Author Topic: Some errors/warnings in a few mods  (Read 7979 times)

0 Members and 1 Guest are viewing this topic.

Offline Ghastly

  • 25
Re: Some errors/warnings in a few mods
Thanks! That worked!

  

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Some errors/warnings in a few mods
Glad to hear it. :)

 

Offline Ghastly

  • 25
Re: Some errors/warnings in a few mods
Downloaded the Fall of Epsilon Pegasi, from the released campaign list thread (which just came with a single VP, no mod.ini), and when I start the third mission, it gives a error about 11 missing weapon classes. >.<

Here's the fs2_open.log: http://pastebin.com/hjFxH6qD

Sorry if this is getting annoying. >.<

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Some errors/warnings in a few mods
Well, your debug log doesn't list the missing ship classes, so make sure you uploaded the correct log.  And Fall of Epsilon Pegasi isn't a mod I've worked on, so I'm not familiar with its ships.tbl.

 

Offline Ghastly

  • 25
Re: Some errors/warnings in a few mods
Tried it again and got the same debug log. Here's the error I get when I load the map.
Quote
Weapon type "Targeting Laser" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! stuff_loadout_list + 614 bytes
<no module>! parse_player_info2 + 854 bytes
<no module>! parse_player_info + 299 bytes
<no module>! parse_mission + 489 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

Both it and fs2_open.log mention the not-player-allowed targeting laser. Not sure how significant that is, though...

I'm thinking I need to take up FREDing, so I can more easily find and fix errors like these myself. :P

 

Offline Ghastly

  • 25
Re: Some errors/warnings in a few mods
Huh, I played the mission in spite of the error and didn't notice anything overtly wrong. Got the same warning a few missions later, though, but still didn't notice any problems. So, might not be a serious issue.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Some errors/warnings in a few mods
The mission designer somehow manage to put in the mission loadout a weapon that can't be used by player, and the debug build jumps on it. Fortunately, it's just a warning, not an error, which means that it'll simply bypass the issue not loading the weapon (hence the "... skipping" part) to enable you to continue to play without further issue. So, yes, it's nothing serious, just an oversight from the mission designer.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Ghastly

  • 25
Re: Some errors/warnings in a few mods
The mission designer somehow manage to put in the mission loadout a weapon that can't be used by player
Actually, both missions in which this occurs are scramble missions (not sure if I'm getting the terminology right, the kind of mission where you can't pick your ship or weapons). :P

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Some errors/warnings in a few mods
Doesn't matter. It's still the mission designer's fault.
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 MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Some errors/warnings in a few mods
Every modder should run his stuff through debug builds during development, or at the very least before release. If something like that is still in the final product, that's an oversight, whether it has an influence on the gameplay or not.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie