Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 29, 2026 8:29 am
All times are UTC + 0
some errors I diagnosed
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [1 Post] Mark the topic unread ::  View previous topic :: View next topic
Author Message
IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sat Feb 10, 2007 1:37 pm    Post subject:  some errors I diagnosed Reply with quote  Mark this post and the followings unread

I've finally diagnosed the most crippling error in my Mod. I had it in my mod since november last year. It happens only when GDI loads, and only 50% of the time.

anyway, along with this error I've diagnosed other IEs. some of them might seem ridiculous but trust me, I tested these things over and over in my TS to rule out coincidence.

here's what I've discovered so far (note: the unknown* are the errors that happen when loading GDI.. I'll discuss that)

>error on 'gathering intel on involved factions' --- unknown *
>error on 'analyzing combat zone topography' --- unknown *
>error on 'compensating for ambient light values' --- unknown *
>error immediately after loading --- mismatched weapon, warhead on starting unit
>error a few seconds after loading --- :probable: missing SHPs or corrupt TIBSUN.mix
>error during game --- :probable: mismatched weapon, warhead, report on produced unit (either by pc or player), map problems
>error the moment menu opens --- corrupt TIBSUN.mix
>error in-game --- :probable: a produced unit has voxel=(something other than yes or no) in its art.ini entry
>error in-game --- :probable: lots of units with weapons that have very high ROF and long report are firing at the same cell.
>error in-game --- :probable: a unit using a weapon with bad-coded particle system destroyed another unit
>error in-game --- :probable: insufficient memory
>error on 'secondary check of combat zone' --- multiplayer map with houses (with GDI and NOD aligned units on map)
>error on 'deploying forces to combat zone' --- multiplayer map has bad coding of houses and triggers

now, my GDI loading error is caused by the Dropship loading screen. It sounds ridiculous and utterly illogical because its just a .pcx image after all and I can't imagine how it could crash the game (but because I thought so myself, I took a long time finding out that it was the reason). But the error ALWAYS, 100% happens when it is the GDI dropship loading screen that's used by the game. the error NEVER happens when the Titan loading screen is used.

I don't know how to fix that.... nor how it causes a loading error....

I hope this list I compiled will help future modders...

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [1 Post] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2174s ][ Queries: 11 (0.0101s) ][ Debug on ]