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SeekSomethingNew
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.
Lin Kuei Ominae
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.
Click to view attachment
i've also reloaded a savegame, saved short time before the IE, and did the same, but then no IE happened.
SeekSomethingNew
Its a Hierarchical or a Regular findpath failure from what i see. Was this normal Tiberian Sun or a modded version? First i have seen of this...
Lin Kuei Ominae
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.
SeekSomethingNew
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.
SeekSomethingNew
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.
Rampastring
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)
SeekSomethingNew
WaveClass is common for some people, and other not so... I dont really know how to fix it.
Nod Strike
Eternal errors for nod AND NOD ONLY. Happens in firestorm, normal TS and any mod.
Crash
You gotta say what happens and when it happens and what happens when it crashes.
SeekSomethingNew
Hmm, seems to be the same as the other guy yesterday, its Hunter Seeker Related...
sniper
im not sure about this but i think this IE happens when a laser tower kills an infantry on a slope.
Click to view attachment
Nod Strike
So how do i fix it?
SeekSomethingNew
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.
sniper
the only laser ive edited is the advanced cabal obelisk laser.
and this error happens waay to often for it to be random.
SeekSomethingNew
Well, check your lasers then, if its not random and it happens with the one laser, there is a error with it.
sniper
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.
SeekSomethingNew
Whatever way, the game had a error drawing a laser.
sniper
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
Dutchygamer
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.
SeekSomethingNew
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.
CommanderSpartan
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.
Lin Kuei Ominae
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.
sniper
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.
Dutchygamer
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
SeekSomethingNew
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.
Lin Kuei Ominae
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.
Dutchygamer
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)...
Lin Kuei Ominae
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.
SeekSomethingNew
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.
Tratos
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.
SeekSomethingNew
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...
Lin Kuei Ominae
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.
SeekSomethingNew
That is possible yea, maybe some tests could be done? Maybe it has to do with the resolution too?
Tratos
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.
Rampastring
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. :(
I_Am
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.
sniper
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
Rampastring
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 .
SeekSomethingNew
So... it crashes when it fires at something that is off-screen? Is that what you mean...
Rampastring
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:

Click to view attachment

Here it does not crash:

Click to view attachment

Here it does not crash:

Click to view attachment

Here it does crash:

Click to view attachment

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.
SeekSomethingNew
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
Rampastring
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.

Click to view attachment

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.

Click to view attachment

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

Click to view attachment

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

Click to view attachment

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.
sniper
huh, your obelisk caused an IE? strange, mine doesn't and I've edited it.
SeekSomethingNew
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.
Rampastring
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.
SeekSomethingNew
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.
CommanderSpartan
Well uh can you tell me why I got a exception?
Heres the text.
Click to view attachment
Lin Kuei Ominae
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.
Click to view attachment
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).
SeekSomethingNew
QUOTE (CommanderSpartan)
Well uh can you tell me why I got a exception?
Heres the text.
Click to view attachment


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

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

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


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

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

Imma gonna kill you tongue.gif Bloody get MSN!
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