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 24, 2024 5:38 pm
All times are UTC + 0
The Save Game Bug
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [14 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sat Sep 22, 2012 2:08 am    Post subject:  The Save Game Bug
Subject description: How to fix it?
Reply with quote  Mark this post and the followings unread

For some reason I am unable to load my savegames, they crash the game. I can play for hours and do anything that I want even save, but when I load, I get a "tiberian sun has encountered a internal error" and it crashes.

I heard this is called the dreaded "Save Game Bug," can anyone elaborate on how to fix it? Do I need some bug spray or a really big mallet?

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Sep 22, 2012 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Tried quickly looking for the post that had instructions how to fix this but couldn't find it. Maybe it should be in the tutorials forum? Anyway in short: Move all the animations from firestrm.ini to rules.ini. Place them after the TS animations and before your mod's animations.

Code:


; TS anims

...
...
707=INVISO

; FS anims

708=WEBGUY
709=WEB
710=K_LIGHT1
711=K_LIGHT2
712=MWAR_1
713=MWAR_2
714=MWAR_A
715=MWAR_B
716=MWAR_C
717=MWAR_D
718=MWARMK
719=DLIMP_A
720=DJUGG
721=DJUGG_A
722=DJUGGMK
723=MSTLMK
724=MSTL_A
725=DEFDMK
726=CORE_A
727=CORE_AD
728=CORE_B
729=CORE_BD
730=CORE_C
731=CORE_CD
732=OBL1_A
733=OBL1_AD
734=OBL1_B
735=OBL1_BD
736=OBL1_C
737=OBL1_CD
738=OBL2_A
739=OBL2_AD
740=OBL2_B
741=OBL2_BD
742=OBL2_C
743=OBL2_CD
744=DEFD_EXP
745=MEMPFX

; Mod anims

746=YOUR_ANIM
...
...

_________________

Back to top
View user's profile Send private message
TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sat Sep 22, 2012 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 22, 2012 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Start your mod, based on UMP, as this fixes already the animations list problem, by moving all FS stuff to TS (firestrm.ini and artfs.ini are this way not used anymore and can't cause trouble again)

Other than that, there can be several coding issues causing a save game bug. So you should check your inis for mistakes like Infantry with missing art (an infantry without a sequence will cause SGBs as well).

Or upload your inis, so we can check them. Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sat Sep 22, 2012 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a log where you can find the exact point that the game crashes to determine the line in rules.ini that causes this?

Because ill upload my rules.ini but that would take hours to go through and I aint no coding expert, it's probably is a mess...

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

Back to top
View user's profile Send private message
^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Sep 22, 2012 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aydra wrote:
Is there a log where you can find the exact point that the game crashes to determine the line in rules.ini that causes this?

Not really. If you're using Hyperpatch it might (might; I'm not sure if it's included in the public build) have a feature that writes a debug log, but even then, not everything the game does is logged so even at its best it'd just give you some info with which you could try to make a more accurate guess of the problem's cause.

_________________
CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered


Back to top
View user's profile Send private message ModDB Profile ID Facebook Profile URL
Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Sep 23, 2012 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Aydra wrote:
Is there a log where you can find the exact point that the game crashes to determine the line in rules.ini that causes this?

Because ill upload my rules.ini but that would take hours to go through and I aint no coding expert, it's probably is a mess...


there is 2 ways to find error quite quick.

1. use Dcoders ini checker (its very fast at finding problems but not animations yo can use it to find which one is having the animation firing before the error)

2 isolate the error. just disable units and infantry untill no error happens. then enable slowly and go through all the code's animations, weapons, projectiles and warheads)

_________________
Link to a document to see what mods i have and/or working on or working with
Click

Back to top
View user's profile Send private message Yahoo Messenger Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 23, 2012 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

3. upload the inis and let us (me) have a look at them.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun Sep 23, 2012 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

removed post

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

Last edited by Aydra on Sun Sep 23, 2012 10:27 pm; edited 2 times in total

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 23, 2012 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

who wrote that ini?
___
[Sniper] doesn't only has unit but also weapon keys.

no wonder it doesn't works if UMAGON uses Weapon=Sniper and you also create an infantry with the ID [Sniper]
___
pretty bad is also using [unitname] and the Image=UNITNAME
forget using constantly the Image key and keep the IDs consistent in the first place
___
having a list with
Code:
[Section]
Key
Key

;comment for next section
Key
Key
[NextSection]
is bad too. Bad to read, bad to check, bad to fix and since TS isn't using the windows user32 function GetPrivateProfileString but something written by WW, it's not entirely sure if such a bad coding doesn't causes other issues.
This makes me believe that not you wrote the ini, but some crappy tool, which obviously inserts errors in the inis without your knowledge.
___
You have an Infantry without a sequence.
PlasmaLegion has no art.ini section
!!! this is definitely one reason for your SGB
__
as said many times before, using space in an ID is bad
[Mutant Warrior] is definitely a bad way to code a unit and surely another reason for SGBs or other unstable functionality

there are surely more bugs, but i stop searching here, because i think it's better you start from scratch again and write this time the inis yourself and not with a bad working tool.

It's also a complete hell to check this ini, since it's so messed up with units, weapons, projectiles etc mixed up and not that well ordered like the original ini. So when you start again, keep the inis well ordered.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun Sep 23, 2012 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well here's the thing, this mod is my first. I've not modded TS or RA2 before so I am learning as I go. I knew that it was messy and one day it was gonna blow up in my face and It just did. When I started I knew next to nothing about ini editing, so I have been building upon that poorly done work from the beginning. I know what I have to do, remake it all from scratch. I also started before I knew about UMP so that also is a problem Confused . Thanks Lin Kuei Ominae for checking Cool

Quote:
there are surely more bugs, but I stop searching here, because I think it's better you start from scratch again and write this time the inis yourself and not with a bad working tool.


It sucks but thats what i've decided to do, start from scratch. I am going to set up a good naming system and organize into sections. As you can tell I am more on the visual end of modding and not on the programming, guess it's time to change.

If anyone can give me some tips on how you organize your rules/art files I want to avoid this happening again.

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 23, 2012 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

The original inis give you already good way to organize them. Units to units, buildings to buildings, weapons to weapons etc.
Only in art.ini i would suggest keeping the building and it's corresponding animations together and not like WW, which used an area for the buildings and another for the animations.

Other than that, the inis are very easy editable and if you use a good text editor like ultraedit or notepad++, it's simple to always keep an overview (good search function, code highlighting, good undo/redo functions etc).

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun Sep 23, 2012 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

One problem I have when dealing with text editors is eye strain. Is there a text editor that I am able to change the backdrop color from white to a less bright color? I know I could just turn the monitor brightness down but I'd like a alternative means to doing so.

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 24, 2012 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

notepad++
->settings->Style Configurator->choose what you want or create a new style



notepad++.png
 Description:
 Filesize:  59.1 KB
 Viewed:  2634 Time(s)

notepad++.png



_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [14 Posts] 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: 0.1737s ][ Queries: 14 (0.0119s) ][ Debug on ]