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Freeze on start
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Morenn
Vehicle Driver


Joined: 15 May 2011

PostPosted: Wed May 28, 2014 7:29 pm    Post subject:  Freeze on start Reply with quote  Mark this post and the followings unread

Mod was working fine, made a few too many changes without testing in between and now the game will load and then freeze with you looking at your MCV/starting units. The mouse still moves but clicking produces an internal error.

Used a program to compare the two rulesmd.ini files. The source works, the target doesn't. Is anybody able to see any reasons I've broken it?
Property General/RepairRate changed:
    SOURCE : .016
    TARGET: .300
Property General/BaseBias changed:
    SOURCE : 2
    TARGET: 5
Property General/BaseDefenseDelay changed:
    SOURCE : .25
    TARGET: .15
Property General/HarvestersPerRefinery changed:
    SOURCE : 3,2,1
    TARGET: 2,1,1
Property General/AIExtraRefineries changed:
    SOURCE : 3,2,0
    TARGET: 2,1,0
Property General/MinimumAIDefensiveTeams changed:
    SOURCE : 6,5,3
    TARGET: 4,3,2
Property General/MaximumAIDefensiveTeams changed:
    SOURCE : 10,8,5
    TARGET: 7,5,4
Property General/DissolveUnfilledTeamDelay changed:
    SOURCE : 10000
    TARGET: 5000
Property General/AIIonCannonConYardValue changed:
    SOURCE : 1,1,100
    TARGET: 50,50,100
Property General/AIIonCannonWarFactoryValue changed:
    SOURCE : 1,1,1
    TARGET: 90,90,50
Property General/AIIonCannonPowerValue changed:
    SOURCE : 100,80,60
    TARGET: 100,100,60
Property General/AIIonCannonTechCenterValue changed:
    SOURCE : 1,1,1
    TARGET: 80,80,50
Property General/AIMinorSuperReadyPercent changed:
    SOURCE : .7
    TARGET: .3
Property General/AlliedBaseDefenseCounts changed:
    SOURCE : 25,20,10
    TARGET: 30,24,15
Property General/SovietBaseDefenseCounts changed:
    SOURCE : 25,22,10
    TARGET: 30,25,15
Property General/ThirdBaseDefenseCounts changed:
    SOURCE : 25,22,10
    TARGET: 30,25,15
Property General/NodRegularPower changed:
    SOURCE : NAPOWR
    TARGET: NAPOWRAI
Property General/GDIPowerPlant changed:
    SOURCE : GAPOWR
    TARGET: GAPOWRAI
Property General/ThirdPowerPlant changed:
    SOURCE : YAPOWR
    TARGET: YAPOWRAI
Property General/AITriggerSuccessWeightDelta changed:
    SOURCE : 20
    TARGET: 50
Property General/AITriggerFailureWeightDelta changed:
    SOURCE : -50
    TARGET: -10
Property General/PrerequisitePower changed:
    SOURCE : NAPOWRAI,GAPOWRAI,NANRCT,YAPOWRAI,NAPOWR,GAPOWR,YAPOWR
    TARGET: NAPOWR,GAPOWR,YAPOWR,NAPOWRAI,GAPOWRAI,NANRCT,YAPOWRAI
Property General/EnemyHouseThreatBonus changed:
    SOURCE : 400
    TARGET: 4.0
Property AI/MaximumBaseDefenseValue changed:
    SOURCE : 60
    TARGET: 100
Property AI/ComputerBaseDefenseResponse changed:
    SOURCE : 5
    TARGET: 10
Property AI/PowerSurplus changed:
    SOURCE : 150
    TARGET: 200
Property AI/BaseSizeAdd changed:
    SOURCE : 15
    TARGET: 10
Property AI/RefineryLimit changed:
    SOURCE : 4
    TARGET: 3
Property AI/AIBaseSpacing changed:
    SOURCE : 2
    TARGET: 3
Property GAPILE/Prerequisite changed:
    SOURCE : POWER,GACNST
    TARGET: GAPOWR,GACNST
Property GAREFN/Prerequisite changed:
    SOURCE : POWER,GACNST
    TARGET: GAPOWR,GACNST
Property GAYARD/Prerequisite changed:
    SOURCE : PROC,POWER,GACNST
    TARGET: PROC,GAPOWR,GACNST
Property ATESLA/Prerequisite changed:
    SOURCE : POWER,RADAR,GACNST
    TARGET: GAPOWR,RADAR,GACNST
Property GTGCANAI/UIName changed:
    SOURCE : Name:GTGCAN
    TARGET: Name:GTGCANAI
Property GTGCANAI/Drainable changed:
    SOURCE : yesv
    TARGET: yes
Property NAHAND/Prerequisite changed:
    SOURCE : POWER,NACNST
    TARGET: NAPOWR,NACNST
Property NAREFN/Prerequisite changed:
    SOURCE : POWER,NACNST
    TARGET: NAPOWR,NACNST
Property NAYARD/Prerequisite changed:
    SOURCE : PROC,POWER,NACNST
    TARGET: PROC,NAPOWR,NACNST
Property YABRCK/Prerequisite changed:
    SOURCE : POWER,YACNST
    TARGET: YAPOWR,YACNST
Property YAREFN/Prerequisite changed:
    SOURCE : POWER,YACNST
    TARGET: YAPOWR,YACNST
Property YAYARD/Prerequisite changed:
    SOURCE : YACNST,POWER,PROC
    TARGET: YACNST,YAPOWR,PROC

---------------------------------------------------------------------

Tried testing the newest AI file with the last known working rulesmd and the game had an internal error on the loading screen. Are there any most likely parts of my AI file that need checked?

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed May 28, 2014 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

You'll achieve more if you post the full except.txt file here, since the error might be caused by anything (like wrong/missing/broken AI building).

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri May 30, 2014 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Property General/NodRegularPower changed:
   SOURCE : NAPOWR
   TARGET: NAPOWRAI
Property General/GDIPowerPlant changed:
   SOURCE : GAPOWR
   TARGET: GAPOWRAI
Property General/ThirdPowerPlant changed:
   SOURCE : YAPOWR
   TARGET: YAPOWRAI

This would be the first change I would revert. I can't get a sense of your full prerequisite system since you haven't posted any other code, but it looks like these -AI] are not listed as a prerequisite to enable any other buildings in the tech tree... so essentially the AI gets stuck being unable to build anything after its power plant. If I recall correctly, if the AI cannot build at least 3 buildings from its AIBuildXX= categories then it will cause a freeze/crash as soon as the AI deploys its MCV and begins basebuilding routines.

Along that train of thought, you replaced many of the stock structures' generic prerequisites with specific ones, which might also be hindering the AI from properly progressing through the tech tree if there are any mistakes in your prereq/tech tree model for your AI. That would be the next batch of changes I would target.

All that being said though, mevitar is right. Posting the except.txt here would get you answers much quicker

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sat May 31, 2014 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Independent from the Except.txt route, you could, of course, just revert to the source and re-do your changes one by one.

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Morenn
Vehicle Driver


Joined: 15 May 2011

PostPosted: Sat May 31, 2014 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the responses! I've attached my except.txt
Worminator was right about the prereqs, changed it back and that problem is now solved, thanks! However with the most recent AI file it still crashes at the loading screen. The only thing that sticks out to me is the order that things are in the lists is not how they are in the file. So its like
1=...
2=...
.....
170=TEAMTYPE1

but TEAMTYPE1 is actually at the top of all the teamtypes occupying the first spot. Does this have an effect or does in not matter?



except.txt
 Description:

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 Filename:  except.txt
 Filesize:  26.05 KB
 Downloaded:  19 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat May 31, 2014 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

A TeamType referenced an unlisted/non-existant TaskForce.

_________________
"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...

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Morenn
Vehicle Driver


Joined: 15 May 2011

PostPosted: Sun Jun 01, 2014 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
A TeamType referenced an unlisted/non-existant TaskForce.

Thank you! I'll go hunt for that.

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