Posted: Tue Mar 27, 2012 2:29 pm Post subject:
Internal Error
Subject description: RRAAAAAGE!
Tried replacing the Sniper (Artmd.ini & rulsemd.ini), Crashed after clicking skirmish. Restored the Sniper back (Artmd.ini & rulesmd.ini) and now it still won't work.
The game tries to load a file as PCX that possibly is no PCX or it is damaged. If the crash occurs while entering the skirmish menu, check the assets. _________________ QUICK_EDIT
Hi I have a different kind of internal error, the skirmish game run for an hour before it crash, still testing it to eliminate the bug, if anyone could help with maching coding that will be good. Thanks
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:00000048 was read from.
Exception occurred at 00471CA4
Version zzz
Internal Version 1.001
Release Build: 25 by gsmallwoo - 10/30/2001 - 17:31:36
CPU Pentium Pro, MMX Yes, Vendor: GenuineIntel
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Mar 30, 2012 12:21 pm Post subject:
http://modenc.renegadeprojects.com/Internal_Error#eip_00471CA4 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Mar 30, 2012 2:16 pm Post subject:
Wrong.
If you have a unit which has a weapon with MindControl=yes NOT on the Primary, THEN you crash.
The setting you came up with won't crash. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Thanks Graion, another question for a vehicle which repair another, say the configuration is.
Primary=Repairbullet
Secondary=Machinegun
This vehicle also can be crewed and have infantry shoot out from it, I have a hard crash from having a configuration of such,
Two question.
Is this config legal? Which I don't believe it is.
Two, if it is a hard crash would the error fall under the same classification? I have lost the error report because it was written over before I can save it. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Mar 30, 2012 9:31 pm Post subject:
Hardcrash = IE?
If you use OpenTopped on that unit, then it's no issue.
If you use Gunner, then it'll crash.... just like how the Internal Error page EXPLICITLY points you that out.
The config itself is legal, but it can't attack vehicles with that gun since RepairBullet takes the vehicle taget sorting over. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Hi Graion thank for helping again, please define what you mean by Hardcrash = IE?
Gunner as you mean secondary weapons?
"Internal Error page EXPLICITLY points you that out. " I need more clarification by what you mean here, I know each error code points to a specific error, so do you mean it does just that? If it is then you answer my question, if not, then again, more clarification, does the mindcontrol error code and the repair error code share the SAME error reporting? QUICK_EDIT
Usage of RepairBullet like repair weapon with any normal weapon also in unit breaks the repair logic and game gets confused to trying use it like actual weapon what I've observed, IFV gets around this by only having one weapon slot active at any point which is not the case when you use Secondary. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Mar 31, 2012 8:49 am Post subject:
Hello, I'm confus.
That's quite possible, Apollo, tho using VirtualScanner as Secondary works.
wcho035. you always mention hard crashes. I never heard such. Harddrive crashes maybe, but the crashes in YR are Internal Errors, or IEs for short.
Gunner is the tag on the IFV which allows the IFV to change weapons depending on the passenger inside.
No, that EIP is only for MindControl. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Hey thanks for the information guys, the problem is, I am not using the IFV as a repair vehicle, I have the code here, I am most appreciative if anyone can see any errors, it is perhaps the only unit I have which is giving me trouble,
;Wayland Mobile Base
[ROCKROVER]
UIName=Name:Wayland Mobile Base
Name=Wayland Mobile Base
Category=AFV
Image=repair
TargetLaser=yes
Primary=RepairBullet
Strength=2100
Prerequisite=Factory
CrateGoodie=no
Armor=special_1
Turret=yes
TechLevel=1
Sight=6
Speed=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=400
Soylent=400
Points=1
ROT=5
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=4
PipScale=Passengers
Passengers=2
SizeLimit=2
OpenTopped=yes
ToProtect=yes
CanRetaliate=yes
Trainable=no
Bunkerable=no QUICK_EDIT
The gamemd.exe decides whether a vehicle is a 'repairer' - which is only able to attack friendly vehicles - by comparing the AVERAGE DAMAGE of its Primary= and Secondary=, both Damage= and AmbientDamage= are summed.
Hence, assume there is no AmbientDamage=, if the vehicle has a weapon that has a positive Damage= which is greater than or equal to the abs value of the other weapon which has a negative Damage=, the vehicle won't be considered a 'repairer', which causes trouble when scanning for targets. _________________ Fusion Reactor upgrade is complete.
Can a unit be created with this coding? I have tried, it works for a while until
a crash and the exception report says nothing of interest.
;Hijacker
[HIJACKER]
UIName=Name:Sabotuer
Name=Sabotuer
Image=pilot
Category=Soldier
Prerequisite=BARRACKS
Primary=MakeupKit
Secondary=Sapper
C4=yes
OpenTransportWeapon=0;
CrushSound=InfantrySquish
Strength=10
Pip=white
Armor=none
TechLevel=1
Sight=8
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=Arabs,YuriCountry
Cost=150
Soylent=150
Points=1
IsSelectableCombatant=yes
VoiceSelect=GISelect
VoiceMove=GIMove
VoiceAttack=GIAttackCommand
VoiceFeedback=GIFear
VoiceSpecialAttack=GIMove
DieSound=GIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
IFVMode=2
OccupyWeapon=Pistola
Occupier=yes
OccupyPip=PersonBlue
OpportunityFire=yes
ToProtect=yes
CanPassiveAquire=yes
CanRetaliate=yes
AllowedToStartInMultiplayer=no
VehicleThief=yes
Thief=yes
CanDisguise=yes; I appear differently on other people's computers
PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)
ImmuneToRadiation=yes QUICK_EDIT
@wcho035 : I gave a sniper makeup/sniper rifle/c4 and it worked fine, so i dont see why sapper should be any different _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
This might be related to Occupier=yes and VehicleThief=yes, which isn't supported on the same unit in YR. I recently found this and fixed it in Ares. You can check whether it is a problem here when you order a HIJACKER to steal a vehicle, and it is destroyed before the hijacker actually steals it. _________________ QUICK_EDIT
Nikademis Von Hisson-I totally agree, this is perfectly a normal, legit configuration but somehow it is not.
Lin-I have pasted the exception here without the stackdump.
Alexb-thanks for the suggestion, I am going to test the new version without the occupier and see if it make any difference
.
Here is my error report without the stack dump, it is a weird error which does not match any of the error listed in the error reference website
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:836DDC00 was read from.
Access address:836DDC00
Version zzz
Internal Version 1.001
Release Build: 25 by gsmallwoo - 10/30/2001 - 17:31:36
CPU Pentium Pro, MMX Yes, Vendor: GenuineIntel
If it is the Occupier problem, the stack should be random, because the game fails to clear a variable that would still point to the destroyed vehicle. The location where and how this variable is used is depending on many things. This is why you won't find this IE at ModEnc.
I suggest to also test it without any modifications like I described first. Otherwise you can't be sure Occupier= is the culprit. _________________ QUICK_EDIT
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