Author Topic: Hud Gauges Errors? Where are the Failure?  (Read 2438 times)

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Offline Eiswolf

  • 26
Hud Gauges Errors? Where are the Failure?
I hope anyone can help my.

I used the fs2_open_3_6_18.exe and fs2_open_3_6_18_DEBUG.exe
When i will test Hud_Gauges i will became with  fs2_open_3_6_18.exe 26 Errors.
When i will test withe the fs2_open_3_6_18_DEBUG.exe the Game will crash down with out a Error Warning. So i don´t know where are the Failure.
Here are my Hud_Gauges:

Code: [Select]
$Load Retail Configuration: no
$Font: 3
$Max Directives: 7
$Max Escort Ships: 7
$Speed Unit Multiplier: 10

#Gauge Config
$Ships:                         ( "Ahab AHB-443" "Ahab AHB-X" "Gotha GTHA-100" "Gotha GTHA-300" "Gotha GTHA-500" "Hammerhead HMR-HD" "Hellcat HCT-213" "HellcatII HCT-213B" "Ironsides IRN-SD1" "Rapier RPR-100" "Rogue RGU-133E" "Rogue RGU-133F" "Rogue RGU-133L" "Spad SPD-502" "Swift SW-606" "Tomahawk THK-53" "Tomahawk THK-63" "Trident TRN-3T" "Zero ZRO-114" )
$Font: 3
$Base: (1600, 900)
$Required Aspect: Wide Screen
$Gauges:
+Custom:
Position: (950, 660)
Name: Status
Text: Status
X Offset: 0
Y Offset: 0
Gauge Type: RADAR
Slew: YES
Active by default: Yes
Filename: Dummy
+Custom:
Position: (500, 700)
Name: Warnings
Text: Warnings
X Offset: 0
Y Offset: 0
Gauge Type: RADAR
Slew: YES
Active by default: Yes
Filename: Dummy
+Messages:
Position: (5, 5)
Font: 2
+Training Messages:
Position: (750, 226)
+Support:
Position: (747, 600)
Slew: no
Filename: Dummy
Header Offsets: (3, 2)
Text Y-offset: 12
Dock Status X-offset: 6
Dock Time X-offset: 65
+Damage:
Position: (950, 680)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Header Offsets: (2, 3)
Hull Integrity Offsets: (4, 23)
Hull Integrity Value X-offset: 180
Top Background Height: 27
Subsystem Entry Height: 20
Subsystem List Start Offsets: (4, 43)
Subsystem Entry Value X-offset: 142
Bottom Background Offset: 0
+Wingman Status:
Position: (1440, 325)
Slew: no
Left Background Filename: Dummy
Entry Background Filename: Dummy
Right Background Filename: Dummy
Dot Filename: Wingman4
Header Offsets: (2, 3)
Left Background Width: 20
Entry Width: 30
Last Background Offset: -16
Single Wing Offsets: (0, 23)
Multiple Wing Start Offsets: (0, 23)
Wing Name Offsets: (30, 0)
Dot Offsets: (100, 0) (115, 0) (130, 0) (145, 0) (160, 0) (175, 0)
Expansion Mode: down
+Auto Speed:
Position: (680, 325)
Slew: yes
Filename: Dummy
Auto Offsets: (6, 0)
Speed Offsets: (0, 12)
On Text Color: (-1, -1, -1, -1)
Off Text Color: (0, 0, 0, 0)
+Auto Target:
Position: (880, 325)
Slew: yes
Filename: Dummy
Auto Offsets: (9, 0)
Target Offsets: (0, 12)
On Text Color: (-1, -1, -1, -1)
Off Text Color: (0, 0, 0, 0)
+Countermeasures:
Position: (880, 541)
Slew: yes
Filename: Dummy
Text Offsets: (36, 4)
Value Offsets: (9, 4)
;+Talking Head:
; Position: (1317, 325)
+Directives:
Position: (42, 325)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Header Offsets: (4, 4)
Top Background Height: 25
List Start Offsets: (12, 23)
Entry Height: 18
Bottom Background Offset: -18
Max Line Width: 210
+Objective Notify:
Position: (42, 500)
Slew: no
Filename: Dummy
Objective Text Y-offset: 4
Objective Value Y-offset: 23
Subspace Text Y-offset: 4
Subspace Value Y-offset: 23
Red Alert Text Y-offset: 4
Red Alert Value Y-offset: 23
+Squad Message:
Position: (1235, 325)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Header Offsets: (4, 3)
List Start Offsets: (4, 20)
Top Background Height: 20
Entry Height: 15
Bottom Background Offset: -10
Command X-offset: 17
Page Up Offsets: (110, 5)
Page Down Offsets: (110, 115)
+Lag:
Position: (850, 650)
+Escort View:
Position: (1200, 520)
Slew: no
Top Background Filename: Dummy
Entry Background Filename: Dummy
Bottom Background Filename: Dummy
Entry Height: 18
Bottom Background Offset: 4
Header Text: sitrep
Header Offsets: (4, 4)
List Start Offsets: (0, 23)
Hull X-offset: 185
Ship Name Max Width: 160
;Name X-offset: (4, 0)
;Status X-offset: (-11, 0)
+Mission Time:
Position: (640, 540)
Slew: yes
Filename: Dummy
Text Offsets: (4, 4)
Value Offsets: (4, 15)
+Target Monitor:
Position: (14, 640)
Monitor Filename: Dummy
Monitor Alpha Mask Filename: Dummy
Integrity Bar Filename: Dummy
Viewport Offsets: (0, 0)
Viewport Size: (180, 135)
Integrity Bar Offsets: (250, 10)
Status Offsets: (185, 10)
Name Offsets: (8, -25)
Class Offsets: (8, -10)
Distance Offsets: (185, 60)
Speed Offsets: (185, 40)
Hull Offsets: (215, 20)
Cargo Contents Offsets: (8, 30)
Cargo Scan Start Offsets: (3, 5)
Cargo Scan Size: (172, 130)
Subsystem Name Offsets: (25, 132)
Subsystem Integrity Offsets: (155, 132)
Disabled Status Offsets: (90, 120)
Desaturate: yes
+Radar:
Position: (680, 708)
Size: (1024, 1024)
Filename: 2_radar1
Infinity Distance Offsets: (0, 0)
Long Distance Offsets: (0, 0)
Short Distance Offsets: (0, 0)
+Afterburner Energy:
Position: (600, 401)
Slew: yes
Filename: 2_energy2
Foreground Clip Height: 130
+Weapon Energy:
Position: (952, 402)
Slew: yes
Filename: 2_energy2
Foreground Clip Height: 130
Text Offsets: (15, -15)
Text Alignment: Right
Always Show Text: falsh
Text Follows: falsh
Show Ballistic Ammo: falsh
+Text Warnings:
Position: (500, 720)
+Center Reticle:
Position: (780, 441)
Filename: 2_Reticle1
+Throttle:
Position: (556, 322)
Slew: yes
Filename: 2_leftarc
Foreground Clip Bottom Y-offset: 210
Foreground Clip Width: 109
Foreground Clip Height: 133
Afterburner Clip Height: 29
Show Background: no
Show Max Speed Label: no
Show Min Speed Label: no
Current Speed Offsets: (120, 40)
Target Speed Offsets: (120, 80)
Show Percentage: no
Glide Status Offsets: (-5, 80)
Match Speed Status Offsets: (-5, 80)
+Threat Indicator:
Position: (933, 323)
Slew: yes
Arc Filename: 2_rightarc1
Dumbfire Filename: 2_toparc2
Lock Filename: 2_toparc3
Dumbfire Offsets: (39, 124)
Lock Offsets: (39, 150)
+Multiplayer Messages:
Position: (8, 240)
+Voice Status:
Position: (5, 165)
+Ping:
Position: (700, 650)
+Supernova:
Position: (500, 575)
+Hostile Triangle:
Position: (800, 453)
Slew: yes
Radius: 100
Triangle Base: 9.5
Triangle Height: 11.0
+Target Triangle:
Position: (800, 453)
Slew: yes
Radius: 100
Triangle Base: 9.5
Triangle Height: 11.0
+Lock Indicator:
Lock Filename: 2_lockspin
Locked Filename: 2_lock1
Lock Center Offsets: (50, 50)
Locked Center Offsets: (25, 25)
+Missile Triangles:
Position: (800, 453)
Slew: yes
Radius: 100
Triangle Base: 9.5
Triangle Height: 11.0
+Orientation Tee:
Position: (800, 453)
Slew: yes
Radius: 100
+Kills:
Position: (980, 325)
Slew: no
Filename: Dummy
Text Offsets: (4, 4)
Value Offsets: (70, 4)
+Flight Path Marker:
Filename: direction
Center Offsets: (10, 10)
;+Hardpoints:
; Position: (265, 725)
; Size: (150, 150)
; Line Width: 2
; View Direction: Top
; Show Primary Weapons: no
; Show Secondary Weapons: yes
+Primary Weapons:
Position: (1360, 609)
Header Offsets: (4, 4)
Header Text: Primary Bank
First Background Filename: Dummy
First Background Height: 20
First Background X-offset: 0
Entry Background Filename: Dummy
Entry Background Height: 20
Entry Background X-offset: 0
Last Background Filename: Dummy
Last Background X-offset: 0
Last Background Y-offset: -18
Entry Height: 18
List Start Y-offset: 20
Ammo X-offset: 55
Link X-offset: 65
Name X-offset: 75
+Secondary Weapons:
Position: (1361, 709)
Header Offsets: (4, 4)
Header Text: Secondary Bank
First Background Filename: Dummy
First Background Height: 20
First Background X-offset: 0
Entry Background Filename: Dummy
Entry Background Height: 20
Entry Background X-offset: 0
Last Background Filename: Dummy
Last Background X-offset: 0
Last Background Y-offset: -18
Entry Height: 18
List Start Y-offset: 20
Ammo X-offset: 30
Link X-offset: 40
Name X-offset: 49
Unlink X-offset: 45
Reload X-offset: 180
$End Gauges

#End

All Hud_Gauges was .ani Files or .eff Files...
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline The E

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Re: Hud Gauges Errors? Where are the Failure?
Please post an fs2_open.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

 

Offline Eiswolf

  • 26
Re: Hud Gauges Errors? Where are the Failure?
Here is the log file.

==========================================================================
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: 3.6.18.9546
Passed cmdline options:
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -rearm_timer
  -ship_choice_3d
  -snd_preload
  -spec
  -glow
  -normal
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-normal' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Searching root 'C:\Yaberwalky\Projekt Space\Aerotech Alpha Versionen\Aerotech2\' ... 3651 files
Found 1 roots and 3651 files.
AutoLang: Language auto-detection successful...
Setting language to English
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: 1
  Playback device: Generic Software on Lautsprecher/Kopfhörer (Realtek High Definition Audio)
  Capture device: Mikrofon (Realtek High Definiti
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 330M/PCI/SSE2
  OpenGL Version   : 3.1 NVIDIA 188.67

  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".
  Using extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  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
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 1.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
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...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (Exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (Maxim_impact.eff) with 23 frames at 30 fps.
WARNING:  Weapon 'LB 2-X AC' has both LASER and POF render types!  Will only use POF type!
WARNING:  Laser glow specified on non-LASER type weapon (LB 2-X AC)!
Int3(): From c:\code\fs2_open_3_6_18\code\weapon\weapons.cpp at line 1288
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Hud Gauges Errors? Where are the Failure?
Take a look at the bottom of the log. You need to fix a bug in that weapon before proceeding. You can't have both a model and a bitmap on a weapon (though I don't think this is causing the Int3(), you must have made another mistake in the same weapon).

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Hud Gauges Errors? Where are the Failure?
Also it failed to parse armor.tbl correctly. (Curse you Ferro-Lamellor! :p)
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

  

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Hud Gauges Errors? Where are the Failure?
Also it failed to parse armor.tbl correctly. (Curse you Ferro-Lamellor! :p)

That's normal, you'll see that in pretty much every log even when loading a mod that uses a lot of armor.tbl.

 

Offline Eiswolf

  • 26
Re: Hud Gauges Errors? Where are the Failure?
Take a look at the bottom of the log. You need to fix a bug in that weapon before proceeding. You can't have both a model and a bitmap on a weapon (though I don't think this is causing the Int3(), you must have made another mistake in the same weapon).

This was the right way :)
Thx all for help.

I have fix the Weapon.tbl and run the Debug.exe so I have the following error messages from the Debug.exe get the same I could fix. :)

Thx for help.
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline The E

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Re: Hud Gauges Errors? Where are the Failure?
Also it failed to parse armor.tbl correctly. (Curse you Ferro-Lamellor! :p)

There are useful messages, and then there are confusing ones. Use this guide to find out which is which.
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

  • Citation needed
  • 212
  • The sky is the limit.
Re: Hud Gauges Errors? Where are the Failure?
Maybe +Parse option in debug_filter.cfg could help you in this case. It could help you find exactly which line of the table it crashes on (from experience: Int3() during ship/weapon table parsing is usually caused by a silly typo in a wrong place). Note however, this will make the log enormous. If you decide to consult HLP on that matter (you shouldn't need to, +Parse output is pretty self-explanatory), post only the last 10-15 lines of the log. Oh, and don't forget to disable it afterwards, especially if you intend to post more logs.

 

Offline The E

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  • Nothing personal, just tech support.
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Re: Hud Gauges Errors? Where are the Failure?
Dragon: Sorry, but you're wrong. This Int3() is caused by the weapon having both pof and laser rendering types, and nothing else.
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 chief1983

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Re: Hud Gauges Errors? Where are the Failure?
If  that causes an Int3(), can we promote the logged error to one that pops up in debug builds?  Since it's already catchable...
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Hud Gauges Errors? Where are the Failure?
Dragon: Sorry, but you're wrong. This Int3() is caused by the weapon having both pof and laser rendering types, and nothing else.
Then why does FSO displays a warning in this case? If it's gonna crash anyway after you skip it, why not make it an error?