Author Topic: Mission Creation Bugs  (Read 1760 times)

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Mission Creation Bugs
Hi all
I'm currently trying to create my own campaign and all is working well so far, but I've run into a wall with a mission I'm designing. I keep getting the following error about 3/4 through the loading bar and a crash to desktop;
Code: [Select]
EXCEPTION : Attempt to read from NULL in MCOREL! (+0x451D6)
Address   : 0x004461D6
Location  : MCOREL! (+0x451D6)

Call Stack
==========
0x00486F30 MCOREL! (+0x85F30)               
0x004E70F9 MCOREL! (+0xE60F9)               
0x004E8049 MCOREL! (+0xE7049)               
0x00402BE5 MCOREL! (+0x1BE5)               
0x005BF404 MCOREL! (+0x1BE404)             

Processor Registers EAX=0x00000000 EBX=0x00002214 ECX=0x00000000 EDX=0x14F8C244 Flags=0x00010246
=================== ESI=0x062A4520 EDI=0x000020C8 EBP=0x0012C248 ESP=0x0012C22C   EIP=0x004461D6
EIP (0x004461D6) 8B 01 8B 50 38 53 C7 45 FC FF FF FF FF FF D2 8B 46 48 8B 14 B8 8B 8E F8 05 00 00 89 14 99 47 43
ESP (0x0012C22C) 4484B46C 00000024 028DAF14 00000027 0012D1E0 00688822 00000003 0012D1EC
                 00486F30 000020C8 00000000 00000000 FFFFFFFF FFFFFFFF FFFFFFFF 00000064
                 00000032 00000000 00000082 FFFFFFFF 4484A7C8 00000001 00000000 00000000
ESI (0x062A4520) 10 6E 3A 02 27 00 00 00 24 00 00 00 00 00 00 00 14 82 00 00 E6 02 00 00 59 00 00 00 64 00 00 00
                 32 00 00 00 00 00 00 00 82 00 00 00 16 00 00 00 A7 00 00 00 A4 00 00 00 4B 01 00 00 DC 3E 13 15
EDX (0x14F8C244) 4C C1 F8 14 54 C0 F8 14 5C BF F8 14 64 BE F8 14 6C BD F8 14 74 BC F8 14 7C BB F8 14 84 BA F8 14

Machine details
===============
Executable name           : C:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 15:40:48 Friday 11/21/2014
Command line              :
Current directory         : C:\MechCommanderOmnitech
Current time, date        : 22:23:26 Thursday 3/12/2015
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : xxxxxxxxxx
Machine name              : xxxxxxxxxxxx
Processor                 : 2394MHz Intel Unknown (0x6f0) MMX SSE Model=15, Type=6, Stepping=13 (Two Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 2 cycles 38304MB/s, 5 cycles 15321MB/s, 3 cycles 25536MB/s
Main memory r/w/rw speed  : 12 cycles 6384MB/s, 20 cycles 3830MB/s, 7 cycles 10944MB/s
Video memory r/w/rw speed : 36 cycles 2128MB/s, 47 cycles 1629MB/s, 93 cycles 823MB/s
AGP memory r/w/rw speed   : 37 cycles 2070MB/s, 46 cycles 1665MB/s, 92 cycles 832MB/s
Operating system          : Windows 2000 (5.1.2600)  Service Pack 2
DirectX version           : 9.04.00.0904
Time since booted         : 19h 4m 53s
Time in game logic        : 0h 0m 51.16s (on frame 1020)
Time app running          : 0h 0m 51.16s
Physical memory           : 1,073,741,823 bytes (1024 Meg)
Available physical memory : 468,336,640 bytes (447 Meg)
Swapfile size             : 2,147,483,647 bytes (2048 Meg)
Swapfile available        : 1,073,741,823 bytes (1024 Meg)
Virtual memory            : 2,147,352,576 bytes (2048 Meg)
Available virtual memory  : 1,041,993,728 bytes (994 Meg)
Amount of stack used      : 19164 bytes
Memory load               : 78%
Desktop video mode        : 1280,1024 32bpp
Mode when crash occured   : Windowed 1280x1024x32 Refresh=60Hz (NVIDIA GeForce 8400GS)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
                 Dwm.exe : 13 :   3 : C:\Windows\system32\Dwm.exe
             taskeng.exe :  8 :  15 : C:\Windows\system32\taskeng.exe
                 OSD.exe :  8 :   2 : C:\Program Files\Hewlett-Packard\On-Screen OSD Indicator\OSD.exe
     DataCardMonitor.exe :  8 :   2 : C:\Program Files\T-Mobile\T-Mobile Internet Manager\DataCardMonitor.exe
             avastui.exe :  8 :  36 : C:\Program Files\Alwil Software\Avast5\avastui.exe
            FUFAXRCV.exe :  8 :   6 : C:\Program Files\Epson Software\FAX Utility\FUFAXRCV.exe
            FUFAXSTM.exe :  8 :   4 : C:\Program Files\Epson Software\FAX Utility\FUFAXSTM.exe
       EEventManager.exe :  8 :   6 : C:\Program Files\Epson Software\Event Manager\EEventManager.exe
              nvtray.exe :  8 :   5 : C:\Program Files\NVIDIA Corporation\Display\nvtray.exe
        iTunesHelper.exe :  8 :   8 : C:\Program Files\iTunes\iTunesHelper.exe
              ehtray.exe :  8 :   2 : C:\Windows\ehome\ehtray.exe
           E_TATIIVE.EXE :  8 :   3 : C:\Windows\System32\spool\drivers\w32x86\3\E_TATIIVE.EXE
            wmpnscfg.exe :  8 :   6 : C:\Program Files\Windows Media Player\wmpnscfg.exe
            unsecapp.exe :  8 :   3 : C:\Windows\system32\wbem\unsecapp.exe
              ehmsas.exe :  8 :   3 : C:\Windows\ehome\ehmsas.exe
             MSASCui.exe :  8 :  11 : C:\Program Files\Windows Defender\MSASCui.exe
               Skype.exe :  8 :  39 : C:\Program Files\Skype\Phone\Skype.exe
             taskeng.exe :  8 :  16 : C:\Windows\system32\taskeng.exe
              MCORel.exe :  8 :  12 : C:\MechCommanderOmnitech\MCORel.exe
                  dw.exe :  8 :   1 : C:\MechCommanderOmnitech\dw.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
amstream.dll  - Version 6.6.6000.16386
quartz.dll    - Version 6.6.6000.16386
Ir50_32.dll   - Version R.5.10.15.2.55
dsound.dll    - Version 6.0.6000.16386
dinput.dll    - Version 6.0.6000.16386
d3dim.dll     - Version 6.0.6001.18000
ddraw.dll     - Version 6.0.6000.16386
dplayx.dll    - Version 6.0.6000.16386

Input devices
=============
USB Keyboard
Buttons  1
Axis     0
Sliders  0
POV hats 0

Sound device 0 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{77632911-0a41-40a3-9ab5-ccd4e58b7904}
Driver file data   : Cannot find driver file
CERTIFIED          : No
EMULDRIVER         : No
CONTINUOUSRATE     : Yes
PRIMARYMONO        : Yes
PRIMARYSTEREO      : Yes
PRIMARY8BIT        : Yes
PRIMARY16BIT       : Yes
SECONDARYMONO      : Yes
SECONDARYSTEREO    : Yes
SECONDARY8BIT      : Yes
SECONDARY16BIT     : Yes
MinSecondarySampleRate      : 100
MaxSecondarySampleRate      : 200000
PrimaryBuffers              : 1
MaxHwMixingAllBuffers       : 1
MaxHwMixingStaticBuffers    : 1
MaxHwMixingStreamingBuffers : 1
FreeHwMixingAllBuffers      : 0
FreeHwMixingStaticBuffers   : 0
FreeHwMixingStreamingBuffers: 0
MaxHw3DAllBuffers           : 0
MaxHw3DStaticBuffers        : 0
MaxHw3DStreamingBuffers     : 0
FreeHw3DAllBuffers          : 0
FreeHw3DStaticBuffers       : 0
FreeHw3DStreamingBuffers    : 0
TotalHwMemBytes             : 0
FreeHwMemBytes              : 0
MaxContigFreeHwMemBytes     : 0
UnlockTransferRateHwBuffers : 0
PlayCpuOverheadSwBuffers    : 0

Video device 0
==============
Description        : NVIDIA GeForce 8400GS
Driver file        : nvd3dum.dll
Driver size        : 15,038,296 bytes
Driver date        : 00:22:30 Tuesday 2/26/2013
Attributes         : Final Release, Private Build
Driver version     : 9.18.13.1407
Version            : 9.18.13.1407
Hardware ID        : 10DE.10C3 (Rev 162, Subsys 0x34cd1458)
Video memory       : 1,293,512,704 bytes (1234 Meg)
Card texture mem   : 489,160,704 bytes (467 Meg)
AGP texture memory : 804,352,000 bytes (767 Meg)
FourCC modes       : NV12 NV24 YV12 UYVY YUY2 AI44 AI88 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC
Texture formats    : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats   : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes       : 640x480 720x480 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1600x900 1600x1024 1600x1200 1680x1050 1920x1080
32 bit modes       : 640x480 720x480 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1600x900 1600x1024 1600x1200 1680x1050 1920x1080
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : Yes
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16 24
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -100000000,-100000000 to 100000000,100000000
AlphaTest NotEqual : Yes
Missing Src blend  :
Missing Dest blend :
AGP Texture        : Yes
Texture Coords     : 8
Blend Stages       : 8
Max Textures       : 8
Hardware T&L       : Yes
Vertex Blending    : 4
Maximum Lights     : 8
Clip Planes        : 8
Blend Lightmap     : Ok
Blend Specularmap  : Ok
Blend Detail       : Ok
Linear vid memory  : Yes
SELECTARG1         : Yes
SELECTARG2         : Yes
ADD                : Yes
ADDSIGNED          : Yes
SUBTRACT           : Yes
MODULATE           : Yes
MODULATE2X         : Yes
MODULATE4X         : Yes
BLENDCURRENTALPHA  : Yes
BLENDDIFFUSEALPHA  : Yes
BLENDTEXTUREALPHA  : Yes
BUMPENVMAP         : Yes
BUMPENVMAPLUMINANCE: Yes
DOTPRODUCT3        : Yes
ANISOTROPY         : Yes
ANTIALIASSORTINDEP : Yes
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : Yes
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : Yes
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Video device 1
==============
Description        : NVIDIA GeForce 8400GS
Driver file        : nvd3dum.dll
Driver size        : 15,038,296 bytes
Driver date        : 00:22:30 Tuesday 2/26/2013
Attributes         : Final Release, Private Build
Driver version     : 9.18.13.1407
Version            : 9.18.13.1407
Hardware ID        : 10DE.10C3 (Rev 162, Subsys 0x34cd1458)
Video memory       : 1,293,512,704 bytes (1234 Meg)
Card texture mem   : 489,160,704 bytes (467 Meg)
AGP texture memory : 804,352,000 bytes (767 Meg)
FourCC modes       : NV12 NV24 YV12 UYVY YUY2 AI44 AI88 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC
Texture formats    : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats   : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes       : 640x480 720x480 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1600x900 1600x1024 1600x1200 1680x1050 1920x1080
32 bit modes       : 640x480 720x480 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1600x900 1600x1024 1600x1200 1680x1050 1920x1080
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : Yes
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16 24
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -100000000,-100000000 to 100000000,100000000
AlphaTest NotEqual : Yes
Missing Src blend  :
Missing Dest blend :
AGP Texture        : Yes
Texture Coords     : 8
Blend Stages       : 8
Max Textures       : 8
Hardware T&L       : Yes
Vertex Blending    : 4
Maximum Lights     : 8
Clip Planes        : 8
Blend Lightmap     : Ok
Blend Specularmap  : Ok
Blend Detail       : Ok
Linear vid memory  : Yes
SELECTARG1         : Yes
SELECTARG2         : Yes
ADD                : Yes
ADDSIGNED          : Yes
SUBTRACT           : Yes
MODULATE           : Yes
MODULATE2X         : Yes
MODULATE4X         : Yes
BLENDCURRENTALPHA  : Yes
BLENDDIFFUSEALPHA  : Yes
BLENDTEXTUREALPHA  : Yes
BUMPENVMAP         : Yes
BUMPENVMAPLUMINANCE: Yes
DOTPRODUCT3        : Yes
ANISOTROPY         : Yes
ANTIALIASSORTINDEP : Yes
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : Yes
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : Yes
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

So far I've checked there are no gaps in my SquadID's/warriors/parts, all the Groups have 12 numbers (padded with 0's where the group has less then 12 members) , the warrior brains all seem okay with no glaring errors (a few set patrol routes, a powered down lance, the rest set on guard duty) and so does does the mission.abl. (It is my most complex mission yet however with a running counter for 30 different buildings to be captured and bonus cash for every five acquired - I can post the mission.abl if needed, as this is the bit I think is messing up, even though I'm not getting any syntax errors). It appears as if the game is trying to read data that doesn't exist... ...

Any ideas ?  (I guess Magic will be the only person able to answer this, but figured I post about it... )

 

Offline magic

  • Moderator
  • 211
Re: Mission Creation Bugs
Suggestions:

1. Have you tried to (copy your original mission.FIT first) replace all brains with DredAttack01. If the error is in the brain files it will not crush on load. If not it will eliminate brain files from the suspect list.
2. Replace the reference to your main_mission.ABL file in your mission.FIT with this:
[Script]
st ScenarioScript = "M0101".
If the error is in your main_mission.ABL file it will not crush on load. Try it with and without "1." changes.

3. If none of the above point you in the right direction, zip your mission and pm me with the link.

  
Re: Mission Creation Bugs
Okay.. so I replaced all brains (except for the three dropzone player PBrain entries) with DredAttack01 > same crash
I reverted to the original file brains
Replaced ScenarioScript to default M0101 > same crash
Changed all brains to DredAttack01 and script file to m0101 > same crash

Please check your pm inbox :)

 

Offline magic

  • Moderator
  • 211
Re: Mission Creation Bugs
RustyDios,

You have 47653 terrain objects (trees, small stuff, etc - not mechs. vehicles, buildings...)
This is way too much for this old game...

EDIT: Max num of terrain objects is around 7500.
« Last Edit: March 14, 2015, 09:45:00 am by magic »

 
Re: Mission Creation Bugs
47,653 objects.. when the limit is only 7,500 .... ... so just over 6 times the limit eh?!

Yeah, that was my next guess as to what the problem was, too much stuff in the map. Likely caused by the "massive" forest along the northern portion of the map.

Looks like I'm going to a bit of deforestation ... ...

Thanks for looking into it Magic, I really appreciate the help :)

 

Offline magic

  • Moderator
  • 211
Re: Mission Creation Bugs
I have safety in the mission, it will show only trees in some 2500 radius.
The real problem was to load that many trees.

I changed and recompiled the game and it will load up to 50.000 terrain objects now.

The game loaded your mission, without problems and I managed to take out the defenders of the closest base and capture its captureable buildings and move camera around the map.
No time to play it full.

Will release new MCO version shortly with this change included.

 
Re: Mission Creation Bugs
Wow... you changed and recompiled the game .. for my map?

That is some dedication to content provided by your fans. Not to mention that style of change will also benefit any future mission maker, especially with the larger map sizes on offer in the editor...

And at least we have confirmed that the map was not broken. Eagerly waiting for the newest MCO. :) :)

Thank you Magic.