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 Forum index » Modding Central » Tiberian Sun Editing Forum » HyperPatch
Help: Internal Errors
Moderators: Global Moderators, HyperPatch Moderators, CCHyper
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 26, 2013 9:41 pm    Post subject: Reply with quote

Do you added new animations and forgot to add the firestorm anims first to rules.ini?
Do you added new infantry with missing sequence?
Do you added new warheads and forgot to add them to the Warheads list?
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Astor
Cyborg Soldier


Joined: 01 Jan 2010
Location: Austria

PostPosted: Mon May 27, 2013 11:19 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Do you added new animations and forgot to add the firestorm anims first to rules.ini?
Do you added new infantry with missing sequence?
Do you added new warheads and forgot to add them to the Warheads list?


Hmm I made some smoke exhaust animations for the GDI and Nod power plants and a light animation for the cabal power plant, but I have added them like all animations after the 42 firestorm ones in rules.ini

I noticed that I have added the ?unused? AP6 warhead to the list. CoreDefPlasmaWH has no entries? (is this intended?)
I had a not present warhead called WeakGass in the list -> removed it

I noticed GAWALL/NAWALL was missing in terrain types (why were they not there??) -> added it again

I noticed the whole [LEVITATION] rules from firestorm was missing -> corrected (now floater seems to be happy moving around again)

I rearranged my BuildingTypes TS->Firestorm->Mod (starts at 183)
Animations also TS->Firestorm->Mod (starts at 749)

I used the UMP as reference to compare and my firestrm.ini is empty.

I did rearrange the Vehicletypes and Aircrafttypes some time ago.

100=CAR
101=BUS
102=WINI
103=PICK
104=LOCOMOTIVE
105=HORV ;not used anymore in UnloadingHarvester because of faction specific harvesters
106=TRAINCAR
107=CMOBILEMP
108=TRUCKA
109=TRUCKB
110=VISC_SML
111=VISC_LRG
112=CARGOCAR
113=GHUNTER
114=NHUNTER
115=JFISH
116=DEFENDER ;original cabal defender
117=HARV2 ;dummy harvester for HarvesterUnit=
118=COLOG ;unused unit placeholders
119=ART3 ;unused unit placeholders
120=MCV ;unused original mcv
121=HVR ;unused unit placeholders

Is it problematic that I have moved the original civilian vehicles? As for the cityslider in random map generator not working, SuperJoe recommed me the restore the BuildingTypes as it is original. I did that but city/lifeforms is still crashing. So does it also apply to vehicles i.e. civilians?
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Mon May 27, 2013 2:23 pm    Post subject: Reply with quote

Another one, this apparently happened whilst scrolling over an Alpha Image.


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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon May 27, 2013 2:57 pm    Post subject: Reply with quote

This is a long shot, but check the colours used on the alpha light shp, we recently had an IE scrolling over an alpha image due to an incorrect background colour.
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Astor
Cyborg Soldier


Joined: 01 Jan 2010
Location: Austria

PostPosted: Fri Jun 07, 2013 9:39 pm    Post subject: Reply with quote

I think I screwed up some lines, not sure what the reson is. The game crash when starting up a match at "creating theories on enemy likely plan" or what it's called.

I get two kinds of IE

Bytes at CS:EIP (004F576E)  : 8B 41 24 C1 E8 02 24 01 84 C0 74 0E 8B 87 A4 00 00 00 C1 E8 11 83 E0 01 EB 29 8B 86 80 01 00 00

Bytes at CS:EIP (77761E8A)  : 8B 42 04 89 55 0C 89 4D F0 39 01 0F 85 9E 5C 03 00 8D 5F 08 39 19 8B 5D 08 0F 85 90 5C 03 00 0F

I think it's GDI & Nod related, because there is no crash with Cabal or Forgotten AI  Confused

I hope that somebody may find the issue, if not I would have to catch up from my last backup (which is from 25th may) I am going to kill myself for not doing a fresh backup #Mad

EDIT: Nevermind, it looks like some strange sh** happend to my modfiles. Forgotten AI stopped buidling units. Their radar building is invisible but animation not. I better do a rollback and add each change again, I just want to make sure that everything should work again...  Shocked


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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Jun 13, 2013 6:52 pm    Post subject: Reply with quote

Eip:0046C79C

Any insight on this would be greatly appreciated. This happened twice in the middle of attacking a base.


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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 14, 2013 4:40 am    Post subject: Reply with quote

It seems like it's related to drawing a building in some way (not one of its anims), but I don't have the insight into functions that deep in TS. Maybe a corrupted SHP file? If it is, it could be the building you were shooting at at that time.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Fri Jun 14, 2013 5:29 pm    Post subject: Reply with quote

Thanks again, Alex. Still not entirely sure what the cause is but I'll investigate.
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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jun 17, 2013 10:32 pm    Post subject: Reply with quote

happened while attack a component tower with cyborgs...


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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Sun Jul 14, 2013 11:16 am    Post subject: Reply with quote

CCHyper I don't want to bugg you to that measure you have to debug whole thingy,
but can you at least speculate, like you did
for that guy in map section, what this may cause in game // or to what it may be linked

Code:

Error code: EXCEPTION_ACCESS_VIOLATION

Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000812 was written to.
Exception occurred at 0012A0A0


Code:

Version 2.03
Internal Version 2.0
Release Build: 10 by CCHyper - 06/05/2000 - 14:27:06
CPU 1586, MMX Yes, Vendor: AuthenticAMD

Details:
Eip:0012A0A0   Esp:0012F32C   Ebp:0012F3EC
Eax:0AC12E00   Ebx:00000004   Ecx:08940160
Edx:0894134C   Esi:00000001   Edi:0AC12EA0
EFlags:00210206
CS:001b  SS:0023  DS:0023  ES:0023  FS:003b  GS:0000

Bytes at CS:EIP (0012A0A0)  : 20 AB 0E 08 00 00 00 00 D3 5D 3D 77 A8 D9 F2 76 30 04 00 00 C4 36 FA 05 00 00 ED 01 78 35 FA 05

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Aug 04, 2013 4:26 am    Post subject: Reply with quote

Ok. I got this internal error at random situations while testing out some AI triggers, taskforces, and teamtypes I just added and also by the time I made some revisions, the game just showed me an internal error by the time I loaded the map (probably after the word compiling wartime conventions). Also, when I try to destroy a unit like Automobile, Recreational Vehicle, Pickup Truck, it will cause an internal error.


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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Aug 04, 2013 6:04 am    Post subject: Reply with quote

ModEnc wrote:
006B6AE6 - Multiple reasons, depending on the stack dump in the except:
If 0066F44F appears near the top of the stack dump - A Warhead whose Verses could not be processed. EBP value says how many values remained to be parsed when an error occurred - (5 - EBP) is the 0-based index of the problematic value.

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Aug 04, 2013 11:03 am    Post subject: Reply with quote

Do RA2 and TS share the same descriptions of internal error? By the way, what should I do to prevent thismerror again?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Aug 04, 2013 6:03 pm    Post subject: Reply with quote

If you have that EIP and there's 0066F44F near the top of the stack dump, you have a problematic WARHEAD caused by problematic VERSES. Just fix the verses.
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Aug 05, 2013 2:40 am    Post subject: Reply with quote

Will begin this fixing soon. Well I thought the error was caused by AI related issues such as triggers and teamtypes assignment.

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Aug 10, 2013 6:13 am    Post subject: Reply with quote

IE fixed however another one.

Code:

Details:
Eip:00446F68   Esp:0012F208   Ebp:00000000
Eax:0AF87F6C   Ebx:0AF64620   Ecx:00000000
Edx:00000000   Esi:0AF87F20   Edi:08183DA0
EFlags:00210212
CS:001b  SS:0023  DS:0023  ES:0023  FS:003b  GS:0000

Bytes at CS:EIP (00446F68)  : 8A 91 62 01 00 00 85 F6 88 96 C5 00 00 00 0F 84 24 01 00 00 A1 38 24 7E 00 6A 20 6A 00 8D 88 18


I encountered this when I tested the Cyborg Reaper's Quad Launcher in TS. This is the code for Cyborg Reaper, (Rules.ini Tiberian Sun NOT Firestorm)
Code:

; Cyborg Reaper
[CYREAP]
Name=Cyborg Reaper
Category=Soldier
Prerequisite=NAHAND,NATECH
Primary=QuadLauncher
Secondary=WebLauncher
CrushSound=SQUISHY2
Crushable=no
TiberiumProof=yes
TiberiumHeal=yes
Fearless=yes
Cyborg=yes
Pip=white
Strength=450 ; w350
Armor=light
TechLevel=7
Sight=7
Speed=6
Owner=Nod
Cost=800
Points=5
VoiceSelect=60-N100,60-N102,60-N104
VoiceMove=60-N106,60-N108,60-N110
VoiceAttack=60-N112,60-N114,60-N116
VoiceFeedback=SPIDDIE1
VoiceDie=22-N104,22-N106,22-N108
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
AllowedToStartInMultiplayer=no
MovementZone=InfantryDestroyer
DamageParticleSystems=SparkSys
ThreatPosed=15   ; This value MUST be 0 for all building addons
VeteranAbilities=SELF_HEAL
EliteAbilities=STRONGER,CRUSHER,FIREPOWER
ImmuneToVeins=yes
IsWebImmune=true         ; This unit is immune to Web Launchers used by Cyborg Reapers


The Weapon Coding
Code:

[WebLauncher]
Damage=0
ROF=200  ;was 180
Range=7
Projectile=WebCapsule
Speed=25  ; was 10
Warhead=WebMass
Report=FIREWEB1
AttachedParticleSystem=SmallGreySSys

; Second Stage of Cyborg Spider rocket launcher
[DualRockets]
Damage=5 ;was 4
ROF=180  ;was 80
Range=6
Projectile=AAHeatSeeker2
Speed=15
Warhead=AP
Burst=2
Report=RKETINF1

; First stage of Cyborg Spider rocket launcher
[QuadLauncher]
Damage=0
ROF=180  ;was 80
Range=7
ProjectileRange=2
MinimumRange=3  ; was 2
Projectile=DualCluster
Speed=25  ; was 10
Warhead=SA
Report=SAMSHOT1
Burst=2


Particles
Code:

[Particles]
013=WebSys

and so on and so fort.

Is this related into missing projectile or what?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Wed Aug 28, 2013 8:23 am    Post subject: Reply with quote

Something wrong with a map... Can't pin it down.


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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Aug 28, 2013 2:06 pm    Post subject: Reply with quote

DarkVen9109: The weapon that just detonated has no valid Projectile.

Paranoia: I don't know what exactly it is, but the game seems to get an invalid cell from the map. WW were smart. They check whether the cell number is not negative, and not too large, yet they use it before the check already...
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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 12:33 pm    Post subject: Reply with quote

This IE triggered right when an Ion Storm started.


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Oct 23, 2013 1:01 pm    Post subject: Reply with quote

CabalCore wrote:
This IE triggered right when an Ion Storm started.


I am in the process of researching this error, only some people seem to experience it.

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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 1:16 pm    Post subject: Reply with quote

CCHyper wrote:
CabalCore wrote:
This IE triggered right when an Ion Storm started.


I am in the process of researching this error, only some people seem to experience it.


I finally got sick of the dreaded IEs, so I finally made an account to get some answers and hopefully some solutions.

Is this IE common when it comes to ion storms?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 23, 2013 1:20 pm    Post subject: Reply with quote

Yes, it is a known issue and quite common that ion storms cause IEs.
There have been speculations that it might be a flying jumpjet, but so far no real answer or solution (except turning of ionstorms) has been found.

Check out this topic. Maybe you can help Hyper find the culprit.

oh and welcome aboard PPM Smile
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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 1:25 pm    Post subject: Reply with quote

Alright, I'll let yall know if I encounter anymore Smile

Thanks for the welcome, glad to be part of the community Smile


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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Oct 23, 2013 2:44 pm    Post subject: Reply with quote

At least one object has more DebrisTypes defined than DebrisMaximums. An object of that type in question was just destroyed. Ensure that there are as many numbers in DebrisMaximums as there are DebrisTypes.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Oct 23, 2013 2:45 pm    Post subject: Reply with quote

@CabalCore
Your crash is linked to DebrisMaximums. I do not have the info at hand for this, but if I remember correctly, check that you DebrisMaximums key has the same amount of entrys as your DebrisTypes array.

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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 2:57 pm    Post subject: Reply with quote

I thought so, I edited my vehicles to were they would spawn different types of debris, I saw this on TSR and wanted to try it. I believe I fixed the problem now.

Can you get IEs on certain screen resolutions?


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Oct 23, 2013 3:40 pm    Post subject: Reply with quote

@CabalCore
Not unless you are experiencing WaveClass crashes.

Your exception file points to a invalid Projectile when firing a UnitType/VehicleType's weapon whilst processing its targets weapon.

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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 3:50 pm    Post subject: Reply with quote

CCHyper wrote:
@CabalCore
Not unless you are experiencing WaveClass crashes.

Your exception file points to a invalid Projectile when firing a UnitType/VehicleType's weapon whilst processing its targets weapon.


Ok I got this same IE a second time. Any ideas on how to fix it? Or can you point me in the right direction?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Oct 23, 2013 3:57 pm    Post subject: Reply with quote

What was the last change to a weapon you made? To help reduce the amount of IE's you get, it would be an idea to add notes and previous values so you can also revert back changes.

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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 4:07 pm    Post subject: Reply with quote

CCHyper wrote:
What was the last change to a weapon you made? To help reduce the amount of IE's you get, it would be an idea to add notes and previous values so you can also revert back changes.


I was playing the skirmish at tech level 2 and I had used a new vehicle, it was the Siege Bot made by Lin Kuei Ominae and it has it's own weapon. Should I post the coding for it?

EDIT: I found out what was wrong it's elite weapon was "PlasmaArmguns" when it should have been "PlasmaArmGuns", I forgot to capatalize the "G".

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CabalCore
Light Infantry


Joined: 23 Oct 2013

PostPosted: Fri Oct 25, 2013 10:29 pm    Post subject: Reply with quote

Sorry for the double post.

I got this during a skirmish game.

EDIT: I don't mean to be so bothersome with these IEs, but they are killing me.  Sad


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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Nov 13, 2013 7:44 am    Post subject: Reply with quote

Does this thread still get checked?


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Nov 13, 2013 10:56 am    Post subject: Reply with quote

@Morpher: It does, sometimes...

Crash was a bad pointer to a OverlayType when plotting the Radar cell colour for Tiberium.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Nov 13, 2013 2:59 pm    Post subject: Reply with quote

Thanks, this helped me narrow it down to a missing [TIB20] entry I had accidentally cut off my art.ini. I'll update the entries on your HyperPatch DB.
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Wed Nov 13, 2013 7:59 pm    Post subject: Reply with quote

Morpher wrote:
I'll update the entries on your HyperPatch DB.


where is this ? #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Nov 26, 2013 10:54 am    Post subject: Reply with quote

TI Staff member Henskelion reports this IE quite often, though I haven't received one for quite a long time. I would greatly appreciate any help you may have to offer. Searching and googling the EIP has turned up results to people having the same internal error, but with no solution to hand.

Eip:0046C7E2


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ryancaesarcrush123
Civilian


Joined: 01 Dec 2013
Location: philippines

PostPosted: Thu Dec 05, 2013 8:11 am    Post subject: Reply with quote

hmm what is this code eh?????
can i possible to solve this???
=(


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error! IE!

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INDIO
GDI Hacker


Joined: 08 Sep 2010

PostPosted: Fri Dec 20, 2013 7:19 pm    Post subject: Reply with quote

EXCEPT.TXT: https://www.mediafire.com/?ewc54w38s8mbn8s

it hapens on the skirmish load screen but kind of weird thing, i mean, i enter the game then i load an skirmish match and it goes well, i get out and load 2nd skirmish and get the error on the loading screen, it hapens wile playing with this mod http://www.ppmsite.com/forum/viewtopic.php?p=304157#304157

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Spectracus
Vehicle Driver


Joined: 26 Apr 2013

PostPosted: Sun Dec 22, 2013 12:43 pm    Post subject: Reply with quote

Someone shed some light on this. It occurs after some minutes to the game.


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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Dec 22, 2013 1:53 pm    Post subject: Reply with quote

Been a while since I encountered an internal error. Anyway, after downloading the UMP....

Code:

Error code: EXCEPTION_ACCESS_VIOLATION
Details:
Eip:00443D60  Esp:0012ED98   Ebp:02B8F00C
Eax:00000000   Ebx:00000031  Ecx:080F4EF4
Edx:80000000   Esi:086097B0   Edi:080F4EF4
EFlags:00210212
CS:001b  SS:0023  DS:0023  ES:0023  FS:003b  GS:0000

Bytes at CS:EIP (00443D60) :8A 88 30 01 00 00 84 C9 74 39 8B 56 74 DB 81 5C 07 00 00 44 24 08 DC 8A 80

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Dec 22, 2013 9:59 pm    Post subject: Reply with quote

DarkVen9109: A IsBaseDefense=yes building type has a weapon with an invalid Projectile.
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Dec 23, 2013 11:07 am    Post subject: Reply with quote

Fixed it's the Vulcan Upgrade of the Component Tower.

I just don't understand why in Vanilla TS the weapon of the Vulcan Cannon upgrade seems to work properly even if its weapon is not defined by an invisible projectile (which in UMP is caused by internal error).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 23, 2013 12:06 pm    Post subject: Reply with quote

DarkVen9109 wrote:
Fixed it's the Vulcan Upgrade of the Component Tower.

No it's not. The code of the UMP VulcanTower weapon is perfectly fine. (just checked)
Since you're not the first one using UMP, I'm sure others would have noticed such a heavy bug before.

It has to be your mod and your code changes or you did something wrong when you implemented the UMP.
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri Dec 27, 2013 5:03 am    Post subject: Reply with quote

Anyway just to cover up the error I just inserted a fresh projectile and weapon coding. Also does this internal error has to do with adding animations?
Code:
Error code: EXCEPTION_INT_DIVIDE_BY_ZERO

Description: The thread tried to divide an integer value by an integer divisor of zero.
Exception occurred at 0063B944

Version 2.03
Internal Version 2.0
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06
CPU 1586, MMX Yes, Vendor: GenuineIntel

Details:
Eip:0063B944   Esp:0012F430   Ebp:00000023
Eax:00000000   Ebx:02B8F001   Ecx:02B8F00C
Edx:00000000   Esi:00000000   Edi:00000000
EFlags:00210246
CS:001b  SS:0023  DS:0023  ES:0023  FS:003b  GS:0000

Bytes at CS:EIP (0063B944)  : F7 FE 89 44 24 08 DB 44 24 08 DC 89 78 0E 00 00 E8 D7 69 07 00 5F 83 F8 01 5E 7F 05 B8 01 00 00

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Dec 27, 2013 10:59 pm    Post subject: Reply with quote

[General]RepairStep is higher than an object's Strength (I don't know which one). This leads to the division by 0.
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Dec 29, 2013 2:00 pm    Post subject: Reply with quote

Soo it could either be a structure or a unit...

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri Jan 03, 2014 2:56 pm    Post subject: Reply with quote

I would double post on the other half, how does the game divide?? Sorry if you don't understand...

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Oct 22, 2014 11:09 am    Post subject: Reply with quote

Heyo. I got an IE instantly when starting the Sheep's Clothing campaign mission.

Could someone help decipher what went wrong?


except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  20.75 KB
 Downloaded:  9 Time(s)


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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Jan 21, 2015 4:14 pm    Post subject: Reply with quote

Bump. Anyone?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 21, 2015 5:51 pm    Post subject: Reply with quote

681363 usually means you use/assigned somewhere a weapon that doesn't exist or a missing weedguy hack.
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