Author Topic: ERANGE?  (Read 2452 times)

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Hi, it seems i have some random crash with fs2 when trying to land/crash on my custom ship on a custom mod.
So here is the debugger message :

Code: [Select]
ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
ÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝ×Ày™
ð×*È-<©÷
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110818_r7481.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

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 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 16
  -fov 0.75
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 75
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 90
  -fxaa
  -fxaa_preset 9
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -mod ep_trunk,mediavps
  -debug_window
  -window
Building file index...
Found root pack 'E:\jeux\Freespace2\ep_trunk\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'E:\jeux\Freespace2\mediavps\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'E:\jeux\Freespace2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'E:\jeux\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\jeux\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\jeux\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\jeux\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\jeux\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\jeux\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\jeux\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\jeux\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\jeux\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\jeux\Freespace2\ep_trunk\' ... 4793 files
Searching root pack 'E:\jeux\Freespace2\ep_trunk\ma-sdrvfix.vp' ... 8 files
Searching root 'E:\jeux\Freespace2\mediavps\' ... 69 files
Searching root pack 'E:\jeux\Freespace2\mediavps\ma-sdrvfix.vp' ... 8 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Advanced.vp' ... 1283 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Assets.vp' ... 1527 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Effects.vp' ... 1876 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Root.vp' ... 94 files
Searching root 'E:\jeux\Freespace2\' ... 7 files
Searching root pack 'E:\jeux\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'E:\jeux\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\jeux\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\jeux\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\jeux\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\jeux\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\jeux\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\jeux\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\jeux\Freespace2\warble_fs2.vp' ... 52 files
Found 20 roots and 18333 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 2
  Playback device: Haut-parleurs (SB Audigy)
  Capture device: Microphone (SB Audigy)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 800x600 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    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 6900 Series
  OpenGL Version   : 4.1.10907 Compatibility Profile Context

  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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)

  Compiling post-processing shader 1 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10
... 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....
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'misc-sct.tbm' ...
TBM  =>  Starting parse of 'deto-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
Someone passed an extension to bm_load for file 'PreLoad.tga'
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.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
WARNING: Unrecognized parameter in ai_profiles: $disarm or disable cause global ai goal effects: YES

TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 199 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 150 frames at 24 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 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 (ParticleSmoke01.eff) with 94 frames at 24 fps.
WARNING: "For 'ParticleSmoke01', 3 of 4 LODs are missing!" at weapons.cpp:209
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Gunboat-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Tfor-station-shp.tbm' ...
TBM  =>  Starting parse of 'Erebus-shp.tbm' ...
TBM  =>  Starting parse of 'ep-shp.tbm' ...
BMPMAN: Found EFF (thrustjets.eff) with 3 frames at 25 fps.
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'indicator-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy2 with size 54x60 (6.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI radar1 with size 130x106 (17.2% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 827
TrackIR Init Failed - 5
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI mainexit.ani with size 128x27 (15.6% wasted)
ANI mainbarracks.ani with size 289x28 (12.5% wasted)
ANI mainreadyroom.ani with size 170x28 (12.5% wasted)
ANI maintechroom.ani with size 221x28 (12.5% wasted)
ANI mainoptions.ani with size 176x28 (12.5% wasted)
ANI maincampaign.ani with size 365x26 (18.8% wasted)
Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.395 (0.395)
Got event GS_EVENT_MULTI_START_GAME (51) in state GS_STATE_MULTI_JOIN_GAME (14)
Frame  0 too long!!: frametime = 0.364 (0.364)
Got event GS_EVENT_MULTI_HOST_SETUP (31) in state GS_STATE_MULTI_START_GAME (39)
Someone passed an extension to bm_load for file 'Ter0002.pcx'
Frame  0 too long!!: frametime = 0.826 (0.826)
Frame  0 too long!!: frametime = 1.126 (1.126)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_MULTI_HOST_SETUP (25)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (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 (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
TBM  =>  Starting parse of 'NewExplosions-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 301 frames at 24 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 289 frames at 24 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
BMPMAN: Found EFF (exp01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (exp02.eff) with 87 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xc92a4e9a, IBX checksum: 0xd6a88576 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 98 frames at 30 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'invasion.fs2'
Hmmm... Extension passed to mission_load...
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x6604cdd3, IBX checksum: 0x74f92e26 -- "subspacenode.pof"
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'morningstar.POF'
IBX: Found a good IBX to read for 'morningstar.POF'.
IBX-DEBUG => POF checksum: 0xe7e09675, IBX checksum: 0x4697e9b0 -- "morningstar.POF"
Loading model 'might.pof'
BMPMAN: Found EFF (shiphulltyr.eff) with 4 frames at 12 fps.
BMPMAN: Found EFF (shiphulltyr-glow.eff) with 4 frames at 12 fps.
Potential problem found: Unrecognized subsystem type 'landing_pad_6', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'landingzone', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'landing_pad_3', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'landing_pad_4', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'landing_pad_5', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'landing_pad_1', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'landing_pad_2', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship might.pof
Potential problem found: Unrecognized subsystem type 'emergencylanding', believed to be in ship might.pof
IBX: Found a good IBX to read for 'might.pof'.
IBX-DEBUG => POF checksum: 0xdaefa1ad, IBX checksum: 0x638828f0 -- "might.pof"
Allocating space for at least 21 new ship subsystems ...  a total of 200 is now available (21 in-use).
Loading model 'stationtest.pof'
Model stationtest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized subsystem type 'axe', believed to be in ship stationtest.pof
IBX: Found a good IBX to read for 'stationtest.pof'.
IBX-DEBUG => POF checksum: 0xb87a09f6, IBX checksum: 0x9699b811 -- "stationtest.pof"
WARNING: "Tst Tfming (stationtest.pof) has a null moment of inertia!" at ship.cpp:4480
Loading model 'vortexcrush.pof'
Potential problem found: Unrecognized subsystem type 'Bridge', believed to be in ship vortexcrush.pof
IBX: Found a good IBX to read for 'vortexcrush.pof'.
IBX-DEBUG => POF checksum: 0x0ae30667, IBX checksum: 0x6a115b05 -- "vortexcrush.pof"
Loading model 'prometheus.pof'
Potential problem found: Unrecognized subsystem type 'Bridge', believed to be in ship prometheus.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship prometheus.pof
IBX: Found a good IBX to read for 'prometheus.pof'.
IBX-DEBUG => POF checksum: 0xd9e9d87a, IBX checksum: 0x58be0a97 -- "prometheus.pof"

OpenGL: Created 512x512 FBO!
Loading model 'htsb.pof'
Model htsb.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'htsb.pof'.
IBX-DEBUG => POF checksum: 0xd0ff20a7, IBX checksum: 0xb3b1105f -- "htsb.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'shuttle.pof'
IBX: Found a good IBX to read for 'shuttle.pof'.
IBX-DEBUG => POF checksum: 0x9ebb8201, IBX checksum: 0x599f8ee1 -- "shuttle.pof"
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
Loading model 'f_shockwave.pof'
Model f_shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'f_shockwave.pof'.
IBX-DEBUG => POF checksum: 0x48dd6908, IBX checksum: 0x72bbce54 -- "f_shockwave.pof"
Loading model 'bolt.pof'
IBX: Found a good IBX to read for 'bolt.pof'.
IBX-DEBUG => POF checksum: 0x4d259428, IBX checksum: 0xf18a9255 -- "bolt.pof"
BMPMAN: Found EFF (laser1.eff) with 6 frames at 6 fps.
Loading model 'lgat.pof'
Model lgat.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'lgat.pof'.
IBX-DEBUG => POF checksum: 0x950af9e7, IBX checksum: 0x3aebf432 -- "lgat.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'headhunter.pof'
IBX: Found a good IBX to read for 'headhunter.pof'.
IBX-DEBUG => POF checksum: 0xe1087eb5, IBX checksum: 0x181e43d5 -- "headhunter.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
Loading model 'antsub.pof'
No subsystems found for model "antsub.pof".
IBX: Found a good IBX to read for 'antsub.pof'.
IBX-DEBUG => POF checksum: 0xef013d21, IBX checksum: 0x4c47743b -- "antsub.pof"
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x49bf2fa0, IBX checksum: 0xd359bff3 -- "taga.pof"
Submodel 'tagareal-b' is detail level 1 of 'tagareal-a'
Submodel 'tagareal-c' is detail level 2 of 'tagareal-a'
Loading model 'gbu.pof'
IBX: Found a good IBX to read for 'gbu.pof'.
IBX-DEBUG => POF checksum: 0x10443216, IBX checksum: 0x80c4afa2 -- "gbu.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'sting.pof'
IBX: Found a good IBX to read for 'sting.pof'.
IBX-DEBUG => POF checksum: 0xee4ee093, IBX checksum: 0x59b13a6e -- "sting.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'cm.pof'
IBX: Found a good IBX to read for 'cm.pof'.
IBX-DEBUG => POF checksum: 0xb9582a5a, IBX checksum: 0xfa170f74 -- "cm.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (viper_muzzle.eff) with 2 frames at 40 fps.
BMPMAN: Found EFF (viper_muzzle2.eff) with 2 frames at 20 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy2.ani with size 54x60 (6.3% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI leftarc.ani with size 64x157 (38.7% wasted)
ANI rightarc1.ani with size 64x156 (39.1% wasted)
ANI toparc3.ani with size 25x18 (43.8% wasted)
ANI lock1.ani with size 35x33 (48.4% wasted)
ANI lockspin.ani with size 63x63 (1.6% wasted)
ANI radar1.ani with size 130x106 (17.2% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP365x26+16'
User bitmap 'TMP176x28+16'
User bitmap 'TMP221x28+16'
User bitmap 'TMP170x28+16'
User bitmap 'TMP289x28+16'
User bitmap 'TMP128x27+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2580/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 246,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: tcr-justitia
FRM: 2.5
FE: 1

Class: tcar-avalloc
FRM: 2.5
FE: 1

Class: tfg-hyperion
FRM: 2.5
FE: 1

Class: tft-atlas
FRM: 2.5
FE: 1

Class: tcr-styx
FRM: 2.5
FE: 1

Class: tcar-proteus
FRM: 4.5
FE: 1

Class: td-mercury
FRM: 10.5
FE: 1

Class: thc-erebus
FRM: 5.5
FE: 1

Class: bhcr-salamander
FRM: 2.5
FE: 1

Class: bhfg-barracuda
FRM: 4.5
FE: 1

Class: bhcr-blackshark
FRM: 2.5
FE: 1

Class: t ultrab turret
BEI: 0.2
BEDu: 200
BEDi: 100
BMPMAN: Found EFF (exp_flash.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (exp11.eff) with 180 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "effectManager.lua"
SCRIPTING: Starting flashy deaths script loading

Class: tcr-justitia
FRM: 2.5
FE: 1

Class: tcar-avalloc
FRM: 2.5
FE: 1

Class: tfg-hyperion
FRM: 2.5
FE: 1

Class: tft-atlas
FRM: 2.5
FE: 1

Class: tcr-styx
FRM: 2.5
FE: 1

Class: tcar-proteus
FRM: 4.5
FE: 1

Class: td-mercury
FRM: 10.5
FE: 1

Class: thc-erebus
FRM: 5.5
FE: 1

Class: bhcr-salamander
FRM: 2.5
FE: 1

Class: bhfg-barracuda
FRM: 4.5
FE: 1

Class: bhcr-blackshark
FRM: 2.5
FE: 1

Class: t ultrab turret
BEI: 0.2
BEDu: 200
BEDi: 100
PARTICLE SCRIPT: Parsing file "particles.cfg"
WARNING: "particles.cfg[116]: Invalid definition found! Cause: "Number"" at lua.cpp:9477
PARTICLE SCRIPT: Configuration file read. Loaded 16 entries and took 43 ms
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MULTI_MISSION_SYNC (38)
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI BriefMap with size 573x249 (2.7% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'lightbringer.pof'
IBX: Found a good IBX to read for 'lightbringer.pof'.
IBX-DEBUG => POF checksum: 0xcfd0811d, IBX checksum: 0xbe1676fe -- "lightbringer.pof"
Loading model 'lightbringermkII.POF'
IBX: Found a good IBX to read for 'lightbringermkII.POF'.
IBX-DEBUG => POF checksum: 0xa8fa7c79, IBX checksum: 0x11be1d31 -- "lightbringermkII.POF"
Loading model 'lightbringermkIII.POF'
IBX: Found a good IBX to read for 'lightbringermkIII.POF'.
IBX-DEBUG => POF checksum: 0x97c17a85, IBX checksum: 0xe5c3640e -- "lightbringermkIII.POF"
Loading model 'TF-Litebringer4.pof'
IBX: Found a good IBX to read for 'TF-Litebringer4.pof'.
IBX-DEBUG => POF checksum: 0x08353c4f, IBX checksum: 0xfc10467f -- "TF-Litebringer4.pof"
Loading model 'warhammer.pof'
IBX: Found a good IBX to read for 'warhammer.pof'.
IBX-DEBUG => POF checksum: 0xf9937b7c, IBX checksum: 0xb73a23e2 -- "warhammer.pof"
Loading model 'gf.pof'
IBX: Found a good IBX to read for 'gf.pof'.
IBX-DEBUG => POF checksum: 0xb8db8ed0, IBX checksum: 0xe27bf759 -- "gf.pof"
Loading model 'nastygasp.pof'
IBX: Found a good IBX to read for 'nastygasp.pof'.
IBX-DEBUG => POF checksum: 0xe02f98a3, IBX checksum: 0x7625d0a2 -- "nastygasp.pof"
Loading model 'nightraven.pof'
IBX: Found a good IBX to read for 'nightraven.pof'.
IBX-DEBUG => POF checksum: 0xa963d9b3, IBX checksum: 0x37dd3d5c -- "nightraven.pof"
Loading model 'scavenger.pof'
IBX: Found a good IBX to read for 'scavenger.pof'.
IBX-DEBUG => POF checksum: 0xdff2d646, IBX checksum: 0x048965f3 -- "scavenger.pof"
ANI iconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall.ani with size 130x91 (28.9% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% wasted)
Frame  0 too long!!: frametime = 77.365 (77.365)
ANI iconInstall.ani with size 130x91 (28.9% wasted)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_BRIEFING (10)
ANI Count.ani with size 186x122 (4.7% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_MULTI_MISSION_SYNC (38)
Entering game at time = 121.832
Frame  1 too long!!: frametime = 0.597 (0.597)
791 frames executed in  30.013 seconds,  26.355 frames per second.
ANI Head-CM1b.ani with size 160x120 (6.3% wasted)
ANI Head-CM1c.ani with size 160x120 (6.3% wasted)
ERROR: ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
ÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝÝ×Ày™
ð×*È-<©÷
File: sound.cpp
Line: 314
Int3(): From c:\code\fs2_open_2\code\globalincs\windebug.cpp at line 1155

It seems to be related to the sound code, any suggestion?

Running with win7 64 bit /i7 920 6gb ram sb audigy
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Yes. It's not a sound code issue. One of your vps is corrupted, I would recommend redownloading the mediavps. Grab the patch files for those as well, while you're at it.
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

 
Ah ok i've downloaded them again , problem stand still.
Ok i guess it's time to check the md5 ^^

Edit : Md5 checked, all of the vp file file in the media vp folders are correct.
Maybe a problem with the fs2 roots vp files?
« Last Edit: August 20, 2011, 09:38:58 am by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Given where this error appears, I would assume so.
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

 
can some ones give me the right md5 hashes corresponding to :
root_fs2.vp
smarty_fs2.vp
sparky_fs2.vp
sparky_hi_fs2.vp
stu_fs2.vp
tango1_fs2.vp
tango2_fs2.vp
tango3_fs2.vp
warble_fs2.vp

In the fs2 root folder?
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Well i reinstall my freespace from gog, and it seems that the problem is solved, however it'll need longer test to be sure.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
I've run into the problem and well i've been able to track a bit more how it happen, but not why.
It happen when i use the "set secondary ammo" on any of my custom fighter, the same sexp with only set primary ammo works, i've try with the retail media + last nightly and it do not happen, so it seems it's more custom ships related, but As it crash the game without warnings it seems pretty hard to guess what is wrong for me as long as fs2 do not complain about my ships with a debug build.
I'm gonna try the same mission with the media vp without my custom ship to see what happen.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Ok so i found what is wrong, it is the usage of the set secondary ammo with external weapon models.
I'm going to mantis that.

Edit : Mantised : Id 0002487
« Last Edit: August 24, 2011, 05:57:33 am by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
What.

BP2 uses external weapon models and I'm 100% sure set-secondary-ammo works. Fire PM coop from BP multi, fire some missiles from the third bank and die, you'll see it works perfectly fine.
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

 
Well as i said the same sexp script works fine with all ships with no external weapons but crash with all of those that use that external weapons pof, but i'll try the mission you said, one difference though :
You ask me to die to test it, but on my side i don't you use it when we die but as a reloading system, it may make a difference.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline MatthTheGeek

  • Captain Obvious
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When I say "die", I don't really mean "die". Fake respawn in effect. When you reach 1%, you are teleported to the respawn zone, repaired and resupplied.

Well as i said the same sexp script works fine with all ships with no external weapons but crash with all of those that use that external weapons pof
To me, that screams an issue with YOUR external pof. Not with the sexp, which is confirmed to work fine.
People are stupid, therefore anything popular is at best suspicious.

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Ok i'll take a look on that side as soon as i leave work.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Well yeah you are damned right :D
as fs2 never complained about them i'll have to track down what it does not like , because they never made problem unless i use this sexp.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Hmm finally this can't be the weapon's pof, as i just had the crash with a bp pof (gbu-240.pof).
edit : no ,
i m gonna try on another computer with a fresh install of fs2
edit : same crash
« Last Edit: August 24, 2011, 12:49:03 pm by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline pecenipicek

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Hmm finally this can't be the weapon's pof, as i just had the crash with a bp pof (gbu-240.pof).
edit : no ,
i m gonna try on another computer with a fresh install of fs2
edit : same crash

debug logs are yer friends. share them.
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I have no error when the crash come in debug build and in the debug log but i managed this night to isolate the problem :
I have made a mission where well you have the set secondary ammo to pop out when you press a key, with any ship and all  our weapons pof : No  crash,
Now after a bit of thought i've wonder what may cause this and found it :
When i land or just touch a little bit the landing zone (using the $collision physics) with any carrier and any fighter (even fs2 ones)  : I crash fso.
I've take a look on the carriers table and saw nothing wrong (i may have miss something anyway it was 3 am when i was looking at it with a big headache :D
and then i take a look on  those carrier pof : i didn't saw what's wrong yet with it, but i plan to make a cube carrier with a basic cubic landing zone to track it down and determine if my problem come from the pof themselves or my table.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Ok it didn't came back since this morning, erange came back with something music related? :p
It pop up when i land, but it's highly random though.

$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline The E

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You didn't post a log.
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

 
i was not in debug when it happened, and didn't reproduce the crash since
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1