Posted: Thu Oct 11, 2018 7:44 am Post subject:
Help with a crash.
It happened twice with the same eip. There is a significant lag before it crashed.
Both happen just a few minutes after the game start, no building is built, no AI.
I'm testing start units. I order them to attack it sometimes crashes sometimes doesn't.[/code]
Versus.defence=75%
Does that exist? defence really written in lowercase?
Defense written in British English?
[GJEEPEXP]
Image=ten
Does "ten" exist? Looks wrong with all lowercase, while anims and images are case sensitive and IDs commonly written in uppercase
[OPDEBRIS2]
ExpireAnim=NULLANIM
Warhead=DbrisHE
Does NULLANIM exist? art.ini section and listed in rules.ini [Animations] list?
Are all other anims listed correct in [Animations]? e.g. YELLOWDOT
Is DbrisHE listed correct?
Have you tried narrowing down the problem?
Looks like an unnecessary big code, where half of it could achieve the same.
e.g.
what's that GrenadeJump supposed to do? When hitting a target, vertically jumping up-down and then hitting the same target again? But with DetonationAltitude=0 making it explode immediately when spawned on height 0, thus making this whole second stage redundant.
Is secondary stage weapon GrenadeJump listed under [Weapons] ?
When combined with Arcing, unforseen projectile and weapon behaviour results - the projectile will be invisible, no damage will be dealt and the weapon will be unable to fire after a few shots.
you sure your code is supposed to be this way?
btw, code is easier to read when there is an empty line before each new section.
P.S.: can't play your video (not supported by my browser), so no clue what is shown there. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Versus.defence=75%
Does that exist? defence really written in lowercase?
Defense written in British English?
defence is a user-defined armor and it's case-insensitive.
Code:
[ArmorTypes]
defence=steel
Lin Kuei Ominae wrote:
[GJEEPEXP]
Image=ten
Does "ten" exist? Looks wrong with all lowercase, while anims and images are case sensitive and IDs commonly written in uppercase
ten.shp exists and does play
Lin Kuei Ominae wrote:
[OPDEBRIS2]
ExpireAnim=NULLANIM
Warhead=DbrisHE
Does NULLANIM exist? art.ini section and listed in rules.ini [Animations] list?
Are all other anims listed correct in [Animations]? e.g. YELLOWDOT
Is DbrisHE listed correct?
They all exist and are listed. I changed all debris warhead from HE to DebrisHE looong ago.
Lin Kuei Ominae wrote:
what's that GrenadeJump supposed to do? When hitting a target, vertically jumping up-down and then hitting the same target again? But with DetonationAltitude=0 making it explode immediately when spawned on height 0, thus making this whole second stage redundant.
Immediately explodes after spawned, but not immediately explodes because it needs to play its PreImpactAnim first, which is a Bouncer debris, and then explodes. Because of PreImpactAnim.Moves=yes, it explodes at where the debris finishes playing. So this weapon hits it target, dealing 1 damage, and then bounce off once and hit the ground or luckily hit something else, dealing 50 splash damage.
Lin Kuei Ominae wrote:
Modenc about Vertical=yes used with Arcing=yes
modenc wrote:
When combined with Arcing, unforseen projectile and weapon behaviour results - the projectile will be invisible, no damage will be dealt and the weapon will be unable to fire after a few shots.
you sure your code is supposed to be this way?
I removed arcing and still produce this crash easily.
Lin Kuei Ominae wrote:
btw, code is easier to read when there is an empty line before each new section.
In notepad++ you don't need an empty line between sections to make it more readable... it's fairly readable already
Lin Kuei Ominae wrote:
can't play your video (not supported by my browser), so no clue what is shown there.
The video shows that after this unit firing a dozen times of this weapon continuously, the game gets slower and slower and finally crashes (crash not shown because win10 recording ends when program exits) _________________
[OPDEBRIS2]
ExpireAnim=NULLANIM
Warhead=DbrisHE
Does NULLANIM exist? art.ini section and listed in rules.ini [Animations] list?
Are all other anims listed correct in [Animations]? e.g. YELLOWDOT
Is DbrisHE listed correct?
They all exist and are listed. I changed all debris warhead from HE to DebrisHE looong ago.
DebrisHE or DbrisHE?
cxtian39 wrote:
In notepad++ you don't need an empty line between sections to make it more readable... it's fairly readable already
this is not notepad++ and a wall of code is not easy to read here.
cxtian39 wrote:
The video shows that after this unit firing a dozen times of this weapon continuously, the game gets slower and slower and finally crashes (crash not shown because win10 recording ends when program exits)
could have described it this way in first post.
This description implies a memory issue like an object getting created but never removed from memory.
Does INITFIRE exist and is listed correct?
Other than that, you can only remove parts of the code, try again,
crash? -> remove more
no crash? -> undo some removed parts
try again
to narrow down the problem. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Not sure how you're getting it corrupted, but I'm using XCC Mixer 1.47 and putting it into and out of a mix isn't corrupting it no matter how many times I try. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Sometimes files become unknown after some random length of time
At least at the time I tested them they aren't broken, then I put them into mix and everything was good for sometime...
And now I suddenly find some of them broken
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