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Game crash when playing against the soviets
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Ousagi
Flamethrower


Joined: 02 Nov 2022

PostPosted: Yesterday, at 11:44 am    Post subject:  Game crash when playing against the soviets Reply with quote  Mark this post and the followings unread

My game keeps crashing when I play against soviets. When playing against allies there is no crash.

The craft either happens early, midgame, or very late in the game, and it's the same crash in the except file.
I check the units for Russia, but in all of the other soviet countries it still crash.

I checked the units, replaced the AIMD.ini with the original version, and tested it on other maps.
For the soviets, it crashes. For the allies, no crashes. Even very late in the game.



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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Yesterday, at 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you upload your .ini files? You can also send them to me privately.

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Ousagi
Flamethrower


Joined: 02 Nov 2022

PostPosted: Yesterday, at 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

My .ini files? Those things aren't organized. There also 4 rulesmd.ini files: rulesmd, rules_vehicles, rules,_buildings, and new_vehicles.
They are not cleaned and have duplicates and separated version. As in there is an [HTNK] on all 4 rulesmd.ini + [RHNTNK],
which would be the same thing. And this is the same for all vehicles: Allies, Soviets, Yuri, except the new tanks.

What exactly would you want to check? Because I don't think that those would be something you'd want to sift through.
Plus it's gonna be hard to use the units and buildings since they require the .shps and .vxls.

For more context on the issue, the Allied bases looks disorganized, they can use the old and new buildings. They were also untouched in the aimd.ini.
But there is no crash for them at all. Compare that to Russia, and technically the other Soviet countries, which had the buildings and units properly made exclusive and
unusable for other countries and were "cleaned up", but still not as thoroughly.

The Allied base looks like a bunch of mashed up buildings that had no relations to each other or is suppose to be exclusive to one another,
but they are all there, built in one Allied base. The Soviet one is cleaned up, no other buildings from other factions and countries,
just what they are suppose to build, even on the aimd.ini side. At least Russia,and also some Iraq stuff as well.

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Yesterday, at 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are quite a few mistakes one can make, for example regarding capitalization.

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Ousagi
Flamethrower


Joined: 02 Nov 2022

PostPosted: Yesterday, at 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

After testing your theory about capitalization, I think I just found the issue.
Changing E2 to e2 makes it so that the Conscript couldn't be used.
Testing the skirmish, making 2 Russian AI fight each to speed up the likelihood for the crash to happen,
suddenly the crash is gone.

Tested it 3 times, without E2 and, 3 more times with E2. And EVERY. SINGLE. TIME. The crash always happens with E2.
My theory is that it's most likely have some sort of issue with bunker and stuff.

You might've just helped me solved my problem.  Very Happy

I'll try and update if the issue still persist but it looks like I've pinned down the actual cause,
thanks to you!

Can't believe the cause was the E2, since it could still be created from the barracks,
and I could see it going to the other base and attack and even enter the 3 bunkers initially at the start of the game.

Again, thank you, wow4ik81! Very Happy I'll try to update this to [SOLVED] days later if the crash truly is resolved.

Also, if you know anything about AI Triggers, you could possibly help me from my other post.
This issue was for skirmish which uses the global AI triggers. The other post is about local AI triggers.
E1 Elite was able to give me a map that works. But I wanted to know how to create it from scratch.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Yesterday, at 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remember the AI ignores prerequisite, the only way to restrict which buildings a country has is via Owner=...

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

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Yesterday, at 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I'll find more problems if you let me, let me try I'm very curious.

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Ousagi
Flamethrower


Joined: 02 Nov 2022

PostPosted: Yesterday, at 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Remember the AI ignores prerequisite, the only way to restrict which buildings a country has is via Owner=...

It's being restricted with either FactoryOwners or just TechLevel=-1. In the cleanup, I'll check through them one by one.
Since I'm practicing, I wasn't bothering on keeping some type of organization since I'm probably going to reorganize again if I learn something new.
wow4ik81 wrote:
I think I'll find more problems if you let me, let me try I'm very curious.

You'll find a ton of copy/paste, the [ArmorTypes] just squished in between two VehicleTypes,
and extra codes from testing and other old unused units that would probably be removed after cleanup.

You might report stuff that I'm either no longer using or something else I already knew about.
This one was critical for testing. The AI crashing the game. I couldn't test the game further
if it randomly crashes everytime.

I'll post another issue if it is as critical as this one. But as for issues in the codes...
As long as it doesn't crash the game, I can still experiment on.

Also an update with E2, I can use them now. Or at least the AI could. With Occupier=no, the crash no longer happens.
Pretty sure it's in one of the battle bunkers. Because E1 can garrison civ buildings just fine.

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Ousagi
Flamethrower


Joined: 02 Nov 2022

PostPosted: Yesterday, at 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Found the issue! But it's weird. For some reason the newer version of Phobos messes the OccupantAnim?

I downloaded a more stable version and even removing OccupantAnim from that, doesn't actually crash the game.

Also replacing OccupantAnim= with Anim= or just adding Anim= fixes the issue for the newer version.
This could be testable by downloading the nightly build of Phobos right now.
This will also crash your game if you put your Conscript in ANY garrisonable buildings.
Due to the fact that it doesn't have Anim= on it. Nightly build REQUIRES Anim=, as OccupantAnim= isn't working?

Which again is weird because OccupantAnim= isn't even required, like you could remove this
and there won't be any crash, in stable Phobos or probably in the vanilla as well.

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