Author Topic: ASW mod isnt working give 40 weapons error  (Read 7585 times)

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ASW mod isnt working give 40 weapons error
and if i try to play it gives
Could not load in 2_CommandBrief-mb!
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2.exe! <no symbol>
fs2_open_3_7_3_SSE2.exe! <no symbol>
fs2_open_3_7_3_SSE2.exe! <no symbol>
fs2_open_3_7_3_SSE2.exe! <no symbol>
fs2_open_3_7_3_SSE2.exe! <no symbol>
fs2_open_3_7_3_SSE2.exe! <no symbol>

Assert: (Species_info.shield_anim.first_frame >= 0)
File: shield.cpp
Line: 104
Error while loading shield hit ani: shieldhit03a for species: Shivan


ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes

also ive included the log even with 3.6.14 it gives an error an command brieving i hope you guys can fix this


[attachment deleted by nobody]
« Last Edit: October 15, 2015, 05:28:55 am by woutersmits »

 
Re: ASW mod isnt working give 40 weapons error
ASW requires mediavps_3612.

 
Re: ASW mod isnt working give 40 weapons error
I know but it isnt run multimods on yallauncher
Debug i did give 15 warnings
And i use yallauncher w10 i use
« Last Edit: October 15, 2015, 10:09:01 am by woutersmits »

 
Re: ASW mod isnt working give 40 weapons error
Check mod.ini in ASW1.
It should have:
Code: [Select]
[multimod]
secondarylist = mediavps_3612;

And why not wxlauncher?

 
Re: ASW mod isnt working give 40 weapons error
Yes but that have it
Becouse it wont work otherwise but the newest launcher less buggy i have trouble with wxlauncher it wont refresh automatic so its bugged too mutch it keeps chrashing also thats why i dont use wxlauncher agein
« Last Edit: October 17, 2015, 07:36:54 am by woutersmits »

 
Re: ASW mod isnt working give 40 weapons error
Do you have the 2014 MediaVPs installed rather than the 3.6.12?
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 
Re: ASW mod isnt working give 40 weapons error
Yes

 
Re: ASW mod isnt working give 40 weapons error
Replace 'mediavps_3612' with 'MediaVPs_2014' in that file, then.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 
Re: ASW mod isnt working give 40 weapons error
dude i did try that but then yallauncher wont activate it ive tryied everything

 
Re: ASW mod isnt working give 40 weapons error
no weapons on normal build
For asteroid 'Large Asteroid', detail level
mismatch (POF needs 3)
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes


[attachment deleted by nobody]

 
Re: ASW mod isnt working give 40 weapons error
also this Assert: first_frame != -1
File: missionshipchoice.cpp
Line: 2823
Failed to load icon none


ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes


[attachment deleted by nobody]

 

Offline niffiwan

  • 211
  • Eluder Class
Re: ASW mod isnt working give 40 weapons error
Yikes, you're log is full of too much parsing data. Please delete the debug_filter.cfg file in F:\Freespace 2. Then please post another log. Note that the 1st message is a warning so please continue past that until you hit the "Assert".
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: ASW mod isnt working give 40 weapons error
For asteroid 'Small Asteroid', detail level
mismatch (POF needs 3)
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes
For asteroid 'Medium Asteroid', detail level
mismatch (POF needs 3)
KERNELBASE.dll! WaitForSingleObjectEx + 153 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytesFor asteroid 'Large Asteroid', detail level
mismatch (POF needs 3)
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes
Assert: first_frame != -1
File: missionshipchoice.cpp
Line: 2823
Failed to load icon none


ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE2-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes

I cant press no
only I see ok cancel
here's new log


[attachment deleted by nobody]

 

Offline niffiwan

  • 211
  • Eluder Class
Re: ASW mod isnt working give 40 weapons error
This is the error that's stopping ASW from running:

Code: [Select]
Assert: first_frame != -1
File: missionshipchoice.cpp
Line: 2823
Failed to load icon none

Everything else is a Warning you've posted and can be ignored.

I can't see anything obviously wrong with your install.  I've looked at the MediaVP_2014 checksums and they match my installation. Unfortunately I don't have ASW installed at the moment, and I lack the monthly download quota to install it at the moment. However, I did note that you are running an Antipodes FSO executable. Could you please try 3.7.2 or a recent nightly build and see if the same Assert occurs?
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: ASW mod isnt working give 40 weapons error
but no weaponsstill asame
Assert: first_frame != -1
File: missionshipchoice.cpp
Line: 2823
Failed to load icon none


ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinAssert + 288 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! ss_load_icons + 221 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! ss_load_all_icons + 231 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! ship_select_common_init + 128 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! common_select_init + 254 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! brief_init + 549 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_enter_state + 726 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes


[attachment deleted by nobody]
« Last Edit: October 19, 2015, 10:54:13 am by woutersmits »

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
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Re: ASW mod isnt working give 40 weapons error
Enable the -ship_choice_3d ("Use Models for Ship Selection") and -weapon_choice_3d ("Use Models for Weapon Selection") options and try again.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: ASW mod isnt working give 40 weapons error
Ha! If that's the solution, then we need to have a discussion about adding a game_settings.tbl entry that'll give the option for mods to make those settings mandatory, or leave it as user choice.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: ASW mod isnt working give 40 weapons error
Ha! If that's the solution, then we need to have a discussion about adding a game_settings.tbl entry that'll give the option for mods to make those settings mandatory, or leave it as user choice.
No need; if that fixes it, it's a data error: ASW has erroneously provided a "$Ship_icon: none" entry in the ship table, instead of leaving it out.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

  

Offline niffiwan

  • 211
  • Eluder Class
Re: ASW mod isnt working give 40 weapons error
cool, thanks for clarifying that.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: ASW mod isnt working give 40 weapons error
i did everything i trying but didnt work assame agein no weapons
Enable the -ship_choice_3d ("Use Models for Ship Selection") and -weapon_choice_3d ("Use Models for Weapon Selection") options and try again.
« Last Edit: October 20, 2015, 03:07:14 am by woutersmits »