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.
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.
except.txt ( 20.75K )
: 14
i've also reloaded a savegame, saved short time before the IE, and did the same, but then no IE happened.
Its a http://en.wikipedia.org/wiki/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...
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.
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.
WaveClass is common for some people, and other not so... I dont really know how to fix it.
Eternal errors for nod AND NOD ONLY. Happens in firestorm, normal TS and any mod.
You gotta say what happens and when it happens and what happens when it crashes.
Hmm, seems to be the same as the other guy yesterday, its Hunter Seeker Related...
im not sure about this but i think this IE happens when a laser tower kills an infantry on a slope.
except.txt ( 20.75K )
: 7
So how do i fix it?
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.
the only laser ive edited is the advanced cabal obelisk laser.
and this error happens waay to often for it to be random.
Well, check your lasers then, if its not random and it happens with the one laser, there is a error with it.
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.
Whatever way, the game had a error drawing a laser.
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.
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.
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.
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.
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.
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
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.
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.
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)...
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.
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.
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...
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.
That is possible yea, maybe some tests could be done? Maybe it has to do with the resolution too?
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.
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. If you get WaveClass crashes, you can test this.
I tested this multiple times.
This sounds kinda hard though. :(
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.
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
So... it crashes when it fires at something that is off-screen? Is that what you mean...
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
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.
except.txt ( 20.75K )
: 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.
except.txt ( 20.75K )
: 7
Here is the expect.txt when I fired with an Obelisk.
except.txt ( 20.75K )
: 4
Here is the expect.txt when I fired with a Core Defender.
except.txt ( 20.75K )
: 3
The EIP addresses in the crashes caused by lasers seem to identical...
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.
huh, your obelisk caused an IE? strange, mine doesn't and I've edited it.
Thanks for the info Ram
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.
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.
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.
Well uh can you tell me why I got a exception?
Heres the text.
except.txt ( 20.67K )
: 12
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.
Well, we might have to accept that its a error built into the games code, maybe it is not fixable.
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:
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.
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.
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.
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.
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 )
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.
Well, i got somewhere now
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.
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.
I call it a Magnetron because i want to
And i dont know much about RA2 logics, never modded it really.
Also, the sonic "beam" (nor the magnetic beam) in RA2 can't target infantry.
except.txt ( 20.75K )
: 13
happens when i start up a skirmish on desolation of the evergreen
Error loading LaserDuration on a Weapon....
huh...
how do i fix it?
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
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. hope you can tell me what is this.
Two error messages? Hmm, odd.
Anyways, its IonBlastClass related, so its to do with your Ion Cannon code or something related to it.
but i didnt change the ion cannon codes . 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.
I got this while moving the camera to a black shroud in a 6-player skirmish match today
except.txt ( 20.75K )
: 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)
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...
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.
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.
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.
except.txt ( 20.75K )
: 9
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...
You didn't answer my questions...
Do you have any non ship files in the directory?
Do you have a slow internet connection?
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?
Then i have no clue, really...
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. .
Then install the game and patch and try it then. It will work, worked for me back in days.
He already has 2.03, hes EXCEPT.TXT said so. Some people create un explainable errors...
Okey, but maybe the patch on a place? Who know.
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
That Internal Error is realated to InfantryClass, so check all your Infantry, and if not, delete them and start again.
Thanks, I thought it was because the map was too big and there were too many structures.
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.
If I see it right, that's a http://www.tiberiumweb.com/forums/index.php?showtopic=2987&pid=35684&st=0&#entry35684 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.
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
Thanks alot for the help I'll go try this out and come back If I have any problems.
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.
Got no clue, possibly Unit related.
I get this in every map that has a blue tiberium tree in it
except.txt ( 20.75K )
: 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.
Hmm, i think that is related to IsAnimated on a TerrainType. Its possible that it cant find a AnimType on a blue tiberium...
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.
Heh, interesting. Glad its sorted
hey guys, i've got an internal error while i'm play skirmish today . 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 . does it related to WaveClass error?? .
here's the except.txt, sorry i did not post a screenshot, the error appear suddenly .
Its WaveClass, function for drawing the Sonic Beam.
ahh , WaveClass again. i know there's no solution for that .
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)
except.txt ( 20.75K )
: 7
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...
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.
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...
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.
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?
I didn't. The damage was everything that I changed.
Hmm, well after a while, i found out that the pointer was... AG=.
Btw, was this error happening when the unit was built?
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.
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.
RO_Except.txt ( 20.75K )
: 10
Hmm, i THINK its a error loading a image or freeing a image, namely a BuildingTypes theater specific image.
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
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.
except.txt ( 20.75K )
: 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 ^^
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.
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.
SYNC0.TXT ( 483.99K )
: 2
SYNC1.TXT ( 484.53K )
: 1
My log states that the error happened on my PC, my friend's log states that it happened on his PC..
Huh. it stopped on printing the EM Pulse CRCs...
Thanks for these, ill look into them
except.txt ( 20.75K )
: 6
this IE happend while i played a MP-Map against several AI-player
I saved the game and then right after that i tried to reload it. In this moment the IE has occurred.
But after i restarted the game, i was able to reload the savegame.
Hmm, loading the theater tile art i think... not too sure...
Eip:006428C6
When titans were attacking an Obelisk and some lasertanks. (the obelisk uses a laser weapon while the lasertanks use modded railgun). I wasn't scrolling, so it shouldn't be the waveclass error.
Error detecting if a event has occurred... strange...
I dunno, but i think the pointer is trying to compare a house type with the once that made the event. Hmm...
Oh, that must be the AI then. I already replaced my AI ini with an older version and i don't get errors now Must be it, thanks.
except.txt ( 20.75K )
: 7
RO_Except.txt ( 20.75K )
: 6
Man, I need to get my desktop working. Otherwise I won't be able to advance much in RO's coding.
With RO's executable, I usually get IEs during mission loading. With the normal executable I haven't experienced even a single IE during loading, but several just when the game starts, though they're less common than the IEs when using RO's executable.
I think it might be Vista's fault, however that wouldn't explain why I get IEs at different stages during loading (with the different executable) .
Any help will be highly appreciated, since ATM anything that means ingame testing is quite difficult, since 1 out of 5 times I try to play, I get an IE.
Err, i cant download any of the attachments
Weird, but don't worry.
I got angry (my temper isn't really good) and uninstalled TS (Fourth time in total with vista). Then I decided to reinstall it, using the same settings (though I used a different directory this time)... and now it seems to work perfectly, tested it several times, with both executables, and it always ran flawlessly, which disturbed me . It was probably a faulty installation. Hopefully it will remain stable this time .
EDIT:
Reuploaded the excepts.
Except.txt - UnitClass_Load2DArt
RO_Except.txt - Stack error, corrupt file or something.
As I guessed after reinstalling, probably something got corrupted during the previous install. Thanks man, glad to know it .
I get IE after added this Meteor Superweapon on this tutorial.
http://www.ppmsite.com/forum/viewtopic.php?t=12035
When I used it in game it work perfectly but when I load saved game that has this weapon I got an IE. I'm not sure this is saved game bug cause I used LKO's FS2TS to prevent saved game bug.
Error with a warhead having / not having AV= in its section, or something along that line...
except.txt ( 20.75K )
: 3
This IE happened when i tried to place an mg-upgrade-clone on a ctwr-clone.
It's just if you're interested, since i know why it happend.
Hmm, AnimType with "ShouldUseCellDrawer", wonder why...
IE again on gdi9b.map I error when my Fortress Tower has destroyed Nod's Weed Eater.
Something wrong with a voxel file.
except.txt ( 20.75K )
: 3
this IE happend while playing the map Intoxication from Aro. Because no one else has problems with this map it must have something to do with my mod. But i don't get an IE on any other map.
Wow, how did you do that!
Thats in the TacticalClass, deep in the draw function... TacticalClass, in small terms in the battle field layer, Its responseble for drawing EVERYTHING...
Madness, i have no dam clue
I'm the master of strange IEs.
But i have an idea. I cloned every standard explosion and gave the clone lots of debris. Those clones are used by any building/unit explosion. This could explain the error in the drawing code, but to be sure i have to ask Aro what special feature he did in this map. I assume he started/triggered some kind of animation that is in my mod different.
Anyway, thank you Hyper.
\EDIT
Aro told me what he did on this map, but now i'm not sure if it is really the debris i've added. He said that he placed some particle anims on the map and since i've changed/added some to my mod too, this could be the reason. The question is if my own particle systems can interfere with those placed on the map.
However, i tried to reproduce the error another time and wasn't successful. Maybe it was just a Bit lying across in my CPU.
Upload the except.txt...
Ah, eerr... Animated terrain or something? Tiberium or so, i dunno...
haha cheers anyway ill jus keep messin about til it works!
hello again
just thought id share with anyone who hasnt found this patch
http://www.mastertronic.com/support.asp?pid=149#Downloads
fixed the game for me dunno about anyone else
AWOOOGAAAAA!!!!
Hehe, thats the latest TS patch, everyone has known about that since 2001
IE when I try to create random map(I use use custom mods). It IE when set "cities" between 1-100 other set not cause IE. May be it cause by add new building or add new side.
Error getting the house for a object, dunno how that adds to the RMG
due to your new sides, i assume that you have Owner=Civilian on a conyard or something else what should be used by the player. Civilians can't build units or bases and create an IE if you give them in any way a conyard.
this IE happend while i tried to destroy a civilian building. It happend for the 3rd time on the same building, but i was also able to destroy it 2 times without an IE. Maybe it's a problem with my debris explosions. Though there is something special about the situation. There are 2 civilian buildings on this map which are placed so they overlap eachother (one stands on the cell of another one) and i try to destroy one of them.
except.txt ( 20.74K )
: 6
some more IEs which happend at the same point
except2.txt ( 20.75K )
: 4
except3.txt ( 20.75K )
: 3
except4.txt ( 20.75K )
: 3
First one is inside CellClass_GetBuilding, checks for some value returned by a function call, dunno what though.
Second is somewhere inside Damage@Pos, maybe getting the cell or something.
Third is the same type of code, but in a CellClass function, dunno about that
Fourth is the same as the second.
Cant find much without really debugging it...
for me it sounds like that this was really a problem with my debris explosions, since they do damage and are spawned by explosions on the position of the building. Though strange that an IE occured only in 80% of the cases and i was in 20% able to play on. Also strange that there were different IEs.
Anyway, thanks for checking them.
I got an error when I was testing the Massive Map Pack by TB. I was Nod and my Nod enemy was rushing me with DTFT's. I just killed them all with Harpies, and IE...
DriveLocomotion_ILocomotion_Unlimbo
Unlimo removes them from the game IIRC...
Lol, I've got another one. Again, testing the Massive Map Pack, I played Intoxication (by Aro), and this time it crashed when an Ion Storm started. Odd thing is: an Ion Storm happened in the game before, and it didn't gave any errors...
I never actually got any help...
If someone is gunna help me, then it's not hunter seeker related. I get it all the time when playing the Nod firestorm mission where you have to slaughter the mutants.
except.txt ( 20.75K )
: 7
Both of you, please, upgrade to version 2.03...
Huh? But mine is already patched to 2.03. I think it's more something map-specific, because I've played a different map, and got no errors at all...
But why do I have the patch.mix then?
Anyways, I will try to install the patch, just to be sure
EDIT: WTF? I patched the game, tested another map, and it gives another IE with the second Ion Storm! It seems the second Ion Storm seems to cause the IE... Very odd.
EDIT2: oh, and except.txt
Strange IE
Before I get IE. I do this
1.Put some cameo.shp into ecache02.mix
2.Put some Voxel into expand02.mix
3.Change cameo= of some unit in art.ini
Then...Get IE when try to start skirmish....
I think you miss the .hva of the voxel. Without an .hva, voxels crash the game on start
I found problem. It at ecache02.mix if I added any new file on it it cause error. I don't know why maybe it is corrupt.
DG, your is odd, cant do anything really without debugging the game, cant do that at the moment.
GM, your error was in BuildingClass_Load2DArt, and where it loads the image for the current theater. So yea, problem relates to what you said maybe.
I got another one.
I know nothing about modding, so could you tell me how to fix it?
except.txt ( 20.75K )
: 4
Nod laser WaveClass
Waveclass error is bug in original TS.
Detail here http://www.tiberiumweb.com/forums/index.php?showtopic=2987
For me I never get waveclass error since I have played TS.
When playing Lan my game keeps crashing saying an internal error...
so here is the log. See attached.
I have no mods installed. unless you consider the patch 2.04 a mod.
I have firestorm installed. we are both running xp.
Just a note the error occurred in the 2.03 patch too.
Well, ill say this. Its a error where if i explained it, you could not fix it
But it was in the radar drawing code.
Its hes custom patch, there is no 2.04 official patch.
Want is change of that non-off patch.
BTW, I get IE when try to put BIGBLUE on snow map.
That happens because snow maps don't have animations for the blue tiberium tree (there is no bigblue3.sno file in snow.mix). BIGBLUE3 has animations only for temperate maps, not for snow maps.
For how to fix it, you could try copying the BIGBLUE3 animations from temperat.mix to snow.mix (and rename the file extension of the anim to .sno).
I reinstalled tiberian sun and firestorm and had another internal error. I was wanting to see if it was the same one again.
Is there not anything I can do to prevent the error?
Thanks for the help.
Same kinda thing, and i dunno, errors can happen for a NUMBER of reasons.
Random IE when try to put some file to .mix
Ex. Copy backup for ecache03.mix ---> Put some file to ecache03.mix ---> Always IE when try to start any match ---> Delete ecache03.mix and use back up one ---> Make Another backup ---> Put some file to ecache03.mix again ---> Always can start game without any problem.
corrupt mix files are a known problem.
I only use XCC Mix Editor and before i add something new to the mix, i delete everything in the mix and add all stuff again plus the new one. So i get a fresh mix without any errors.
Downloaded your except.txt, and I can reafirm what LKO said. It's easy to recognize an except.txt caused by a corrupted mix, as they're just filled with "?".
Strange that I never get this error since I start I modding RA2/YR. It happen only when I modding TS.
MUUUHHAAAAA, been a while since i seen this one.
For teh lulz, This error is actualy a error with the game dumping the error report
..Stupid Game...
Another IE...Error In Custom Mission Map After I make many trigger for create team to AI.
if you know already the problem, what do you expect from Hyper? Maybe i'm wrong, but bothering Hyper about every single error, which you even know where you made it, isn't the purpose for this topic. This is for unknown IE's which can't be explained or traced back.
So my advise, delete the last changes you have done one by one and find the problem yourself.
OK, I think I bother him too much. I will try it by myself.
Edited : After I tested problem not related to that still got IE after I deleted all trigger.
Hello everybody,
I'm having one of these terrible IEs... I went through all the except.log files in this thread and didn't find any with this EIP (nor I could find it anywhere else on the web, except if I missed it...).
I've had this error on some occasions (and several different computers) since I bought this game several years ago, though, I've never been able to intentionnally reproduce it. All I know is that it seems to happen more often when I'm playing as Nod and when I'm having a big army of Tick Tanks and Artillery attacking the oponent's units in a "big meele". It "might" invlove the action of deploying and "un-deploying" these "deployable" units, but I'm really unsure about that.
This one is really annoying, as there's no known way to avoid it. At least for the WaveClass exception, I was able to make a sort-of fix by hacking the exe (basically I made it ignore the code that triggered the error, at the cost of loosing the animation when the Disruptor is shooting at the south), but in the case of this IE, the portion of code in which it occurs is used in many cases (I used Visual Softice to try to determine these cases, but there seems to be so many...).
Also, I have to tell that I'm playing on an unmodded TS 2.03, and that the bug happens regardless of whether FS is installed or not. And I'll also add that I'm French (sorry... lol), which could explain some grammatical mistakes.
Anyways here is the except.log file (well, two of them, for the same error, EIP is the same, but some registers vary, that could help...)
Thanks in advance for your help.
Both files - Looks like a SHP drawing related to WeaponTypeClass.
These are quite in depth, sorry, i cant help more...
that's strange. An unmodded TS doesn't gives many possibilities where/how the error could happen.
Maybe one of your mix files is corrupt. could be even on the original CD.
Do you tested an english TS? Maybe the localized french version is messed up.
since french has a lot of accent aigu, grave and circonflexe, maybe in some occasions leads this to an IE, because the game tries to show a name with one of them. (e.g. deploy - déployer)
I really doubt it has to do with the french localization, as I do not remember any textbox being displayed on the battle screen when that bug occurs. Anyways I could go on and try to obtain an english version to check if that bug happens anyways, and this would also allow me to check for corrupt MIX files.
Also, as I was curious, I did a bit of hacking and changed the function that contains the EIP of this error to a completely void function (returns immediately), so I could actually "see" where this code was used. It indeed seems to be used when drawing structures aswell as deployed units, but only when out of stealth (when stealth is activated, structures show as usual, except for walls).
Here are the screenshots I took.
Stealth off, Tank and Artillery Undeployed
Stealth off, Tank and Artillery Deployed
Stealth on
So yeah, it does involve the drawing of structures, which has a bug on some rare and unreproduceable occasions. I'm going to do more research about it, but I'm unure abot the results.
Well, that function i believe is called RLEBlitTransXlatAlphaZReadWrite_Draw, and that is used by TechnoClass_DrawAlpha or so. These are names i have added until i know more...
Hang on, so making it return stops normal drawing, but stealth alpha drawing still work?
Yep, I confirm that turning it into a void function stops normal drawing, but stealth drawing still works correctly. Though I can't find any reason why that function could sometimes fail.
You're giving names to the functions, do you have an IDA DB for it by any chances ?
I do have a IDA database, good 4 years work of research
I can give you information on anything you need, but i wont hand out my database because its built around my custom executable. If you wanna chat more your more than welcome to add me on MSN.
I was playing in LAN with a friend and suddenly the game crashed on both computers.
We were using your Disruptor Beam Fix (renamed to Game.exe to make the UDP LAN patch work), I don't know if it's related to the error.
except.txt ( 20.75K )
: 2
The game had a malformed pointer to WarheadTypeClass, when tryign to check for the Boolean Webby=, this error occurred in InfantryClass::Take_Damage()
Alright, thanks.
So I quess that it was just a random error and not caused by bad rules.ini coding or something else? I've never seen that EIP before.
I have seen it a few times, but if you have modded the Rules Data in any way, just check your warheads i would think.
I don't know what caused this, could be a number of things.
except.txt ( 20.75K )
: 4
Edit: wow this is post 200
Did you by any chance mod the game?
yeah... I made a couple modifications to the rules.ini all at one time, so when I started a skirmish as gdi i had an IE, but when i start a skirmish as nod, and the other team is gdi it is fine.
I got this one earlier today. while playing online with a modded TS.
Tony, your error is something you should not worry about unless it happens more offten.
Alright, thanks.
Whoa. when did I last post on this sight <.<
How inconvenient that the first thing i get after not playing firestorm for so long is an error If this is a waveclass error again I will break the internet...
ok I think the patch fixed it
EDIT: Whats this? another error, HURRAY! I suck at editing
trying to do this> http://www.ppmsite.com/forum/viewtopic.php?t=8349
I copied his code and put the shp in expand02.mix
the error happens when a devils tongue is built.
Here's the error report and my inis (uploaded as txts otherwise it wont let me)
I got this IE when I edited an online multi-map, I put 6 AI houses (Named "Base (1-6) FS Generator"), the only thing the houses are doing are running Firestorm Generators (To stop all the f*c*ing banshee rushes) so i made 6 triggers (one for each of the houses) then I activated them in the FS Gen. building settings. So, when i load the map, it loads till i see my guys on the battlefield then the IE comes up.
except.txt ( 20.75K )
: 3
@2kool4u526: Multiplayer maps do not support/read houses, and I think either the triggers or the Firestorm generators placed for non-existant houses cause the map to crash (although I can't read exception logs, so Hyper has to confirm this).
@sniper's new error: Again, I can't read the exception log, but check that you've spelled the Devil's Tongue's weapon and art.ini names correctly. One of the most common causes of a crash when you build an unit is either a missing/invalid weapon or a missing/invalid art.ini entry (although there are many more possible causes, I think that's all you need to edit when you follow the tutorial).
Not many are interested in checking a 300kb text file for you.. you'll have to fix your own errors.
I copied the guides code exactly and checked it multiple times for things that didnt match up but I cant find anything. Is it possible that I put the code in the wrong place within rules.ini or art.ini?
Heres where everything is:
rules.ini
25=FireBurst
; fireball from flame tank <this is where it normally was
[[FireballLauncher]
Damage=10
ROF=80
Burst=4
Range=5.5
Projectile=Fireball
Speed=40
Warhead=FireBurst
Report=FLAMTNK1
Bright=yes
[Fireball] <under Projectile Statistics
Image=FIREBALL
Arcing=true
Inaccurate=yes
Bouncy=yes
Elasticity=0.0
; flamethrower WH <under Warhead Characteristics
[FireBurst]
Spread=64
Wood=yes
Tiberium=yes
Verses=600%,148%,80%,40%,20%
InfDeath=4
Sparky=yes
Fire=yes
ProneDamage=100%
art.ini
[FIREBALL] <under Projectile Objects
Trailer=FLAMETRAILER
[FLAMETRAILER] <under Animation Overlays
Damage=2
Warhead=FireBurst
Normalized=yes
Translucent=yes
Make sure you've added FireBurst to the Warheads list, and FIREBALL and FLAMETRAILER to the animation list in rules.ini.
Also make sure that the weapon name is written correctly in the devils tongue's rules ([SUBTANK], if I remember correctly).
If you spot no errors, you'll either have to keep looking (possibly rewrite all the code) or get Hyper to check the except.txt.
My buddy gets an IE after building his second power plant when he is GDI. We are playing a LAN match with the wsock32.dll .
I don't know how i got his IE, but it keeps coming up in the new game or skirmish loading screen.
except.txt ( 20.75K )
: 5
2kool4u526 I didn't look at your except.txt, but that sounds like a ini error. Dose this happen on vanilla TS?
2 things:
1. It is an rules.ini error, but I'm hoping that hyper can narrow down to which sectoin the error is coming from.
2. IDK what "vanilla" ts is???
Vanilla TS just means with out any mods or anything, basically right off the disks.
Bad pointer to a Warhead or Projectile type when checking a BuildingTypes weapon.
WaveClass, go grab my WaveClass fix. http://cchyper.cncsector.net/work/patch/ts/builds/TS_WaveClass_Fix_v2.rar
That isn't working with TFD. Asks for the cd-rom.
Use Nyerguds NoCd patch then.
Im just telling you what the game points to, that is what it was after.
1 question
How do u tell what the errors are by looking at the except document???
I have a database of the games executable, and i can read its code.
And there's that EIP at the top, isn't there?
Yup
I got this during an Ion Storm. Visaual detail was set on low.
Bombed when drawing something... not sure where since it's extremely vague...
That's totally useless. You need to at least post the top of the except.txt file.
uh, Nyer, I was replying to I_Am.
I do not no about bumping on this topic
But I was playing my mod, but doing the original TS missions (not FS)
I finish the second Nod Mission. On the map selecting thing, i moved the mouse onto them and no words or sound appeared from CABAL's voice as usual. I clicked on one and got an IE... CONFUSING!!
except.txt ( 20.75K )
: 5
Seriously Hyper? You no longer pay attention to any except.txt and as far as I know you are the only one who knows how to use these.
But for the hell of it, here is one I got while LKO's Scorpion killed an enemy Cyborg Commando in my mod.
Posted for two reasons.
1) Obviously, to avoid this happening again.
2) To motivate you to help us out again.
Hyper http://www.tiberiumweb.com/forums/index.php?s=&showtopic=4301&view=findpost&p=49280 and this place isn't really alive (so no reason to visit TibWeb as often as before). Also no one can force him to help, he's done it volunteerly before and has done a great job.
As for the exception, I have no idea about that, could be something random or a INI coding error somewhere (if the exception can be reproduced).
Also I'm not exactly sure about it but I think Nyerguds and Beowulf can also use the except.txt's like Hyper.
Sorry to hear that because Hyper posted two weeks ago. But I sent him this except.txt through PM and this was before the last time he posted. Therefore, he could've helped me out but decided not to. It's alright I guess, just like moderators turning down any suggestions I may give them. (Which hasn't happened yet)
Anyways I figured out the problem. It was an INI coding error. Why it happened is because the Cyborg Commando must've gotten elite when it killed my two Scorpions. (Yes Cyborg Commandos are trainable in my mod) It had the key Elite=CyCannonE but I never got to creating the elite weapon so it crashed when it got elite.
This also taught me that AI units can get elite which I didn't know because it's really hard to tell since you can only tell if your units are elite. In RA2, you don't even have to select a unit to tell you and it displays elite AI units too.
Not sure what caused this IE. Check it out.
except.txt ( 20.75K )
: 3
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