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Weird IE i keep getting with my mod....
#1
I've been toying around with manually converting my mod from NPatch to Ares r 286, and I did the basic conversion of prerequisite logics, etc., and I left out only 2 features... AA combat on planes and the NP superweapons, which I commented out completely (making the SW building un-buildable)...

Anyways, As soon as I finished, I loaded it up, and the game started just fine, the AI was able to deploy its MCV and make attack forces like normal, but as soon as I deployed my MCV, it bugged out, with no given reason. Considering the crash dump log is a whopping 130 MB, all i can give you is the rules file I used and the error log....

Anyways, a quick excerpt from the log:
Code:
Progress is now 98%
MessageListClass::Init(Width: 618)
Progress is now 100%
Toggle display mode to 1024 x 768
About to set video mode
Removing mouse handler
Deleting primary surface
Prep direct draw.
SetDisplayMode: 1024x768x16
Checking hardware region fill capability...OK
Checking overlapped blit capability...OK
Display mode set
Mode apparently set OK
VisibleRect: 1024x768
Deleting AlternateSurface
Deleting HiddenSurface
Deleting TileSurface
Deleting SidebarSurface
Deleting CompositeSurface
Setting new window size to 1024x768
Creating primary surface
DSurface::Create_Primary
DSurface::AllowStretchBlits = true
DSurface::AllowHWFill = true
DSurface::Create_Primary - Creating surface
CreateSurface OK
DSurface::Create_Primary done
Recalc color remap tables
Calc_Confining_Rect(0,0,1024,768)
Set_View_Dimensions(0,0,856,736)
Deleting ZBuffer
Allocating ZBuffer (856x736)
Deleting ABuffer
Allocating ABuffer (856x736)
MessageListClass::Init(Width: 842)
MessageListClass::Set_Width(848)
Set_View_Dimensions(exit)
Mode change complete.
     Releasing NEUTRAL.MIX
     Releasing NTRLMD.MIX
SoundVolume = 1.000000
VoiceVolume = 1.000000
ScoreVolume = 1.000000
ScoreRepeat is OFF
ScoreShuffle is ON
Theme::Stop(31) - Fading
IsTGrowth = 0
IsTSpread = 1
Tooltips are on.
Capture_Mouse()
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Theme::AI(Next song = 1)
Theme::PlaySong(1) - Playing
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Adding event DEPLOY <-- I Ordered my MCV to deploy (Via the 'D' hotkey)
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Sound frame size = 11264 bytes
Sound buffer size = 45056 bytes
Release_Mouse() <-- Game crashes
D::EH
D::EH - Dump

Fatal Error:
The cause of this error could not be determined.

A crash dump should have been created in your game's \debug subfolder.

You can submit that to the developers (along with debug.txt and syringe.log).Default
Default


It should also be noted that i tried this on a rulesmd that i had backed up on before atempting conversion, and still got the error.

Do you guys have any ideas as to possible places to look for solutions? I know it's a problem with my rulesmd.ini file, as other mods work fine with ares r 286


Attached Files
.ini   rulesmd.ini (Size: 686.57 KB / Downloads: 457)
.log   debug.log (Size: 64.73 KB / Downloads: 450)
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#2
I would say the obvious first step would be to take out the
Code:
LightVisibility=foo
LightIntensity=bar
LightRedTint=baz
LightGreenTint=foobar
LightBlueTint=barbaz
section on the ConYards and try again.

Given that it works fine for the AI, though, and crashes on release of the mouse button, it's likely the issue is something else.

Honestly, I think you'll have to upload the crash dump, as painful as it may be.
If you have a very slow connection, maybe .rar it up and tell WinRAR to create a whole bunch of small files you can upload over the course of several days.
Painful to download and reassemble later, but better than no information at all.

(Note: I'm tired. It's possible I overlooked an obvious problem.)
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#3
[GACNST]
LightVisibility=2000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=0,01
LightBlueTint=2.1

Maybe?

As NACNST and YACNST don't have the comma, perhaps that's why your AI are doing okay...

However, I just tried to replicate using the comma on vanilla YR and there was no problem.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
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#4
Well, I squished the crashdump into a RAR file and got it to a manageable 20-ish MB. Since that's still too large for uploading, I hosted it on my mod's FTP server @cncguild.net...

So, http://chronostorm.cncguild.net/chronostormdebug.rar there you go.


Also, about the lights thing, I have tried both fixing the syntax error, and removing the light system entirely to no avail. I think this problem goes a bit deeper than a simple transcription error in the ConYard's coding.

The exact time it errors is the frame before the con yard deploys into a building, where it is still an MCV, but it has turned and aligned itself to deploy. I think it may be an error in prerequisite logics, or something in the vanilla/NP game that is incompatible with Ares. It may even be an unintended bug with Ares, which would be nice to find out.
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#5
[General]PrerequisiteProcAlternate= is missing. I think my code doesn't anticipate that scenario xD Thanks, I'll fix this when I find time.

P.S. You don't need any special tags on aircraft, they can attack airborne targets by default, as long as their projectile allows them. (Original game forcibly told the aircraft to lose its target whenever it was > 208 leptons off the ground, Ares removes this stupidity).

Worth playing: 1 | 2 | 3
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#6
Thanks, that solved the problem! I don't even know why that was removed... i guess since I removed the slave miner...

Also, It is nice to know that I don't have to add NP's stupid AACombat= tag to get air to air combat...
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#7
I think you already realised this, but just in case you didn't: missing PrerequisiteProcAlternate only causes a crash in Ares - not in vanilla YR.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
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#8
yes I think I could connect the dots at least that far, considering this mod has worked for years on vanilla YR without that tag in there xD
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#9
Sorry I was more aiming that at DCoder in case he wanted to investigate why/fix it, not that it's a massive problem or anything (other than the fact that at least one person has so far reported a problem because of it).
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
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#10
Heh, thanks for the thought, I just committed a source code fix for that. No new build though.

Worth playing: 1 | 2 | 3
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