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> Internal Errors, Have a IE? Post here!
SeekSomethingNew
post Oct 31 2007, 04:53 PM
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Well, it seems people are starting to get more internal errors... or is it the fact that they no some one who can read them...

Anyhow, if you are getting Internal Errors, post here your Except.txt and information about what happen when it occured, otherwise i will not help.


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Lin Kuei Ominae
post Nov 16 2007, 07:37 PM
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a strange IE.
I tried to move a unit on a hill whose only entrance was blocked by an activated firestorm wall and laserfence. The IE happend exactly at the point, when i shut down the firestorm wall.
Attached File  except.txt ( 20.75K ) Number of downloads: 14

i've also reloaded a savegame, saved short time before the IE, and did the same, but then no IE happened.

This post has been edited by Lin Kuei Ominae: Nov 16 2007, 07:48 PM


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SeekSomethingNew
post Nov 16 2007, 07:43 PM
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Its a Hierarchical or a Regular findpath failure from what i see. Was this normal Tiberian Sun or a modded version? First i have seen of this...

This post has been edited by TSHyper: Nov 16 2007, 07:48 PM


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Lin Kuei Ominae
post Nov 16 2007, 09:01 PM
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a modded version (of course).
Maybe it also has something todo with the amount of units, particles and animations in the savegame. Because i had 4 AI player with all of them having huge bases with a massive amount of units attacking me (4 players with 1-3 attacking teams with each having 5-10 units=40-100 units). At the same time my base defense fired nonstop, causing hundreds of flames and debris (caused by anims with spawned debris).
Finally my game runs on full speed only as fast as on slowest speed setting.

At least it's good to know that it has nothing todo with the changes i've made. Thank you for finding this out.

This post has been edited by Lin Kuei Ominae: Nov 16 2007, 09:09 PM


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SeekSomethingNew
post Nov 16 2007, 11:46 PM
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Its nothing to do with animations, particles or debris of the like. a Unit as had problem setting Cell ###,### as its target or something was in its way that can not be moved or the engine randomly had a error handling.


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SeekSomethingNew
post Nov 17 2007, 12:00 PM
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QUOTE (^Rampastein)
Ok, this might be a bit foolish question, but I got this when a few Disruptors fired.

The EIP, homever, is something different what I usually get when a laser/disruptor etc crashes my game. (I usually get "006717CB")
Is this WaveClass-related? (I've been trying to fix this problem for a few months, and I'm still trying...)


Your IE is WaveClass_Draw Mr. Rampastein.


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Rampastring
post Nov 17 2007, 05:39 PM
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QUOTE (TSHyper @ Nov 17 2007, 02:00 PM) *
Your IE is WaveClass_Draw Mr. Rampastein.



Hmpf.. I thought that I got this fixed with some INI editing and by putting visual details to low. sad.gif

Well, thanks for telling me. (And sorry for posting in the other IE thread, but I didn't know about this one so I posted my problem there)


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SeekSomethingNew
post Nov 17 2007, 07:11 PM
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WaveClass is common for some people, and other not so... I dont really know how to fix it.


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Nod Strike
post Nov 25 2007, 09:59 AM
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Eternal errors for nod AND NOD ONLY. Happens in firestorm, normal TS and any mod.
Attached File(s)
Attached File  except.txt ( 20.75K ) Number of downloads: 12
 


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Crash
post Nov 25 2007, 06:36 PM
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You gotta say what happens and when it happens and what happens when it crashes.


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SeekSomethingNew
post Nov 25 2007, 07:00 PM
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Hmm, seems to be the same as the other guy yesterday, its Hunter Seeker Related...


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sniper
post Nov 25 2007, 07:37 PM
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im not sure about this but i think this IE happens when a laser tower kills an infantry on a slope.
Attached File  except.txt ( 20.75K ) Number of downloads: 7


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Nod Strike
post Nov 25 2007, 08:38 PM
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So how do i fix it?


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SeekSomethingNew
post Nov 25 2007, 09:44 PM
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Sniper, you have a WaveClass error, have you edited any lasers? If its normal TS... it could be random.

Nod Strike. Internal Errors only show you where the game had a error running the code, they only tell you want Class, had a error. Fixing it is the thing you have to do.


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sniper
post Nov 26 2007, 01:36 AM
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the only laser ive edited is the advanced cabal obelisk laser.
and this error happens waay to often for it to be random.


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SeekSomethingNew
post Nov 26 2007, 02:37 AM
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Well, check your lasers then, if its not random and it happens with the one laser, there is a error with it.


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sniper
post Nov 26 2007, 05:32 AM
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the laser that the error occurs with has not been changed in any way.
hmm, its not when an infantry is killed on a slope by the laser, i think it happens when i move the screen away from the laser when the it fires or shortly after. its hard to tell.


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SeekSomethingNew
post Nov 26 2007, 06:03 AM
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Whatever way, the game had a error drawing a laser.


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sniper
post Nov 26 2007, 06:52 PM
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hmm. then i think it happens when the laser turret is on screen but its target is off screen.
then the hole laser isnt drawn or something. ill just give it an obelisk laser and edit its damage.
EDIT: nothings working. mad.gif

This post has been edited by sniper: Nov 26 2007, 10:28 PM


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Dutchygamer
post Nov 28 2007, 04:19 PM
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I have an error too; only it ain't an IE, but the game just freezes. It does create an except.txt file though...
It freezes when a laser kills something, but i only have modded the ai and fixed the TS anims (from LKO's topic)...
A strange thing though: i have played many games before this one with Nod, and it didn't freeze at all. It appears to be random, but it only happens with lasers.

This post has been edited by Dutchygamer: Nov 28 2007, 04:22 PM
Attached File(s)
Attached File  except.txt ( 20.75K ) Number of downloads: 9
 


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SeekSomethingNew
post Nov 28 2007, 04:48 PM
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Aye, Mr WaveClass again. It could be a random error and not related to any weapon in specific, but if it happens to a certain object or at a certain time, then you have a problem.


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CommanderSpartan
post Nov 28 2007, 10:45 PM
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I got an IE, its related to my mod, though I can't post it cause this is a school computer. I have to go home and post.


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Lin Kuei Ominae
post Nov 29 2007, 12:19 AM
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QUOTE (sniper @ Nov 26 2007, 07:52 PM) *
hmm. then i think it happens when the laser turret is on screen but its target is off screen.
then the hole laser isnt drawn or something. ill just give it an obelisk laser and edit its damage.

am i understanding this right, that you added an obelisk laser clone to the laser turret? Maybe you forgot to remove the Charges=yes and other obelisk relating tags. If you never had problems with lasers with an unmodded TS/FS then it's without much doubt your mod.


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sniper
post Nov 29 2007, 12:45 AM
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no the error happened before i changed it, i thought the change might fix it, but no. i have the original code for everything related to the laser. and for some reason this error just started happening a few weeks ago.

This post has been edited by sniper: Nov 29 2007, 12:45 AM


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Dutchygamer
post Nov 29 2007, 10:00 AM
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I'm beginning to wonder that the WaveClass IE is getting more normal these days, even with unmodded games. Maybe the game is getting too old ohmy.gif


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SeekSomethingNew
post Nov 29 2007, 10:44 AM
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Seems that way yes, but i think its more likely that no one knew what the IE's where before, so they blamed them on random errors, where in fact its more like WaveClass. I think new systems have something to so with it. Too fast gameplay or too high visual details can sometimes cause this.


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Lin Kuei Ominae
post Nov 29 2007, 10:48 AM
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How about starting a topic where all people with waveclass errors post their computer specification? Maybe it reveals a system component that causes these errors.


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Dutchygamer
post Nov 29 2007, 10:50 AM
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Still, why don't you have anykind of WaveClass errors in RA2, which uses the same engine? Maybe they fixed it (or they use a different way of coding)...


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Lin Kuei Ominae
post Nov 29 2007, 10:57 AM
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because RA2 runs even on the fastest pc very slow, due to the many unused stuff that EA left in.
TS is much more optimized and thus runs maybe too fast on some PCs causing waveclass error, what could be similar to the borland pascal "Runtime Error 200", that appeared on too fast machines too.


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SeekSomethingNew
post Nov 29 2007, 12:27 PM
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Also the fact that RA2 does not use the orignal (and more than likely under development) WaveClass. Plus i dont think you will get anything from computer spec's, but i would think graphics cards and CPUs would be the problem. Ill talk to pd more.


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post Nov 29 2007, 01:22 PM
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QUOTE (TSHyper @ Nov 29 2007, 12:27 PM) *
Also the fact that RA2 does not use the orignal (and more than likely under development) WaveClass. Plus i dont think you will get anything from computer spec's, but i would think graphics cards and CPUs would be the problem. Ill talk to pd more.


See if he's got any idea why my game lags up really bad when i try and onstruct something, but is otherwise fine when im not. It gets worse when i build small things like power turbines and concrete compared to big things like refinery's.
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SeekSomethingNew
post Nov 29 2007, 01:29 PM
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I have that too. But its nothing that can be fixed really, i would suppose its because TS has not got code that is optimized for newer systems, so when it executes the build code, its possibly lags some. Thats what i think...


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Lin Kuei Ominae
post Nov 29 2007, 03:52 PM
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i think it has something to do with the translucent effect used by the gclock2.shp. maybe you can look at the code where gclock2 is used and check if only the visible cameos are affected or all. Maybe TS applies the gclock2 translucent effect on all buildings (even the currently not visible in the buildmenu), what could slow down the game.
This effect is imo comparable to a lot of tiberium gasclouds, which are translucent too and also slow down the game.

This would also explain why building units or infantry doesn't slows down that much, because their lists aren't very long compared to the buildingtypes list.

This post has been edited by Lin Kuei Ominae: Nov 29 2007, 03:54 PM


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Star Wars Mechs ATAT/ATST
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SeekSomethingNew
post Nov 29 2007, 05:42 PM
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That is possible yea, maybe some tests could be done? Maybe it has to do with the resolution too?


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post Nov 29 2007, 10:33 PM
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QUOTE (TSHyper @ Nov 29 2007, 05:42 PM) *
That is possible yea, maybe some tests could be done? Maybe it has to do with the resolution too?


It doesnt, that was one of the first things i tried, tried at 640*480 and as high as 1280*1024, no difference between them, still the same lag when i construct things.
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post Nov 30 2007, 05:08 PM
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I disagree with the "RA2 works slower than TS" thing.

I have two computers, a very fast one and a very slow one. (I got the faster one as a Christmas present at 2006 and the slow one was bought at spring 2001)

TS works much faster than RA2 in the slower computer, but RA2 works faster than TS in the newer computer. I some weeks ago built about 135 units in RA2 and ordered them all to move at the last AI's base, which was at the other side of the map. The game worked about as fast as it does in the "fast" speed setting. The units were apocalypses, conscripts and tesla troopers.

When I built about the same amount of light infantry in TS the game worked as slow as it does in the "slower" spped setting.
And there was only one AI player left. roll.gif


I noticed something about the WaveClass crashes..

The crash happens to me in both of my computers.

I fixed the crashing with lasers by changing the laser weapons' LaserDuration to 2 (is 15 in the normal Rules.ini) and by playing with visual details on the lowest setting (Makes the lasers look quite boring, but it hasn't crashed to a laser's fire after that change. If you play with visual details on the highest setting, the lasers will look normal. But at least when I tested, my game crashed after a few laser shots).


Now, a few minutes ago, I made an empty singleplayer map and gave myself 25 disruptors. I ordered them all to fire in different directions while having the game on the" faster" speed setting.

I waited a minute for my game to crash, but it didn't crash at all.

Then, I moved the camera with the right mouse button. And the game crashed instantly. So, the problem possibly could be prevented by changing the lasers like I told above and by not moving the camera while Sonic weapons are firing. confused.gif If you get WaveClass crashes, you can test this.

I tested this multiple times.

This sounds kinda hard though. :(

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post Nov 30 2007, 09:12 PM
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I've never got an IE on unmodded TS,but I've had slow downs. I remember one time i had about 40 disruptors attacking one A.I. and I was looking in between my base and their base.

This is on Windows XP home, P-4 2.8Ghz, 1 GB ram, and Intel integrated graphics.

What I have noticed is that TS uses A LOT of virtual memory when these slow downs happen.


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post Dec 1 2007, 06:20 AM
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well, i found a way to fix my waveclass errors. delete all the code that makes the laser, a laser. it still hurts the enemy but it kinda sucks that my laser turrets don't shoot lasers anymore sad.gif


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post Dec 1 2007, 09:26 AM
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QUOTE (sniper @ Dec 1 2007, 08:20 AM) *
well, i found a way to fix my waveclass errors. delete all the code that makes the laser, a laser. it still hurts the enemy but it kinda sucks that my laser turrets don't shoot lasers anymore sad.gif


Have you tried changing the LaserDuration to 2 and putting Visual Details to low? That fixed the problem for me, and I can still see the lasers (They look a bit different though).

Well, Sonic weapons are still a problem for me. I got some new information:

My game doesn't crash when a disruptor fires normally. It crashes only when a disruptor fires.. umm.. my low word-knowledge of English makes this hard..
Well, it crashes only when a disruptor which is in the bottom of the screen fires something that isn't in the screen. (When the Sonic Beam goes off the bottom of the screen) For exmaple, it doesn't crash if a disruptor in the left side of the screen fires something what isn't in the screen. Otherwise my game never crashes now...

This is kinda weird. I tested this multiple times again. If you have any idea why this happens, please tell me sad.gif .

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post Dec 1 2007, 09:45 AM
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So... it crashes when it fires at something that is off-screen? Is that what you mean...


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post Dec 1 2007, 09:57 AM
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QUOTE (TSHyper @ Dec 1 2007, 11:45 AM) *
So... it crashes when it fires at something that is off-screen? Is that what you mean...


Hm.. I'll get you some screenshots when it happens and when it does not.

Here it does not crash:

Attached File  Screnshot.bmp ( 900.05K ) Number of downloads: 11


Here it does not crash:

Attached File  Screenshot2.PNG ( 243.65K ) Number of downloads: 4


Here it does not crash:

Attached File  Screenshot3.PNG ( 225.2K ) Number of downloads: 3


Here it does crash:

Attached File  Screenshot4.PNG ( 194.66K ) Number of downloads: 6


So, like I said earlier, it crashes only when the Sonic beam goes off the bottom line of the screen.

And btw, the game doesn't even close when I click on "OK" and I have to end Tiberian Sun from the task manager. It just freezes when I click on it.

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post Dec 1 2007, 11:41 AM
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Yea, some IE's cause the game to freeze. Might be where it can not process the command, but it normally closes it self after a while.

So its to the south, and off the screen when the mostly occur, could you maybe try it with different type of lasers and so and collect each Except.txt? Maybe is a global error.

Also, dont attach BMP files, save them as PNG wink1.gif


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post Dec 1 2007, 11:44 AM
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I accidentaly saved the first picture as a BMP and forgot to save it as a PNG before uploading the pic here.

Ok, I'll try with different types of lasers and upload expect.txts.

I'll edit this post after that.

Here is the expect.txt when I fired with the disruptor.

Attached File  except.txt ( 20.75K ) Number of downloads: 4


Here is the expect.txt when I fired with a normal laser turret. I had to turn Visual effects to high to crash the game.

Attached File  except.txt ( 20.75K ) Number of downloads: 7


Here is the expect.txt when I fired with an Obelisk.

Attached File  except.txt ( 20.75K ) Number of downloads: 4


Here is the expect.txt when I fired with a Core Defender.

Attached File  except.txt ( 20.75K ) Number of downloads: 3


The EIP addresses in the crashes caused by lasers seem to identical... roll.gif

EDIT: I tested this with my older computer too. It didn't crash instantly when a laser/disruptor fired off the southern part of the camera, like it did on my newer computer. Homever, the southern area was still the problem; it just had to fire about fifteen times. And it again never crashed when a Sonic/Laser weapon fired elsewhere at the screen. And the EIP was the same that I got in my newer computer.

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post Dec 1 2007, 04:28 PM
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huh, your obelisk caused an IE? strange, mine doesn't and I've edited it.


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post Dec 1 2007, 05:33 PM
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Thanks for the info Ram wink1.gif

Now, all of these are when you fire south, ok, im comment this in the IDB.

And the slower computer does not do it as much?

EDIT: The error occurs in a function branched off the WaveClass, just saying this for information.

WaveClass_Draw -> WaveClass_??? -> WaveClass_???

The one in bold is where is occurs, so its possible this function where the error happens could be the actually firing part of the WaveClass stuff.

EDIT2: I will start to update the first post in the next two weeks with information and EIP's, so if you get one, you can check it against the list.

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post Dec 1 2007, 07:14 PM
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Thanks for finding that out.

What is IDB?

And yes, the slower computer doesn't do it as much. I don't understand much of coding or similar things, only some basic stuff like what is a boolean etc.

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post Dec 1 2007, 08:10 PM
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A IDB is a dissembled EXE, this is how i get information about Internal Errors and various other game things. It stands for Interactive Disassembler Database

So it must be related to new systems, maybe because its calculating it too fast and its making errors.

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post Dec 1 2007, 08:36 PM
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Well uh can you tell me why I got a exception?
Heres the text.
Attached File  except.txt ( 20.67K ) Number of downloads: 12


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post Dec 1 2007, 08:55 PM
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QUOTE (TSHyper @ Dec 1 2007, 09:10 PM) *
So it must be related to new systems, maybe because its calculating it too fast and its making errors.

i have another possible reason.
Attached File  disruptor.gif ( 38.1K ) Number of downloads: 5

as you can see, the disruptor beam causes pixel with palette errors at the south. Imo this happens because the sonicbeam tries to blur/deform pixel, of which it has no information (the pixel 1 y-coord outside the visible area). This could also happen with laser, since they blur adjacent pixel too.
All other directions work fine, because there the visible beam stops drawing already some pixel before the border. Thats why the game has information about the adjacent pixel for north,west and east.

Maybe some graphic cards have a standard value for the pixel outside the visible area and some don't. Those who don't have standard values cause the Waveclass errors. (The well known problem with undefined variables wink1.gif )

So if you find the code position where the laser/sonicbeam is drawn, maybe it helps if you set a draw limit for the southern border (e.g. at ScreenHeight-5).

This post has been edited by Lin Kuei Ominae: Dec 1 2007, 09:18 PM


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post Dec 1 2007, 10:23 PM
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QUOTE (CommanderSpartan)
Well uh can you tell me why I got a exception?
Heres the text.
Attached File  except.txt ( 20.67K ) Number of downloads: 12


BuildingClass pointer in the HouseClassUpdate. Next time give more info, some people cant be stupid enough to forget what happened.


QUOTE (Lin Kuei Ominae)
i have another possible reason.
Attached File  disruptor.gif ( 38.1K ) Number of downloads: 5

as you can see, the disruptor beam causes pixel with palette errors at the south. Imo this happens because the sonicbeam tries to blur/deform pixel, of which it has no information (the pixel 1 y-coord outside the visible area). This could also happen with laser, since they blur adjacent pixel too.
All other directions work fine, because there the visible beam stops drawing already some pixel before the border. Thats why the game has information about the adjacent pixel for north,west and east.

Maybe some graphic cards have a standard value for the pixel outside the visible area and some don't. Those who don't have standard values cause the Waveclass errors. (The well known problem with undefined variables wink1.gif )

So if you find the code position where the laser/sonicbeam is drawn, maybe it helps if you set a draw limit for the southern border (e.g. at ScreenHeight-5).


Interesting there LKO, and it you could be onto something...

Ill look into it but i doubt anything will come of it, WaveClass looks very advanced. About the bottom pixel though, it looks like a inversion of the current unlaying pixels...

Imma gonna kill you tongue.gif Bloody get MSN!

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post Dec 1 2007, 11:09 PM
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oh sorry for the lack of info, I get the IE when I start playing and I have a mod installed, a personal mod that I'm working on.


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post Dec 2 2007, 07:32 AM
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QUOTE (TSHyper @ Dec 2 2007, 12:23 AM) *
Ill look into it but i doubt anything will come of it, WaveClass looks very advanced. About the bottom pixel though, it looks like a inversion of the current unlaying pixels...

Imma gonna kill you tongue.gif Bloody get MSN!


I hope you find something out of it. The pixels don't get palette corruption in YR when a magnetron shoots though.

I've been finding fixes for this WaveClass problem multiple hours in a week for 8 months, without much success. The only success was that I could fix the problem with lasers, making them look boring at the same time :(


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post Dec 2 2007, 08:33 AM
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Well, we might have to accept that its a error built into the games code, maybe it is not fixable.


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post Dec 2 2007, 09:49 AM
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Well, yeah, I don't expect (or never expected) you or anyone else to fix it. It sure would be very hard.

But I don't know your haxing skills, and coding what LKO said would probably fix it; I noticed this while playing YR:

Attached File  yr.PNG ( 106.95K ) Number of downloads: 2


Look how the magnetic beam's drawing animation stops 2 pixels before the southern bar. (I zoomed at it in MSPaint)

So, WW fixed it in RA2 but didn't make a patch for TS. sad.gif

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post Dec 2 2007, 10:19 AM
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Hmm, that is possible yes, because IIRC the Magnetron beam is a edited Sonic beam. They could have noticed the error when RA2 was being developed, remember RA2 was built on newer systems than TS. I might talk to pd about it.

My hacking skills are very limited, i can look a things and try to understand them, using my knowledge of TS itself, but writing code is another thing.


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post Dec 2 2007, 02:57 PM
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QUOTE (TSHyper @ Dec 2 2007, 12:19 PM) *
Hmm, that is possible yes, because IIRC the Magnetron beam is a edited Sonic beam. They could have noticed the error when RA2 was being developed, remember RA2 was built on newer systems than TS. I might talk to pd about it.

My hacking skills are very limited, i can look a things and try to understand them, using my knowledge of TS itself, but writing code is another thing.


The thing I'm surprised of is that WW didn't patch TS after noticing the error. Well, thanks for the useful information, I've been researching this WaveClass thing in a hope for someone to fix it.

If you get any information about a probably possible fix, I would be very happy to know it.

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post Dec 2 2007, 03:13 PM
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since this seems to be graphics-card-related, maybe it helps if you change some settings. like manually deactivate AntiAliasing, set hardware acceleration to minimum etc. Try changing through all possible settings, maybe one of them is causing the error.


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post Dec 2 2007, 03:33 PM
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Again, thats possible, and maybe it helps on some systems LKO. But i really think its internal code related, seeing as it points to the same place all the time. I might compare it with the YR WaveClass.


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post Dec 2 2007, 03:48 PM
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but then i wonder why i never had a waveclass IE.
So it must relate to the hardware too. (i use a GForce4 Ti4200; from the last century i know biggrin.gif)

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post Dec 2 2007, 03:51 PM
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Hmm, maybe im saying it wrong. Its possible its internal code related, where the error only occurs on some graphics cards, depending on there make up.


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post Dec 2 2007, 04:18 PM
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Well, i got somewhere now tongue.gif

Using pd's YR IDB, i have named a few WaveClass things, and also found out that the Sonic Beam code was left in YR and they copied it and made some edits to it to make the Magnetron Beam.

The so called "WaveClass_FireControl" i thought it was, is actually "WaveClass_DrawGreen", Sonic code i think.


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post Dec 2 2007, 05:12 PM
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Hmm.. Good. And by the way, it's Magnetic beam, not Magnetron beam =P

Btw, when you add "IsSonic" to a weapon in RA2 the weapon becomes a different sonic weapon than it becomes in TS; it becomes a kind of a weapon the delphin has.

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post Dec 2 2007, 05:56 PM
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I call it a Magnetron because i want to tongue.gif

And i dont know much about RA2 logics, never modded it really.


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post Dec 2 2007, 07:34 PM
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QUOTE (^Rampastein @ Dec 2 2007, 05:12 PM) *
Hmm.. Good. And by the way, it's Magnetic beam, not Magnetron beam =P

Btw, when you add "IsSonic" to a weapon in RA2 the weapon becomes a different sonic weapon than it becomes in TS; it becomes a kind of a weapon the delphin has.


IsMagBeam=yes is used by the Magnetron, i would imagine Westwood commandered the code and just used a different tag to call the effect.

Also, in RA2 the "sonic beam" from the magnetron is drawn the other way (from target to unit).
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post Dec 3 2007, 01:23 PM
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Also, the sonic "beam" (nor the magnetic beam) in RA2 can't target infantry.

QUOTE (Tratos @ Dec 2 2007, 09:34 PM) *
Also, in RA2 the "sonic beam" from the magnetron is drawn the other way (from target to unit).


Hm, is it? If it is, I haven't noticed that. But I think we should stop this off-topicism now. (And let TSHyper find information about these problems we have with TS)

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post Dec 4 2007, 10:03 PM
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Attached File  except.txt ( 20.75K ) Number of downloads: 13

happens when i start up a skirmish on desolation of the evergreen


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post Dec 5 2007, 12:43 AM
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hmm.gif

Error loading LaserDuration on a Weapon....


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post Dec 5 2007, 01:55 AM
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huh...
how do i fix it?


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post Dec 12 2007, 05:29 AM
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fixed it. it had nothing to do with laser duration it was me giving artillery a weapon that didn't exist.
still getting lots of errors with lasers and now railguns. im starting to be slightly annoyed.
*resists urge to smash computer*
EDIT: sorry for double post the edit buttons not on my old post confused.gif

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post Dec 18 2007, 01:32 PM
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i also got a little error here, today. this error happens on skirmish while i played as Nod, Ok the error happens while i"ve just started the game about 4 or 5 minutes and i fight with two GDI opponents, after that the opponents firing a ion cannon on my power plant and at the same time i"m use a cyborg Reaper and fire at a tree. and the wierd thing is the error massage that appear is not one but two.hmm.gif hope you can tell me what is this.
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Attached File  except.txt ( 20.75K ) Number of downloads: 9
 


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SeekSomethingNew
post Dec 18 2007, 06:53 PM
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Two error messages? Hmm, odd.

Anyways, its IonBlastClass related, so its to do with your Ion Cannon code or something related to it.


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azri_apoc
post Dec 19 2007, 12:42 PM
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but i didnt change the ion cannon codes hmm.gif . if you say so i'm going check it out if i have accidently erased any tags on ion cannon section.
i tought it caused by that cyborg reaper because i have resized it a bit smaller than original.

This post has been edited by azri_apoc: Dec 19 2007, 12:45 PM


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Rampastring
post Dec 19 2007, 02:25 PM
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I got this while moving the camera to a black shroud in a 6-player skirmish match today confused.gif

Attached File  except.txt ( 20.75K ) Number of downloads: 11


Could this be caused by my Rules.ini modifications?
And to LKO about the WaveClass thing: setting hardware acceleration to minimum causes a black screen (sounds can be heared though) in TS.

The problem is a bit weird since I got a friend who got almost the same system specs as me and he doesn't suffer from WaveClass crashes, so I quess I'll live with it or change the disruptor's weapon to something else. (My friend's graphic card is from the same serie, and he got a newer motherboard. Otherwise he got the same specs if I remember right)

This post has been edited by ^Rampastein: Dec 19 2007, 02:33 PM


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Aro
post Dec 19 2007, 03:38 PM
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QUOTE
I got this while moving the camera to a black shroud in a 6-player skirmish match today


Check for Tiberium on Slopes. If there is any tiberium on the slopes, then remove it. tongue.gif

This post has been edited by Aro: Dec 19 2007, 03:53 PM


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post Dec 19 2007, 03:47 PM
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Well... Its quite far out of its respected Class, but its a SmudgeType Overlay i think, maybe to do with loading the palette for it? I dunno...


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Rampastring
post Dec 20 2007, 03:08 PM
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Thank you.

So, it might be related to smudges, and I haven't modified anything about them. So I quess it was a random error (I've actually got this IE 3 times in a year; I once saved a skirmish game, and it just crashed every time I moved the camera to a certain position in the map, and the position was shrouded. The same has happened 2 times before this, so it isn't anything critical.)

I just wanted to know that was this IE caused by my Rules.ini modifications.

This post has been edited by ^Rampastein: Dec 20 2007, 03:10 PM


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post Dec 20 2007, 05:00 PM
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I cant really tell...

I can kinda recreate IE's by debugging the game, but it could take ages or even days to reproduce what you did in game or in the rules.ini to make it happen again.


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Aro
post Dec 20 2007, 09:24 PM
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QUOTE
(I've actually got this IE 3 times in a year; I once saved a skirmish game,


Was this a Custom map?


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myztikpro
post Dec 30 2007, 05:40 PM
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The main issue is that I cannot download MOD maps. Whenever I get on the Internet and play a WW map I have no problems, but If I attempt to join and accept in a game playing battle day or something then I have the Internal Error, if you know anything about this please chime in.
Attached File  except.txt ( 20.75K ) Number of downloads: 9
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SeekSomethingNew
post Dec 30 2007, 07:56 PM
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Hmm, thats a odd one. I think it might be to do with putting the player / you on the map... or perhaps the units.

Do you have any non shop files in your directory? A slow connection? Because if its only Mod maps, then i would think its your side only...


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myztikpro
post Dec 30 2007, 11:35 PM
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QUOTE (TSHyper @ Dec 30 2007, 02:56 PM) *
Hmm, thats a odd one. I think it might be to do with putting the player / you on the map... or perhaps the units.

Do you have any non shop files in your directory? A slow connection? Because if its only Mod maps, then i would think its your side only...


I have two folders in my Tiberian Sun Directory, C:/Program Files/Westwood/ (the two folders are) Internet & SUN

Internet being the Westwood Shared Internet Components Folder
and SUN i'm sure you know.
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SeekSomethingNew
post Dec 31 2007, 12:36 AM
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You didn't answer my questions...

Do you have any non ship files in the directory?
Do you have a slow internet connection?


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myztikpro
post Dec 31 2007, 02:48 AM
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QUOTE (TSHyper @ Dec 30 2007, 07:36 PM) *
You didn't answer my questions...

Do you have any non ship files in the directory?
Do you have a slow internet connection?


well, I don't know what a non ship file is. I have not added or deleted anything from any folders, everything is default.
i have a fast internet connection.
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SeekSomethingNew
post Dec 31 2007, 03:11 AM
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Hmm...

A non ship file is a file that has not come with the game, mods basically.

Do you get it every time you play a game with a mod map?


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myztikpro
post Dec 31 2007, 06:58 AM
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QUOTE (TSHyper @ Dec 30 2007, 10:11 PM) *
Hmm...

A non ship file is a file that has not come with the game, mods basically.

Do you get it every time you play a game with a mod map?


Like I said Everything is NORMAL I can get on the Internet and I can play WW Maps. I cannot play MOD maps of any sort.
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SeekSomethingNew
post Dec 31 2007, 06:50 PM
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Then i have no clue, really...


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Anderwin
post Jan 4 2008, 02:59 PM
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Try reinstall the game and patch it up to 2.03 or if you got the first decade just install it again, and when you have uninstall the game delete the whole game folder. smile.gif.
Then install the game and patch and try it then. It will work, worked for me back in days.


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SeekSomethingNew
post Jan 4 2008, 04:04 PM
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He already has 2.03, hes EXCEPT.TXT said so. Some people create un explainable errors...


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Anderwin
post Jan 4 2008, 05:50 PM
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Okey, but maybe the patch on a place? Who know.


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Twisted Insurrection
Dusk
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Mental Omega
TS: Factor Zero
Blue crystal(?)

+ other mods but the sig be for long for it.
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Shakar
post Jan 5 2008, 07:45 AM
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Hello, I'm kind of confused on why my TS keeps giving me an IE when I try to load a map that I made, which I'll be using to test VXLs, SHPs, etc... Anywho, the IE happens when ever I load the map. It starts with it's loading screen, but once the game loads the map, the IE happens instantly when I didn't even get a chance to do a thing... I was hoping I could get some help on this issue, and I've no clue how the IE's work ether x.x
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Attached File  except.txt ( 20.75K ) Number of downloads: 9
 


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post Jan 5 2008, 11:55 AM
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That Internal Error is realated to InfantryClass, so check all your Infantry, and if not, delete them and start again.


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Shakar
post Jan 5 2008, 07:44 PM
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Thanks, I thought it was because the map was too big and there were too many structures.


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informer
post Feb 7 2008, 03:52 PM
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I've come here from this thread.

http://www.tiberiumweb.com/forums/index.php?showtopic=3076

my 2 except.txt files have been attached, they occurred randomly about 40minutes into a lan game. I get the same access violation error sometimes in skirmish to. All pcs are xp service pack 2, original ts 2.03. Could my CD be corrupted as they are from 1999 and are fairly scratched up, maybe corrupted game.exe. Also just an observation I've got it working on skirmish on my main desktop and the only difference is that computer has a cd drive instead of a dvd drive.

This post has been edited by informer: Feb 8 2008, 12:34 AM
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Attached File  except.txt ( 20.75K ) Number of downloads: 7
Attached File  except2.txt ( 20.75K ) Number of downloads: 6
 
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Rampastring
post Feb 9 2008, 06:31 PM
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If I see it right, that's a WaveClass error. That green text is a link.

You don't need to use The DvD's workaround in that thread, just turn your Visual Details to medium. Note that Sonic Beams will still cause that error, but turning visual details to medium will fix the problem with lasers.

Your system specs have nothing to do with the error.

Btw, I think a stickied "IE Database" thread that would contain information about all common IE's would be good, since, for example, these WaveClass errors have already been discussed in this thread.

This post has been edited by ^Rampastein: Feb 9 2008, 06:33 PM


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post Feb 9 2008, 07:25 PM
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I might start work on a Except Checker.

Anyways, Both are Nod Laser related, not Sonic Beam. But yea, TS has some fluked code with drawing these effects, so sometimes it causes errors, nothing user related, just a bug that is and always been in the game. So, use the info Rampastein gave you wink1.gif


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informer
post Feb 10 2008, 05:17 AM
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Thanks alot for the help I'll go try this out and come back If I have any problems. smile.gif
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informer
post Feb 13 2008, 01:34 PM
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Another internal read the except and is completely different from waveclass by the looks. I have suspicions it was ventrillo that caused as I've played a good 3-4 lan games and heaps of skirmishes without internals after changing visual detail to low.
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post Feb 13 2008, 04:57 PM
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Got no clue, possibly Unit related.


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Rampastring
post Feb 29 2008, 12:09 PM
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I get this in every map that has a blue tiberium tree in it confused.gif

Attached File  except.txt ( 20.75K ) Number of downloads: 9


The game loads everything like it should, but it happens after a few seconds of gameplay.

This has been happening in snow maps for months, and it started to happen in temperate maps too some weeks ago.

I haven't modified any overlays or the tiberium trees.

Haven't tried reinstalling yet, since I've written much stuff in INIs and I also have added numerous animations around the TS MIX files, and backupping them all would take some time.


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SeekSomethingNew
post Feb 29 2008, 11:28 PM
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Hmm, i think that is related to IsAnimated on a TerrainType. Its possible that it cant find a AnimType on a blue tiberium...


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