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> Internal Errors, Have a IE? Post here!
SeekSomethingNew
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
Attached File(s)
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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SeekSomethingNew
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.
Attached File(s)
Attached File  except_1_.txt ( 20.7K ) Number of downloads: 11
 
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SeekSomethingNew
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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Rampastring
post Mar 1 2008, 08:07 AM
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Hm.. I just noticed this doesn't happen on my old pc.. And I seem to have pretty much the same coding and files as on my new pc..

Meh, I'll get a new PC at Monday, and then I'll add my modified files one by one until the error happens.

Anyways, thanks for looking into it, now I know it's related to animations.

EDIT: I got it.. I seem to have extracted the "snow.mix" and "temperate.mix" from the TIBSUN.mix to the TS directory, which don't contain the bigblue3.tem/bigblue3.sno file. roll.gif

This post has been edited by ^Rampastein: Mar 1 2008, 08:10 AM


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SeekSomethingNew
post Mar 1 2008, 11:40 AM
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Heh, interesting. Glad its sorted wink1.gif


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azri_apoc
post Mar 1 2008, 12:24 PM
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hey guys, i've got an internal error while i'm play skirmish today sick.gif . it happen when i'm playing with two AI and one of them attacking my base by using 8 disc thrower and 2 disruptor. then i attack them with 5 tick tanks and 4 of my artillery while those 2 disruptor is attacking them and my radar , and then the error massage just appear. thats all. i've also try to replay the game at the same map and it doesn't happen like the first time hmm.gif . does it related to WaveClass error?? confused1.gif .

here's the except.txt, sorry i did not post a screenshot, the error appear suddenly wink2.gif .

This post has been edited by azri_apoc: Mar 1 2008, 12:25 PM
Attached File(s)
Attached File  except.txt ( 20.75K ) Number of downloads: 4
 


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SeekSomethingNew
post Mar 1 2008, 07:51 PM
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Its WaveClass, function for drawing the Sonic Beam.


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azri_apoc
post Mar 2 2008, 12:13 PM
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ahh sick.gif , WaveClass again. i know there's no solution for that ermm.gif .


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Rampastring
post Mar 23 2008, 11:32 AM
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I've been getting this for a few days.. happens after a few minutes of playing.
It doesn't matter which side I use or what map I play on.

I think it happens because I've done something wrong with the Rules.ini, but I don't remember what changes I've made to it recently. (I played TS/modified the Rules.ini last time about 2 weeks ago)

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


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SeekSomethingNew
post Mar 23 2008, 09:32 PM
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Hunter Seeker related, but of a new kind...

I think its to do with getting the Hunter Seeker for the players house.

Hope that helps...


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Rampastring
post Mar 24 2008, 08:02 AM
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That's weird.. If I remember right the Hunter-Seeker's damage is everything HS-related I've modified...

I think I'll make a singleplayer map and test some things until it crashes.

Anyway, thanks again for looking into it.

EDIT: It seems to be something related to AI... I tested every single weapon, superweapon, building, unit and some other things in an empty singleplayer map.. And it never crashed, until I had tested everything and I crashed the game with a disruptor.

My next step will be that I play some 1 vs 1 maps on skirmish against both GDI and Nod AI with different Tech Levels, and so I'll try to find out when it happens.

EDIT 2: Hmm.. It seems to happen only with Nod AI.. and with AI level on 1 or 2. Doesn't happen with AI level on 0.

It's nothing Hunter-Seeker related, I can use Hunter-Seekers fine and so can both GDI and Nod AI players.

Now, I think.. could it be a taskforce which has an error in it's code? Like you know.. AI level 0 and 1/2 use different taskforces.. and I just noticed that the "Last modified" date of my AI.ini is quite recent. And everything I've changed in the AI.ini are the AI level 1/2 taskforces.

This post has been edited by ^Rampastein: Mar 24 2008, 04:02 PM


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SeekSomethingNew
post Mar 24 2008, 07:47 PM
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I dont think its task forces, its TechnoType, EG; Infantry, Units, Buildings and so, buildable objects.

Problem is, the point it points to is something i cant trace, i have not got that pointer named yet...


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Rampastring
post Apr 21 2008, 01:05 PM
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Hm, sorry for the late reply, but I got this fixed.

I'm not sure how this is possible, but it had something to do with the cyborg's weapon.

I thought that the cyborgs are useless, so I created a new weapon named "CyborgsVulcan" (Vulcan3 is used by the Elite Cadre) and gave it to the Cyborg.

The weapon itself was a copy of Vulcan3 expect the Damage was 20.

I gave the Vulcan3 back to the cyborg and the random IE's disappeared.

The weird thing here is that the weapon had no errors in it's code and the cyborg could shoot normally.. the error was just random.


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Lin Kuei Ominae
post Apr 21 2008, 04:30 PM
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maybe it's because of the special cyborg logic, that causes the cyborg to play the firing animation 3 times in normal stage and only 2 times while in prone stage (even if vulcan3 fires 3 bursts only 2 are visible when damaged).
Do you changed the firerate or the number of bursts?

This post has been edited by Lin Kuei Ominae: Apr 21 2008, 04:30 PM


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Rampastring
post Apr 21 2008, 04:58 PM
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I didn't. The damage was everything that I changed.


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SeekSomethingNew
post Apr 21 2008, 08:20 PM
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Hmm, well after a while, i found out that the pointer was... AG=.

Btw, was this error happening when the unit was built?


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Rampastring
post Apr 22 2008, 04:13 PM
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Not.. it was just random..

Btw, I found the cause of the problem by restoring a stable backup of Rules.ini and by making this modification to it. The crashes started again after I added the weapon to the game and they stopped when I removed the weapon from the cyborg.


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Machine
post Apr 23 2008, 06:24 PM
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Hi TSHyper, I recently moved my modding tools and the latest build of RO to my laptop. And suddenly I started getting random IEs at loading. However it bugs me that I never got these errors in my desktop, and this build was highly stable. Anyways here's the except.

Attached File  RO_Except.txt ( 20.75K ) Number of downloads: 10


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SeekSomethingNew
post Apr 23 2008, 08:26 PM
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Hmm, i THINK its a error loading a image or freeing a image, namely a BuildingTypes theater specific image.


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Machine
post Apr 24 2008, 02:54 PM
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Thanks, I guess that explains the nature of the error. Probably Vista's fault, but going to play more vanilla TS and see if the error also appears there tongue.gif


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Rampastring
post Apr 27 2008, 09:25 AM
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Lol, I think I'm the worst spammer in this section >_<'

Anyway, I got a new WIP map and I get IE's in it. (I don't have a backup of the map, since this is the first time in my whole time of mapping when I get IEs in a specific map.. and since I've done 20+ maps already, I thought I couldn't do anything wrong -.-)

I'm not entirely sure when it started happening, but I think it started when I made a new city and changed some neutral units' states and directions.

Sometimes it happens when the map finishes loading, sometimes I can play it for a minute or two and then it crashes.

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


Also, I'd like to know what things cause Reconnection errors and how those can be avoided (I and a friend of mine get a one in about every third LAN game, and it's quite annoying..). I've heard that having too many animations playing at the same time can cause a one, but I'd like to hear about it from a reliable source ^^

This post has been edited by ^Rampastein: Apr 27 2008, 09:37 AM


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SeekSomethingNew
post Apr 28 2008, 12:03 AM
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Right, your error is in the DSurface_DrawSHP. Game is having trouble drawing a SHP basically. One thing might be to check that two buildings are not on the same cell...

As for Re-Cons, i have never looked into them. From what i know its when ever something does not match between clients, so animations, particle effects etc can cause it i think. And they generate Sync#.TXT files yea? Upload one here next time and ill see what i can get out of it.


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Rampastring
post Apr 28 2008, 12:22 PM
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Mmm, trouble drawing a SHP... Ok, thanks for the info.

The Sync logs are kinda huge, since we play only super-detailed maps (was a test of FS The Hills Have Eyes v1.2).

SYNC0 is from my computer and SYNC1 from my friend's computer.

Attached File  SYNC0.TXT ( 483.99K ) Number of downloads: 2


Attached File  SYNC1.TXT ( 484.53K ) Number of downloads: 1


My log states that the error happened on my PC, my friend's log states that it happened on his PC.. roll.gif

This post has been edited by ^Rampastein: Apr 28 2008, 12:23 PM


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