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TiberiumWeb.org Community Forums _ Reference and Information _ Internal Errors

Posted by: TSHyper Oct 31 2007, 04:53 PM

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.

Posted by: Lin Kuei Ominae Nov 16 2007, 07:37 PM

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.

Posted by: TSHyper Nov 16 2007, 07:43 PM

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...

Posted by: Lin Kuei Ominae Nov 16 2007, 09:01 PM

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.

Posted by: TSHyper Nov 16 2007, 11:46 PM

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.

Posted by: TSHyper Nov 17 2007, 12:00 PM

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.

Posted by: ^Rampastein Nov 17 2007, 05:39 PM

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)

Posted by: TSHyper Nov 17 2007, 07:11 PM

WaveClass is common for some people, and other not so... I dont really know how to fix it.

Posted by: Nod Strike Nov 25 2007, 09:59 AM

Eternal errors for nod AND NOD ONLY. Happens in firestorm, normal TS and any mod.

 except.txt ( 20.75K ) : 12
 

Posted by: CrashKing Nov 25 2007, 06:36 PM

You gotta say what happens and when it happens and what happens when it crashes.

Posted by: TSHyper Nov 25 2007, 07:00 PM

Hmm, seems to be the same as the other guy yesterday, its Hunter Seeker Related...

Posted by: sniper Nov 25 2007, 07:37 PM

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

Posted by: Nod Strike Nov 25 2007, 08:38 PM

So how do i fix it?

Posted by: TSHyper Nov 25 2007, 09:44 PM

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.

Posted by: sniper Nov 26 2007, 01:36 AM

the only laser ive edited is the advanced cabal obelisk laser.
and this error happens waay to often for it to be random.

Posted by: TSHyper Nov 26 2007, 02:37 AM

Well, check your lasers then, if its not random and it happens with the one laser, there is a error with it.

Posted by: sniper Nov 26 2007, 05:32 AM

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.

Posted by: TSHyper Nov 26 2007, 06:03 AM

Whatever way, the game had a error drawing a laser.

Posted by: sniper Nov 26 2007, 06:52 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.
EDIT: nothings working. mad.gif

Posted by: Dutchygamer Nov 28 2007, 04:19 PM

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.

 except.txt ( 20.75K ) : 9
 

Posted by: TSHyper Nov 28 2007, 04:48 PM

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.

Posted by: CommanderSpartan Nov 28 2007, 10:45 PM

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.

Posted by: Lin Kuei Ominae Nov 29 2007, 12:19 AM

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.

Posted by: sniper Nov 29 2007, 12:45 AM

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.

Posted by: Dutchygamer Nov 29 2007, 10:00 AM

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

Posted by: TSHyper Nov 29 2007, 10:44 AM

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.

Posted by: Lin Kuei Ominae Nov 29 2007, 10:48 AM

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.

Posted by: Dutchygamer Nov 29 2007, 10:50 AM

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)...

Posted by: Lin Kuei Ominae Nov 29 2007, 10:57 AM

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.

Posted by: 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.

Posted by: Tratos Nov 29 2007, 01:22 PM

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.

Posted by: TSHyper Nov 29 2007, 01:29 PM

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...

Posted by: Lin Kuei Ominae Nov 29 2007, 03:52 PM

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.

Posted by: 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?

Posted by: Tratos Nov 29 2007, 10:33 PM

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.

Posted by: ^Rampastein Nov 30 2007, 05:08 PM

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. :(

Posted by: I_Am Nov 30 2007, 09:12 PM

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.

Posted by: sniper Dec 1 2007, 06:20 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

Posted by: ^Rampastein Dec 1 2007, 09:26 AM

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 .

Posted by: TSHyper Dec 1 2007, 09:45 AM

So... it crashes when it fires at something that is off-screen? Is that what you mean...

Posted by: ^Rampastein Dec 1 2007, 09:57 AM

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:

 Screnshot.bmp ( 900.05K ) : 11


Here it does not crash:



Here it does not crash:



Here it does crash:



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.

Posted by: TSHyper Dec 1 2007, 11:41 AM

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

Posted by: ^Rampastein Dec 1 2007, 11:44 AM

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... 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.

Posted by: sniper Dec 1 2007, 04:28 PM

huh, your obelisk caused an IE? strange, mine doesn't and I've edited it.

Posted by: TSHyper Dec 1 2007, 05:33 PM

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.

Posted by: ^Rampastein Dec 1 2007, 07:14 PM

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.

Posted by: TSHyper Dec 1 2007, 08:10 PM

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.

Posted by: CommanderSpartan Dec 1 2007, 08:36 PM

Well uh can you tell me why I got a exception?
Heres the text.
 except.txt ( 20.67K ) : 12

Posted by: Lin Kuei Ominae Dec 1 2007, 08:55 PM

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.

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).

Posted by: TSHyper Dec 1 2007, 10:23 PM

QUOTE (CommanderSpartan)
Well uh can you tell me why I got a exception?
Heres the text.
 except.txt ( 20.67K ) : 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.

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!

Posted by: CommanderSpartan Dec 1 2007, 11:09 PM

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.

Posted by: ^Rampastein Dec 2 2007, 07:32 AM

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 :(

Posted by: TSHyper Dec 2 2007, 08:33 AM

Well, we might have to accept that its a error built into the games code, maybe it is not fixable.

Posted by: ^Rampastein Dec 2 2007, 09:49 AM

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. sad.gif

Posted by: TSHyper Dec 2 2007, 10:19 AM

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.

Posted by: ^Rampastein Dec 2 2007, 02:57 PM

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.

Posted by: Lin Kuei Ominae Dec 2 2007, 03:13 PM

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.

Posted by: TSHyper Dec 2 2007, 03:33 PM

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.

Posted by: Lin Kuei Ominae Dec 2 2007, 03:48 PM

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)

Posted by: TSHyper Dec 2 2007, 03:51 PM

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.

Posted by: TSHyper Dec 2 2007, 04:18 PM

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.

Posted by: ^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.

Posted by: TSHyper Dec 2 2007, 05:56 PM

I call it a Magnetron because i want to tongue.gif

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

Posted by: Tratos Dec 2 2007, 07:34 PM

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).

Posted by: ^Rampastein Dec 3 2007, 01:23 PM

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)

Posted by: sniper Dec 4 2007, 10:03 PM

 except.txt ( 20.75K ) : 13

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

Posted by: TSHyper Dec 5 2007, 12:43 AM

hmm.gif

Error loading LaserDuration on a Weapon....

Posted by: sniper Dec 5 2007, 01:55 AM

huh...
how do i fix it?

Posted by: sniper Dec 12 2007, 05:29 AM

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

Posted by: azri_apoc Dec 18 2007, 01:32 PM

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.

 except.txt ( 20.75K ) : 9
 

Posted by: TSHyper Dec 18 2007, 06:53 PM

Two error messages? Hmm, odd.

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

Posted by: azri_apoc Dec 19 2007, 12:42 PM

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.

Posted by: ^Rampastein Dec 19 2007, 02:25 PM

I got this while moving the camera to a black shroud in a 6-player skirmish match today confused.gif

 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)

Posted by: Aro Dec 19 2007, 03:38 PM

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

Posted by: TSHyper Dec 19 2007, 03:47 PM

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...

Posted by: ^Rampastein Dec 20 2007, 03:08 PM

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.

Posted by: TSHyper Dec 20 2007, 05:00 PM

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.

Posted by: Aro Dec 20 2007, 09:24 PM

QUOTE
(I've actually got this IE 3 times in a year; I once saved a skirmish game,


Was this a Custom map?

Posted by: myztikpro Dec 30 2007, 05:40 PM

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

Posted by: TSHyper Dec 30 2007, 07:56 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...

Posted by: myztikpro Dec 30 2007, 11:35 PM

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.

Posted by: TSHyper Dec 31 2007, 12:36 AM

You didn't answer my questions...

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

Posted by: myztikpro Dec 31 2007, 02:48 AM

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.

Posted by: TSHyper Dec 31 2007, 03:11 AM

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?

Posted by: myztikpro Dec 31 2007, 06:58 AM

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.

Posted by: TSHyper Dec 31 2007, 06:50 PM

Then i have no clue, really...

Posted by: Anderwin Jan 4 2008, 02:59 PM

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.

Posted by: TSHyper Jan 4 2008, 04:04 PM

He already has 2.03, hes EXCEPT.TXT said so. Some people create un explainable errors...

Posted by: Anderwin Jan 4 2008, 05:50 PM

Okey, but maybe the patch on a place? Who know.

Posted by: Shakar Jan 5 2008, 07:45 AM

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

 except.txt ( 20.75K ) : 9
 

Posted by: TSHyper Jan 5 2008, 11:55 AM

That Internal Error is realated to InfantryClass, so check all your Infantry, and if not, delete them and start again.

Posted by: Shakar Jan 5 2008, 07:44 PM

Thanks, I thought it was because the map was too big and there were too many structures.

Posted by: informer Feb 7 2008, 03:52 PM

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.

 except.txt ( 20.75K ) : 7
 except2.txt ( 20.75K ) : 6
 

Posted by: ^Rampastein Feb 9 2008, 06:31 PM

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.

Posted by: TSHyper Feb 9 2008, 07:25 PM

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

Posted by: informer Feb 10 2008, 05:17 AM

Thanks alot for the help I'll go try this out and come back If I have any problems. smile.gif

Posted by: informer Feb 13 2008, 01:34 PM

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.

 except_1_.txt ( 20.7K ) : 11
 

Posted by: TSHyper Feb 13 2008, 04:57 PM

Got no clue, possibly Unit related.

Posted by: ^Rampastein Feb 29 2008, 12:09 PM

I get this in every map that has a blue tiberium tree in it confused.gif

 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.

Posted by: TSHyper Feb 29 2008, 11:28 PM

Hmm, i think that is related to IsAnimated on a TerrainType. Its possible that it cant find a AnimType on a blue tiberium...

Posted by: ^Rampastein Mar 1 2008, 08:07 AM

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

Posted by: TSHyper Mar 1 2008, 11:40 AM

Heh, interesting. Glad its sorted wink1.gif

Posted by: azri_apoc Mar 1 2008, 12:24 PM

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 .

 except.txt ( 20.75K ) : 4
 

Posted by: TSHyper Mar 1 2008, 07:51 PM

Its WaveClass, function for drawing the Sonic Beam.

Posted by: azri_apoc Mar 2 2008, 12:13 PM

ahh sick.gif , WaveClass again. i know there's no solution for that ermm.gif .

Posted by: ^Rampastein Mar 23 2008, 11:32 AM

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

Posted by: TSHyper Mar 23 2008, 09:32 PM

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...

Posted by: ^Rampastein Mar 24 2008, 08:02 AM

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.

Posted by: TSHyper Mar 24 2008, 07:47 PM

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...

Posted by: ^Rampastein Apr 21 2008, 01:05 PM

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.

Posted by: Lin Kuei Ominae Apr 21 2008, 04:30 PM

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?

Posted by: ^Rampastein Apr 21 2008, 04:58 PM

I didn't. The damage was everything that I changed.

Posted by: TSHyper Apr 21 2008, 08:20 PM

Hmm, well after a while, i found out that the pointer was... AG=.

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

Posted by: ^Rampastein Apr 22 2008, 04:13 PM

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.

Posted by: Machine Apr 23 2008, 06:24 PM

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

Posted by: TSHyper Apr 23 2008, 08:26 PM

Hmm, i THINK its a error loading a image or freeing a image, namely a BuildingTypes theater specific image.

Posted by: Machine Apr 24 2008, 02:54 PM

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

Posted by: ^Rampastein Apr 27 2008, 09:25 AM

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 ^^

Posted by: TSHyper Apr 28 2008, 12:03 AM

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.

Posted by: ^Rampastein Apr 28 2008, 12:22 PM

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.. roll.gif

Posted by: TSHyper Apr 29 2008, 03:36 PM

Huh. it stopped on printing the EM Pulse CRCs...

Thanks for these, ill look into them smile.gif

Posted by: Lin Kuei Ominae May 8 2008, 02:24 PM

 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.

Posted by: TSHyper May 8 2008, 09:39 PM

Hmm, loading the theater tile art i think... not too sure...

Posted by: The DvD May 11 2008, 03:06 PM

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.

 TSTWApplicationError.txt ( 20.75K ) : 5
 

Posted by: TSHyper May 11 2008, 08:22 PM

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...

Posted by: The DvD May 12 2008, 09:02 AM

Oh, that must be the AI then. I already replaced my AI ini with an older version and i don't get errors now tongue.gif Must be it, thanks.

Posted by: Machine May 16 2008, 12:36 AM

 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) wacko.gif.
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.

Posted by: TSHyper May 16 2008, 12:45 AM

Err, i cant download any of the attachments confused1.gif

Posted by: Machine May 16 2008, 01:40 AM

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 wacko.gif. It was probably a faulty installation. Hopefully it will remain stable this time tongue.gif.

EDIT:
Reuploaded the excepts.

Posted by: TSHyper May 16 2008, 04:14 PM

Except.txt - UnitClass_Load2DArt

RO_Except.txt - Stack error, corrupt file or something.

Posted by: Machine May 16 2008, 07:57 PM

As I guessed after reinstalling, probably something got corrupted during the previous install. Thanks man, glad to know it biggrin.gif.

Posted by: GameMaster0000 May 22 2008, 02:08 AM

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.

 except.txt ( 20.75K ) : 6
 

Posted by: TSHyper May 22 2008, 02:16 AM

Error with a warhead having / not having AV= in its section, or something along that line...

Posted by: Lin Kuei Ominae May 22 2008, 10:17 AM

 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.

Posted by: TSHyper May 22 2008, 11:28 PM

Hmm, AnimType with "ShouldUseCellDrawer", wonder why...

Posted by: GameMaster0000 May 24 2008, 04:01 AM

IE again on gdi9b.map I error when my Fortress Tower has destroyed Nod's Weed Eater.

 except.txt ( 20.75K ) : 4
 

Posted by: TSHyper May 25 2008, 01:22 PM

Something wrong with a voxel file.

Posted by: Lin Kuei Ominae May 28 2008, 08:15 AM

 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.

Posted by: TSHyper May 28 2008, 08:23 AM

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 sly.gif

Posted by: Lin Kuei Ominae May 28 2008, 09:53 AM

I'm the master of strange IEs. punk.gif lol.gif
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.

Posted by: catpee Jun 2 2008, 03:38 PM

QUOTE (^Rampastein @ Mar 1 2008, 09:07 AM) *
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


hi, i have the same problem with internal errors that happen on all of the snow maps. how exactly did you fix this problem?

thanks biggrin.gif

Posted by: TSHyper Jun 2 2008, 03:43 PM

Upload the except.txt...

Posted by: catpee Jun 2 2008, 03:50 PM

QUOTE (TSHyper @ Jun 2 2008, 04:43 PM) *
Upload the except.txt...


oops forgot smile.gif

 except.txt ( 20.75K ) : 6
 

Posted by: TSHyper Jun 2 2008, 04:31 PM

Ah, eerr... Animated terrain or something? Tiberium or so, i dunno...

Posted by: catpee Jun 2 2008, 04:36 PM

haha cheers anyway ill jus keep messin about til it works!

Posted by: catpee Jun 3 2008, 06:38 PM

hello again smile.gif

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!!!!

Posted by: TSHyper Jun 3 2008, 07:12 PM

Hehe, thats the latest TS patch, everyone has known about that since 2001 tongue.gif

Posted by: catpee Jun 4 2008, 09:20 AM

QUOTE (TSHyper @ Jun 3 2008, 08:12 PM) *
Hehe, thats the latest TS patch, everyone has known about that since 2001 tongue.gif


actually its not wink1.gif cos i had the latest patch installed and it didnt work n this fixed it...

Posted by: GameMaster0000 Jun 11 2008, 01:43 PM

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.

 except.txt ( 20.75K ) : 5
 

Posted by: TSHyper Jun 11 2008, 11:01 PM

Error getting the house for a object, dunno how that adds to the RMG

Posted by: Lin Kuei Ominae Jun 12 2008, 01:24 PM

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.

Posted by: Lin Kuei Ominae Jun 15 2008, 11:07 AM

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

Posted by: TSHyper Jun 18 2008, 10:02 PM

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...

Posted by: Lin Kuei Ominae Jun 18 2008, 10:28 PM

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.

Posted by: Dutchygamer Jun 20 2008, 02:23 PM

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...

 except.txt ( 20.75K ) : 5
 

Posted by: TSHyper Jun 20 2008, 09:34 PM

DriveLocomotion_ILocomotion_Unlimbo

Unlimo removes them from the game IIRC...

Posted by: Dutchygamer Jun 21 2008, 12:56 PM

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...

 except.txt ( 20.75K ) : 7
 

Posted by: Nod Strike Jun 21 2008, 08:32 PM

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

Posted by: TSHyper Jun 22 2008, 09:30 PM

Both of you, please, upgrade to version 2.03...

Posted by: Dutchygamer Jun 23 2008, 10:48 AM

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...

Posted by: Lin Kuei Ominae Jun 23 2008, 03:02 PM

QUOTE (Dutchygamer @ Jun 23 2008, 10:48 AM) *
Huh? But mine is already patched to 2.03.
no it's not
QUOTE (except.txt)
Version 2.0
Internal Version 2.0
Release Build: 4 by Denzil_Long - 02/01/2000 - 17:39:04

if version 2.03 there would stand this
QUOTE
Version 2.03
Internal Version 2.0
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06

Posted by: Dutchygamer Jun 24 2008, 10:07 AM

But why do I have the patch.mix then?
Anyways, I will try to install the patch, just to be sure wink1.gif
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

 except.txt ( 20.75K ) : 7
 

Posted by: GameMaster0000 Jun 25 2008, 11:08 AM

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....

 except.txt ( 20.75K ) : 7
 

Posted by: Dutchygamer Jun 25 2008, 01:31 PM

I think you miss the .hva of the voxel. Without an .hva, voxels crash the game on start wink1.gif

Posted by: GameMaster0000 Jun 25 2008, 03:19 PM

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.

Posted by: TSHyper Jun 25 2008, 08:04 PM

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.

Posted by: Nod Strike Jun 26 2008, 08:13 AM

I got another one.

I know nothing about modding, so could you tell me how to fix it?

 except.txt ( 20.75K ) : 4

Posted by: TSHyper Jun 26 2008, 03:44 PM

Nod laser WaveClass

Posted by: Nod Strike Jun 26 2008, 04:03 PM

QUOTE (Nod Strike @ Jun 26 2008, 09:13 AM) *
I know nothing about modding, so could you tell me how to fix it?

Posted by: GameMaster0000 Jun 26 2008, 04:46 PM

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.

Posted by: ^Rampastein Jun 26 2008, 06:09 PM

QUOTE (Nod Strike @ Jun 26 2008, 11:13 AM) *
I know nothing about modding, so could you tell me how to fix it?


Turn your visual details to medium in the Game Controls.

Posted by: xfactor Jun 29 2008, 02:24 AM

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.

 except.txt ( 20.74K ) : 9
 

Posted by: TSHyper Jun 29 2008, 11:13 AM

Well, ill say this. Its a error where if i explained it, you could not fix it tongue.gif

But it was in the radar drawing code.

Posted by: The DvD Jun 29 2008, 06:19 PM

QUOTE (xfactor @ Jun 29 2008, 04:24 AM) *
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.


Where did you get this "patch 2.04"?

Posted by: TSHyper Jun 29 2008, 06:37 PM

Its hes custom patch, there is no 2.04 official patch.

Posted by: GameMaster0000 Jun 30 2008, 02:53 AM

Want is change of that non-off patch.

BTW, I get IE when try to put BIGBLUE on snow map.

 except.txt ( 20.75K ) : 5
 

Posted by: ^Rampastein Jun 30 2008, 05:51 AM

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).

Posted by: GameMaster0000 Jun 30 2008, 06:37 AM

QUOTE (^Rampastein @ Jun 30 2008, 05:51 AM) *
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).


Thx, I think BIGBLUE.sno is in expand01.mix in default rolleyes.gif

Edit : In temperat.mix is bigblue3.tem not bigblue.tem. Extract is as bigblue3.sno and put it into ecacheXX.mix to fix

Posted by: xfactor Jun 30 2008, 07:43 PM

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.

 except.txt ( 20.74K ) : 5
 

Posted by: TSHyper Jun 30 2008, 09:21 PM

Same kinda thing, and i dunno, errors can happen for a NUMBER of reasons.

Posted by: GameMaster0000 Aug 4 2008, 03:15 AM

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.

 except.txt ( 20.61K ) : 9
 

Posted by: Lin Kuei Ominae Aug 4 2008, 05:25 PM

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.

Posted by: Machine Aug 4 2008, 06:39 PM

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 "?".

Posted by: GameMaster0000 Aug 5 2008, 07:54 AM

Strange that I never get this error since I start I modding RA2/YR. It happen only when I modding TS.

Posted by: TSHyper Aug 7 2008, 12:03 PM

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 tongue.gif

..Stupid Game...

Posted by: GameMaster0000 Aug 9 2008, 03:23 PM

Another IE...Error In Custom Mission Map After I make many trigger for create team to AI.

 except.txt ( 20.67K ) : 6
 

Posted by: Lin Kuei Ominae Aug 10 2008, 12:02 AM

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.

Posted by: GameMaster0000 Aug 10 2008, 12:45 AM

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.

 except.txt ( 20.67K ) : 7
 

Posted by: Magus Sep 4 2008, 10:56 PM

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.

 except.1.txt ( 20.75K ) : 4
 except.2.txt ( 20.75K ) : 3
 

Posted by: TSHyper Sep 5 2008, 12:10 AM

Both files - Looks like a SHP drawing related to WeaponTypeClass.

These are quite in depth, sorry, i cant help more...

Posted by: Lin Kuei Ominae Sep 5 2008, 12:37 AM

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)

Posted by: Magus Sep 5 2008, 11:15 AM

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.

Posted by: TSHyper Sep 5 2008, 05:34 PM

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? sly.gif

Posted by: Magus Sep 5 2008, 08:54 PM

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 ?

Posted by: TSHyper Sep 5 2008, 09:00 PM

I do have a IDA database, good 4 years work of research smile.gif

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.

Posted by: ^Rampastein Aug 23 2009, 03:57 PM

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

Posted by: CCHyper Aug 23 2009, 04:27 PM

The game had a malformed pointer to WarheadTypeClass, when tryign to check for the Boolean Webby=, this error occurred in InfantryClass::Take_Damage()

Posted by: ^Rampastein Aug 23 2009, 04:55 PM

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.

Posted by: CCHyper Aug 23 2009, 05:38 PM

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.

Posted by: 2kool4u526 Aug 25 2009, 02:42 AM

I don't know what caused this, could be a number of things.

 except.txt ( 20.75K ) : 4


Edit: wow this is post 200

Posted by: CCHyper Aug 25 2009, 05:10 PM

Did you by any chance mod the game?

Posted by: 2kool4u526 Aug 25 2009, 09:26 PM

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.

Posted by: •Tony• Aug 27 2009, 07:59 AM

I got this one earlier today. while playing online with a modded TS.

 except.txt ( 20.75K ) : 6
 

Posted by: CCHyper Aug 27 2009, 03:38 PM

Tony, your error is something you should not worry about unless it happens more offten.

Posted by: •Tony• Aug 27 2009, 10:07 PM

Alright, thanks.

Posted by: sniper Oct 5 2009, 11:49 PM

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 mad.gif If this is a waveclass error again I will break the internet...

 except.txt ( 20.75K ) : 2
 

Posted by: ^Rampastein Oct 6 2009, 12:50 PM

QUOTE (sniper @ Oct 6 2009, 02:49 AM) *
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 mad.gif If this is a waveclass error again I will break the internet...

Update to the latest version of TS (2.03). You're running 2.00, and so the information in the except.txt isn't really useful.

Posted by: sniper Oct 6 2009, 05:21 PM

ok I think the patch fixed it blushing.gif
EDIT: Whats this? another error, HURRAY! mad.gif 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)


 except.txt ( 20.75K ) : 2
 art.txt ( 84.78K ) : 0
 rules.txt ( 234.17K ) : 0
 

Posted by: 2kool4u526 Oct 10 2009, 04:14 AM

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

Posted by: ^Rampastein Oct 10 2009, 06:49 AM

@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.

Posted by: sniper Oct 10 2009, 03:31 PM

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

Posted by: ^Rampastein Oct 11 2009, 02:02 PM

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.

Posted by: sniper Oct 11 2009, 10:24 PM

QUOTE (sniper @ Oct 10 2009, 03:31 PM) *
[[FireballLauncher]


2 left brackets -.-
There's no more error but i cant see the flames.
EDIT:nvm i didnt put the .shp in an ecache.mix file. now everything works.
tanky fro help tongue.gif

Posted by: I_Am Nov 28 2009, 02:42 PM

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 .

 except.txt ( 20.74K ) : 2
 

Posted by: 2kool4u526 Dec 2 2009, 09:54 PM

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

Posted by: I_Am Dec 2 2009, 10:38 PM

2kool4u526 I didn't look at your except.txt, but that sounds like a ini error. Dose this happen on vanilla TS?

Posted by: 2kool4u526 Dec 3 2009, 01:48 AM

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???

Posted by: I_Am Dec 3 2009, 04:08 AM

Vanilla TS just means with out any mods or anything, basically right off the disks.

Posted by: CCHyper Dec 10 2009, 10:08 PM

Bad pointer to a Warhead or Projectile type when checking a BuildingTypes weapon.

Posted by: I_Am Dec 12 2009, 02:57 PM

What about this one.

 except.txt ( 20.75K ) : 2
 

Posted by: CCHyper Dec 12 2009, 03:33 PM

WaveClass, go grab my WaveClass fix. http://cchyper.cncsector.net/work/patch/ts/builds/TS_WaveClass_Fix_v2.rar

Posted by: I_Am Dec 12 2009, 03:49 PM

That isn't working with TFD. Asks for the cd-rom.

Posted by: CCHyper Dec 12 2009, 04:06 PM

Use Nyerguds NoCd patch then.

Posted by: 2kool4u526 Dec 13 2009, 02:50 AM

QUOTE (CCHyper @ Dec 10 2009, 05:08 PM) *
Bad pointer to a Warhead or Projectile type when checking a BuildingTypes weapon.



What does that mean???

I checked my projectiles and my warheads but there is no problem there.

Posted by: CCHyper Dec 13 2009, 11:59 AM

Im just telling you what the game points to, that is what it was after.

Posted by: 2kool4u526 Dec 13 2009, 11:46 PM

1 question
How do u tell what the errors are by looking at the except document??? hmm.gif hmm.gif confused1.gif confused1.gif

Posted by: CCHyper Dec 14 2009, 12:23 AM

I have a database of the games executable, and i can read its code.

Posted by: Orac Dec 14 2009, 09:56 AM

And there's that EIP at the top, isn't there?

Posted by: CCHyper Dec 14 2009, 12:52 PM

Yup

Posted by: Nyerguds Dec 14 2009, 02:27 PM

QUOTE (I_Am @ Dec 12 2009, 04:49 PM) *
That isn't working with TFD. Asks for the cd-rom.

http://nyerguds.arsaneus-design.com/cncstuff/tfd_ts203fix.zip
Here's the fix.

Posted by: I_Am Dec 19 2009, 04:17 AM

I got this during an Ion Storm. Visaual detail was set on low.

 except.txt ( 20.74K ) : 5
 

Posted by: Infinity Dec 27 2009, 07:43 PM

Bombed when drawing something... not sure where since it's extremely vague...

Posted by: Nyerguds Dec 27 2009, 11:29 PM

That's totally useless. You need to at least post the top of the except.txt file.

Posted by: Infinity Dec 28 2009, 12:32 AM

uh, Nyer, I was replying to I_Am. tongue.gif

Posted by: Devestator Mar 14 2010, 03:56 AM

I do not no about bumping on this topic unsure.gif
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... confused1.gif CONFUSING!!

 except.txt ( 20.75K ) : 5

Posted by: Devastator Oct 9 2010, 10:11 PM

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.

 except.txt ( 20.75K ) : 5
 

Posted by: ^Rampastein Oct 10 2010, 06:53 AM

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.

Posted by: Devastator Oct 10 2010, 09:10 PM

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.

Posted by: Devastator Oct 18 2010, 09:02 PM

Not sure what caused this IE. Check it out.
 except.txt ( 20.75K ) : 3

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