Author Topic: Wep.tbm Gremlins?  (Read 1480 times)

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At present, my wep.tbm is infested with gremlins. When I run the debug build, I get a weird error, saying that my new version of the Morning Star cannot be found. When I hop in game, and go to the weapon loadout tab, the Morning Star and the preceeding weapon in the .tbm (the Akheton) are bugged/non-existent. There is a Morning Star icon, but clicking it causes a CTD. When using a ship with an Akheton as a default weapon, it seems to function identically to a Morning Star, despite being listed in the ship's primary weapons as an Akheton. It has the same speed, kinetic effect, damage, and visual effects as the Morning Star.

The error upon startup:
Code: [Select]
Unable to find WEAPON_LIST_TYPE string "ML-94 Morningstar"
in ship: GTF Ulysses's primary banks.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF_SSE2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF_SSE2.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF_SSE2.exe! stuff_int_list + 573 bytes
fs2_open_3_6_12d_INF_SSE2.exe! parse_ship_values + 7744 bytes
fs2_open_3_6_12d_INF_SSE2.exe! parse_ship + 1013 bytes
fs2_open_3_6_12d_INF_SSE2.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_12d_INF_SSE2.exe! ship_init + 445 bytes
fs2_open_3_6_12d_INF_SSE2.exe! game_init + 1915 bytes
fs2_open_3_6_12d_INF_SSE2.exe! game_main + 519 bytes
fs2_open_3_6_12d_INF_SSE2.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF_SSE2.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF_SSE2.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

And a cylindrical chunk of wood to go with it:
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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -post_process
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Singularity,mediavps_3612
  -fps
Building file index...
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace 2\Singularity\' ... 2408 files
Searching root 'C:\Program Files\Freespace 2\mediavps_3612\' ... 1 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Program Files\Freespace 2\' ... 18 files
Searching root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' ... 52 files
Found 23 roots and 16852 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-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 1920x1080 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   : GeForce GTX 660M/PCIe/SSE2
  OpenGL Version    : 4.2.0

  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".

  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 (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-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 (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-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 (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 4.20 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp-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 1920x1080 FBO
render_buffer: creating new 1920x1080 render buffer
texture_pool: creating new 1920x1080 texture
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-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_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' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'sgl-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 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 (ShvPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (TerPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (VasPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (FutPlasExp.eff) with 92 frames at 22 fps.
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 'sgl-wep.tbm' ...
TBM  =>  Starting parse of 'bp-3612-ai-aip.tbm' ...
TBM  =>  Starting parse of 'AIProfiles-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'sgl-obt.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "ML-94 Morningstar"  in ship: GTF Ulysses's primary banks." at parselo.cpp:2259
Freeing all existing models...

I figure it might also be productive to include the two suspect wep.tbm entries:
Code: [Select]
; ----------------------------------------------------------------------------------
; Advanced Disruptor
;
$Name: Akheton T4 SDG ;; the anti-subsystem weapon
+Title: XSTR("GTW Akheton T4 SDG", -1)
+Description:
"Tactical Weapon
DPS: 130 Shld, 0 Hull, 200 Sbst
Energy: 2.34 Kw/s Range 2240 m, -1)
+Tech Title:"GTW Akheton SDG"
+Tech Anim: Tech_Akheton_SDG
+Tech Description:
The T4 version of the Akheton SDG is a re-engineered version of the older Akheton subsystem disruptor gun used in the Capella Incursion. Its high-density, electromagnetically propelled plasma rounds pierce through armor quite easily and effortlessly, and a rapid charge inversion of the magnetic containment field explosively decompresses the projectile once it reaches the desired depth. Refinements to the fire control computers allow for incredibly precise explosive decompression of the plasma charge - which renders it very useful against shielding systems, as the entirety of the weapon's power can be focused into a plane just a few nanometers thick. Unfortunately, its effect against hull plating is far less impressive. , -1)
$Model File: none ; laser1-1.pof
@Laser Bitmap: Akheton_Bitmap
@Laser Glow: Akheton_Glow
@Laser Color: 90, 20, 150
@Laser Color2: 0, 0, 0
@Laser Length: 60.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass: 0.02
$Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.35 ;; in seconds
$Damage: 70 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems.
$Armor Factor: 0.0
$Shield Factor: 0.65
$Subsystem Factor: 0.66
$Lifetime: 1.4
$Energy Consumed: 0.82 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 77 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ("in tech database" "player allowed" "Puncture" "Particle spew")
$Icon: iconScalpel
$Anim: Scalpel
$Impact Explosion: Akheton_Impact
$Impact Explosion Radius: 3
$Pspew:
+Count: 1
+Time: 28
+Vel: -0.03
+Radius: 0.40
+Life: 0.2
+Scale: 0.15
+Bitmap: Akheton_Particle


; ----------------------------------------------------------------------------------
; Morning Star
;
$Name: ML-94 Morningstar
+Title: XSTR("GTW ML-94 Morning Star", 3262)
+Description:
XSTR(
"Long-Range Tactical Kinetic Weapon
DPS: 26.6 Shld, 33.3 Hull, 6.67 Sbst
Energy: 4.20 Kw/s Range 3360 m", 3263)
$end_multi_text
+Tech Title: XSTR("GTW ML-70 Morning Star", 3264)
+Tech Anim: Tech_GTW_ML-70
+Tech Description:
XSTR(
"The ML-94 Morning Star is essentially a kinetic-kill plasma weapon. The inertial dampeners built into the weapon consume a great deal of power, as the Morning Star generates an obscene amount of recoil - but also applies an equally impressive kinetic effect to the target. As the plasma rounds are neither particularly hot, dense, nor heavily ionized, the damage caused to an enemy spaceframe is relatively underwhelming.", 3265)
$end_multi_text
$Model File: none
@Laser Bitmap: Morningstar_Bitmap
@Laser Glow: Morningstar_Glow
@Laser Color: 250, 250, 30
@Laser Color2: 150, 70, 30
@Laser Length: 20.0
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Mass: 0.5
$Velocity: 2400.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 5
$Armor Factor: 1
$Shield Factor: 0.8
$Subsystem Factor: 0.06
$Lifetime: 1.4 ;; How long this thing lives
$Energy Consumed: 0.63 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 78 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "player allowed" "stream" "particle spew")
$Icon: iconflail
$Anim: Flail2
$Impact Explosion: MS_Impact
$Impact Explosion Radius: 1.2
$Pspew:
+Count: 1
+Time: 5000
+Vel: 1
+Radius: 0.75
+Life: 0.2
+Scale: 0.15 
+Bitmap: Morningstar_Particle
$Decal:
+Texture: Tiny_decal
+Radius: 0.5

It's also worth noting that I only recently (yesterday) reconfigured the Akheton to also be a useful anti-shield weapon, instead of just a niche toy for disarming things at a snail's pace. As such, this is the very first time I have actually bothered putting Akhetons on something for dogfight testing purposes. I had a vaguely similar issue with not being able to find the Morning Star in the weapons precedence list EONS ago, and my fix was simply 'remove it from the precedence list', so there is a very good chance that this issue has been ongoing for more than a year. I can't effortlessly revert back to a prior, completely working version of my mod, and discover the source of the issue.
:divedivedive: <--- This needs to be a smiley.
Developer of the Singularity campaign/mod (WIP)
I call dibs on developing a Capella Barbecue Theory campaign.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Why are you still using 3.6.12?  Try a newer debug build and post the log.  Hopefully it will provided some more info as to the cause of the issue.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

  
Found it! +Description was borked!

Odd thing is, even after switching to 3.6.18 debug, it started reporting minor table errors much later in the table, and seemed to miss the +Description error altogether.
:divedivedive: <--- This needs to be a smiley.
Developer of the Singularity campaign/mod (WIP)
I call dibs on developing a Capella Barbecue Theory campaign.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
That's because +Description issue is not technically an error. It just thinks that a large chunk of your weapon table is a part of another weapon's tech description. :)