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anyone could help plz, strange EIP randomly occured
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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sat Mar 26, 2022 5:00 am    Post subject:  anyone could help plz, strange EIP randomly occured Reply with quote  Mark this post and the followings unread

PS:im only using vallina system not Ares or NP else ((((

005AFB8B...  im not sure if its a partical system error cuz there are already some error titles around the first letters "005A" on the EIP list

but plz , anyone could tell how it was happened.. it was driving me mad through monthes..

when i picked up the crates the game IE, and its randomly  and rarely happened .....


Details:
Eip:005AFB8B Esp:0019CB94 Ebp:00000004
Eax:AFCB9430 Ebx:AFCB9470 Ecx:0019CBC8
Edx:0019CC88 Esi:AFCB9470 Edi:00887420
EFlags:00210212
CS:0023  SS:002b  DS:002b  ES:002b  FS:0053  GS:002b

Bytes at CS:EIP (005AFB8B)  : D8 4E 08 D9 42 04 D8 4E 04 8B C1 DE C1 D9 02 D8 0E DE C1 D8 42 0C D9 5C 24 04 D9 42 10 D8 0E D9

and also there is a another EIP of 4C0CCF ...... cant figure out

the INIs are without any mistakes...



rulesmd.ini
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 Filename:  rulesmd.ini
 Filesize:  1005.89 KB
 Downloaded:  3 Time(s)


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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sat Mar 26, 2022 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

plz anyone could provide help iwill be grateful

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 26, 2022 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

What does AICHECK say?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 26, 2022 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

What does AICHECK say?

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sat Mar 26, 2022 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
What does AICHECK say?


its normal, nothing mistakes

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sat Mar 26, 2022 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
What does AICHECK say?

bro this is the log ,cant find somthing serious



check.log
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 Filename:  check.log
 Filesize:  36.31 KB
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 26, 2022 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.

A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.

[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4

That's telling you to put an entry for SMOKEY4 in your [Animations] list.

[CHAMISL] -> Rotates specified but object is voxel

That's telling you to remove Rotates=yes from the object's art code.

[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND

Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.

[IONTKProjectile] -> PROJECTILE missing ART data: None

Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.

[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire

Why are you specifying weapons you haven't made? Or did you spell/case it wrong?

[BURN15] -> SMUDGE missing ART data

To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.

[Shock] -> WARHEAD data exists but is undeclared

I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.

[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks

This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.

[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment

Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.

[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E

What's goin on here? Same as above I don't know what could happen if used.

[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30

That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 26, 2022 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.

A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.

[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4

That's telling you to put an entry for SMOKEY4 in your [Animations] list.

[CHAMISL] -> Rotates specified but object is voxel

That's telling you to remove Rotates=yes from the object's art code.

[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND

Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.

[IONTKProjectile] -> PROJECTILE missing ART data: None

Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.

[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire

Why are you specifying weapons you haven't made? Or did you spell/case it wrong?

[BURN15] -> SMUDGE missing ART data

To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.

[Shock] -> WARHEAD data exists but is undeclared

I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.

[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks

This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.

[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment

Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.

[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E

What's goin on here? Same as above I don't know what could happen if used.

[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30

That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sun Mar 27, 2022 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.

A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.

[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4

That's telling you to put an entry for SMOKEY4 in your [Animations] list.

[CHAMISL] -> Rotates specified but object is voxel

That's telling you to remove Rotates=yes from the object's art code.

[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND

Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.

[IONTKProjectile] -> PROJECTILE missing ART data: None

Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.

[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire

Why are you specifying weapons you haven't made? Or did you spell/case it wrong?

[BURN15] -> SMUDGE missing ART data

To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.

[Shock] -> WARHEAD data exists but is undeclared

I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.

[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks

This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.

[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment

Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.

[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E

What's goin on here? Same as above I don't know what could happen if used.

[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30

That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end.


bro thanks for that , but i had fixed the rotate one, the warhead or others are already exsited and being declared, so did the infantry, i just move them to the bottom so the scripts cant find it out and shows errors.

and weapons they are all exsited and being used.. i couldnt know how is "not valid" means

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sun Mar 27, 2022 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.

A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.

[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4

That's telling you to put an entry for SMOKEY4 in your [Animations] list.

[CHAMISL] -> Rotates specified but object is voxel

That's telling you to remove Rotates=yes from the object's art code.

[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND

Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.

[IONTKProjectile] -> PROJECTILE missing ART data: None

Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.

[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire

Why are you specifying weapons you haven't made? Or did you spell/case it wrong?

[BURN15] -> SMUDGE missing ART data

To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.

[Shock] -> WARHEAD data exists but is undeclared

I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.

[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks

This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.

[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment

Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.

[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E

What's goin on here? Same as above I don't know what could happen if used.

[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30

That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end.


TAAGattling2E is just a vallina weapon... i dont know why

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sun Mar 27, 2022 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

many errors its just original Ra2 or yuri`s fault.. not mine ... and i think the script shows errors becuz i put the code in the bottom of the ini so it cant locate the excatly position

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Mar 27, 2022 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The errors it's showing you are not location related. The key to understand here is that most objects have to have an entry in the declaration/definition list such as [Animations] or [VehicleTypes] and have their own section with code in it, but not all types have to.

If you see something that says "NOT a valid xxxx" that is telling you the code block for that item is missing key tags that are required to make it functional. In a case like a weapon, it must have a projectile and a warhead, without those nothing else in it matters, it will not work, or it will crash.

You are right in that a lot of the faults it finds are with the vanilla inis, but this doesn't mean they can't be fixed, at least the majority of them can and should be. I might even recommend deleting unused objects, just so they don't clutter your inis, but there can be good comments or examples you might wish to refer to.

You can of course use the AICLEAN script to reorganize rules/art/ai inis to be both topically consistent, as well as remove blank declarations, re-index the lists and so on. I know several modders use AICLEAN regularly to keep things neat, but I only use it prior to packaging public releases. Give it a try after you've fixed some of the easy stuff...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Mar 27, 2022 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try removing any new voxels that you added and testing

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sun Mar 27, 2022 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
The errors it's showing you are not location related. The key to understand here is that most objects have to have an entry in the declaration/definition list such as [Animations] or [VehicleTypes] and have their own section with code in it, but not all types have to.

If you see something that says "NOT a valid xxxx" that is telling you the code block for that item is missing key tags that are required to make it functional. In a case like a weapon, it must have a projectile and a warhead, without those nothing else in it matters, it will not work, or it will crash.

You are right in that a lot of the faults it finds are with the vanilla inis, but this doesn't mean they can't be fixed, at least the majority of them can and should be. I might even recommend deleting unused objects, just so they don't clutter your inis, but there can be good comments or examples you might wish to refer to.

You can of course use the AICLEAN script to reorganize rules/art/ai inis to be both topically consistent, as well as remove blank declarations, re-index the lists and so on. I know several modders use AICLEAN regularly to keep things neat, but I only use it prior to packaging public releases. Give it a try after you've fixed some of the easy stuff...


i know your meaning, but my key tags are all already here but the scripts doesnt recognize

bro 4C0CCF i had found that its the routeline issue. when i deleted the Rotation=yes it comes normal,

but the  005AFB8B is still dam crazy

Last edited by Lophier on Mon Mar 28, 2022 5:01 am; edited 1 time in total

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Sun Mar 27, 2022 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Try removing any new voxels that you added and testing


i tried, when i tested it all became normal.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Mar 27, 2022 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah it most likely a corrupted voxel or wrong references in art ini file.

Also FYI if you are uploading the internal error, you should upload the full except.txt file to help with debugging.

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Mon Mar 28, 2022 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Yeah it most likely a corrupted voxel or wrong references in art ini file.

Also FYI if you are uploading the internal error, you should upload the full except.txt file to help with debugging.


soly bro here is it



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  27.24 KB
 Downloaded:  2 Time(s)


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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Mon Mar 28, 2022 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

i feel it was mostly like a system limited, such the random crate unites cannt override to xxx numbers

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Lophier
Vehicle Driver


Joined: 26 Mar 2022
Location: The Empire of Cathay

PostPosted: Mon Mar 28, 2022 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Yeah it most likely a corrupted voxel or wrong references in art ini file.

Also FYI if you are uploading the internal error, you should upload the full except.txt file to help with debugging.


bro, i found it, its the Predator Tank Vxl?it has several shadow indexs  maybe this caused the crashing

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