tbl and the ship (We're talking about this one: http://www.freespacemods.net/download.php?view.239 yes?), someone messed up royally.

Here's the corrected tbl:
Code: [Select]
#Ship Classes
$Name:                          GTtca Hestia
$Short name: Shelter
$Species:                       Terran
+Tech Description:
XSTR("The  production project off the GTtca  Hestia started shortly after the Capella  incident in order to combine power  emergence and low cost in the post - war  GTVA territories. Originally designed as  a large freighter, It was only matter off  time to be noticed that her body shape  was ideal for accommodating a fair amount  off fighter/bomber squadrons and deploy  them were the presence off a destroyer  was strategically effectless, or simply too  expensive. After the essential  arrangements, Hestia was presented as  a Tactical Carrier (that's what `tca`  stands for) but left any other impression  than that. It was from the test - flights that  her crewmembers found her heavy,  slow, hard to manoeuvre and poorly  armed. Yet, despite her `piece off junk`  performance and appearance, Hestia  can easily carry and support 24  fighters/bombers for long hauls and this  particular attribute promises her a key -  role to the aggrieved GTVA fleet. She is  also offered to civilian buyers under the  permission off the GTVA for privet defence purposes against raiders and pirates.", 3140)
$end_multi_text
$POF file:                      hestia.pof
$Detail distance: (0, 800, 3500, 10000)
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       2.0
$Max Velocity: 0.0, 0.0, 20.0
$Rotation time: 130.0, 130.0, 100.0
$Rear Velocity: 0.0
$Forward accel: 10.0
$Forward decel: 6.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 260.0
$Expl outer rad: 990.0
$Expl damage: 100.0
$Expl blast: 9000.0
$Expl Propagates: YES
$Shockwave Speed: 380.0
$Shockwave Count: 7
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields:                       0
$Power Output: 80.0
$Max Oclk Speed: 25.0
$Max Weapon Eng: 60.0
$Hitpoints:                     50000
$Flags:                         ( "big damage"  "freighter" "in tech database" )
$AI Class:                      Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time:                     1200
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -800
$Closeup_zoom: 0.5
$Score: 500
$Subsystem:                     turret1,0.833,1.0
        $Default PBanks:                                ( "Terran Turret" )
$Subsystem:                     turret2,0.833,1.0
        $Default PBanks:                                ( "Standard Flak" )
$Subsystem:                     turret3,0.833,1.0
        $Default PBanks:                                ( "Long Range Flak" )
$Subsystem:                     turret4,0.833,1.0
        $Default PBanks:                                ( "Terran Turret" )
$Subsystem:                     turret5,0.833,1.0
        $Default PBanks:                                ( "Terran Turret" )
$Subsystem:                     turret6,0.833,1.0
        $Default PBanks:                                ( "Long Range Flak" )
$Subsystem:                     turret7,0.833,1.0
        $Default SBanks:                                ( "Standard Flak" )
$Subsystem:                     turret8,0.833,1.0
        $Default SBanks:                                ( "Terran Turret" )
$Subsystem:                     turretbase,0.833,1.0
        $Default SBanks:                                ( "Terran Turret" "Terran Turret" )
$Subsystem:                     engine, 5,0.0
$Subsystem:                     communications, 5,0.0
$Subsystem:                     radar, 5,0.0
$Subsystem:                     sensors, 5,0.0
$Subsystem:                     navigation, 5,0.0
$Subsystem:                     weapons, 5,0.0
$Subsystem:                     fighterbay, 5,0.0
#End

I've also attached the corrected pof.

[attachment deleted by admin]
« Last Edit: October 18, 2010, 09:36:52 am 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 ReeNoiP

  • 27
  • I FRED
Thanks a lot. That fixes it.
Uncharted Territory is released. But I still need voice actors