Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Dec 26, 2007 8:12 pm Post subject:
WaveClass errors
Subject description: suggestions for minimizing the error...
I am interested to know how many ppl have the WaveClass error when playing TS on a certain type of pc. That's why I made this topic. It's easy: just post in your reply how many times you have the WaveClass error, and your system specs.
It may sound stupid, but I think that a new pc causes the WaveClass error much more then an older pc (that's from my experience)...
I'll start (as an example):
Windows Vista Home Premium 32 bit
GeForce 8600 GT
Intel Dual Core 6600 @ 2.4 GHz
2046 MB RAM
How many times does it gives a WaveClass error:
It varies, atm with every game I play, sometimes I can play some games without the error...
EDIT: changed topic title, so it fits my new question a bit more. Also I minimized my precious question, because what I was thinking was complete nonsense Last edited by Dutchygamer on Sat Dec 29, 2007 1:44 pm; edited 1 time in total QUICK_EDIT
Posted: Wed Dec 26, 2007 8:40 pm Post subject:
Re: WaveClass errors...
Dutchygamer wrote:
I am interested to know how many ppl have the WaveClass error when playing TS on a certain type of pc. That's why I made this topic. It's easy: just post in your reply how many times you have the WaveClass error, and your system specs.
It may sound stupid, but I think that a new pc causes the WaveClass error much more then an older pc (that's from my experience)...
I'll start (as an example):
Windows Vista Home Premium 32 bit
GeForce 8600 GT
Intel Dual Core 6600 @ 2.4 GHz
2046 MB RAM
How many times does it gives a WaveClass error:
It varies, atm with every game I play, sometimes I can play some games without the error...
I've fixed this in TS by simply using railgun particle-system using weapons instead of lasers
and using an entirely new method of damage for the sonic disruptor _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
However I fixed it by lowering the Visual Detail Level if I remeber correctly (not sure)
(It was some time since I modded or played Tiberian Sun nonstop the last time (1-4months ago or more )
I would like this stupid error get fixed by ETS becaus it seems to affect everyone here at PPM who are hardcore modders of Tiberian Sun (If you know what I mean)
My computer specifications when I got the error last time (Ive upgraded my computer since then and have not played TibSun on it):
Motherboard: Abit NF7-S 2.0 (nForce2 Ultra400 chipset)
Processor: AMD AthlonXP 2500+ (overclocked to 2200MHz or less)
Various graphic cards like GeForce4 Ti4600, GeForce6800NU
RAM: 512Mb PC-3200 (DDR400) running in Dual-Channel
Harddrives: Several , Floppy: Who cares , CD/DVD: Benq DW1640 or emulated by Daemon Tools
Operating System: Think it was WindowsME when I got the errors (could be on WidowsXP too)
DirectX version: DirectX 9.0C (both on WindowsME and WindowsXP)
Videocard driver: Detonator 45.23 for GeForce4 Ti4600, Dont remember what driver for GeForce6800NU running under WindowsME (it was Forceware:66.94 or Forceware:81.98 )
Tiberian Sun version: Latest ETS version (I still recieved errors without ETS (TS v2.03 with Firestorm)
I also tried with both with and without CDCrack
I was able to trace this error to the lasers on the nod side (in my personal mod) when I was searching for the cause before all the topic/treads here at PPM about this error. (When I disabled all laser weapons I got no error)
I also got no error after lowering the Detail Level in Tiberian Sun .
TSHyper wrote:
Start a game of TS, build a Sonic tank and fire south, then scroll up. Same can be done with Lasers and so.
I was never able to trace it to the Disruptor (wierd), only affected the lasers for me I believe.
About the thing with firing south and scrolling, I never tested that but I one time got a 006717CB while scrolling and a laser fired but dont know if it was south.
I cant retest it now as my personal Tiberian Sun mod (the one with the crazy visceroids: http://www.ppmsite.com/forum/viewtopic.php?t=12257) is corrupted somehow ever since I upgraded my computer QUICK_EDIT
Your EIP points to a pointer in the Laser code of WaveClass. And i dont think this error will be sorted anytime soon, but the error is fixed in YR. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat Dec 29, 2007 7:37 pm Post subject:
Just make a railgun weapon that does what you want the laser to do, duh. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
My first post here in ages, but yes, you can. It will take some getting used to and messing around though.
I'll quote myself from my recent post on TibWeb:
Quote:
You guys may remember that i used to be working on this mod called TSTW
I however kept getting IE's for a reason i could not explain. Very frustrating and it made me stop working on TSTW even .
However recently TSHyper has explained to me what could be causing these errors. Upon testing this it appeared that he was right. The IE is now perfectly recreatable and can also occur in unmodded Tiberian Sun. It occurs when the following happens:
Code:
1. A weapon using [i]WaveClass[/i] (both standard lasers and sonic beams) is fired in a southward direction. Note: this is not the isometric south, but the 'real world' south, in other words, pointing toward the bottom of your screen;)
2. The player scrolls the camera view vertically until the weapon using waveclass has to be clipped as it is moving offscreen.
3. An IE occurs in WaveClass. For Sonicbeams, you will find the following in except.txt: Eip:006703D4. For Laser weapons, it will be Eip:006717CB.
Possible workaround
Replace lasers by modified railguns. It will take some messing around, and it looks differently, and also comes with it's own bugs.
Here's the Mammoth Mk. II's railgun modified to look like a laser:
[MechRailgun]
AmbientDamage=1
; Better not have any real ambientdamage, or your base defenses will damage your own units and buildings.
Damage=200
; Use damage just like you would for a normal laser
ROF=60
; ROF for railgun is tied to the duration (MaxEC) of the railgun particle. Since railguns will always have some particles that willt ake time to disappear, the actual ROF can never me faster than the MaxEC.
Range=8
Projectile=Invisible
; Can be anything you like, as long as it doesn't have an image.
Speed=100
; Leave the speed at 100
Warhead=RailShot
; Can be anything you like
Report=RAILUSE5
Anim=GUNFIRE
IsRailgun=true
; This is crucial
AttachedParticleSystem=LargeRailgunSys
; This too
[LargeRailgunSys]
HoldsWhat=LargeRailgunPart
BehavesLike=Railgun
SpiralRadius=3
; Decreased from 15 to 3. This makes the particles from the railgun appear in a much thinner line.
ParticlesPerCoord=.03
; Decreased from 0.1 , We don't want so many particles to show up
SpiralDeltaPerCoord=.03
MovementPerturbationCoefficient=.4
; Not sure what this does
PositionPerturbationCoefficient=30
; Not sure what this does
VelocityPerturbationCoefficient=.6
; Not sure what this does
Laser=yes
; The mammoth railgun actually had a laser showing in the middle already, but we need to change it's colour.
LaserColor=255,10,10
; Used to be 25,20,255, this is Red,Green,Blue for laser color. Changed to Red
[LargeRailgunPart]
BehavesLike=Railgun
MaxEC=70
; The speed of the particles disappearing! Very import, this was decreased from 70 to 30 to allow a higher ROF
ColorList=(255,50,50),(200,200,255)
; The colour of the particles. I think the starting colour should be close to the laser's actual colour, which was 255,10,10. After that, it changes to a bluish white.
ColorSpeed=.009
; Unchanged
Velocity=.3
Problems with this workaround
For charging laser weapons such as the obelisk, the charging animation doesn't show up anymore. This means that the obelisk will instantly fire on an enemy objects as soon as this object enters the obelisk's firing range. I'm currently trying to solve this problem.
Tiberian Odyssey dont have the problem it seems, i just played a game with GDI and Nod, and nether the Sonic or Lasers could init a IE, very strange. QUICK_EDIT
I've only ever seen that when I have six-tuple digit money(and this is AFTER I changed the lasers to machine guns(on another note, I never knew it happened with the sonic tank)). Plus, they randomly appear and disappear as I scroll up and down. _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Dec 31, 2007 11:01 am Post subject:
TSHyper, are you sure? Have you tried your own method to create an IE? IF it doesn't crash, are you willing to share your codes, or is that TO property
EDIT: fixed typo, thanks Yuri 07/08... Last edited by Dutchygamer on Mon Dec 31, 2007 6:26 pm; edited 1 time in total QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Dec 31, 2007 6:29 pm Post subject:
You are saying it can be caused by a certain type of resolution? Hmm, that may explain why I'm having this error when I started modding; from when I started, I set the resolution of the game to 1024 x 786.
*goes to test if the game crashes at 800 x 600 and 1152 x 864*
EDIT: I don't believe what I just saw. I have tried creating the error by firing a laser to the bottum of the screen, and moving the screen up while it's firing. Here are the results:
800 x 600: no crashes
1024 x 786: crashes right away
1152 x 864: no crashes
As you can see, it crashes only with 1024 x 786. Is this just me, or does it happen to all of you. I suggest to try it with your game, and post the results.
I haven't tried any smaller or larger then these 3, because the game would be or very large, or very small. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Dec 31, 2007 10:12 pm Post subject:
Yeah, I've just run a test with standard TS in all resolutions, and I got it while running at 1024x768. Not any of the others.
I've had no problems playing at another resolution. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
The crash dependent from DirectX version, Video drivers, Video card.
I know how to fix it, no longer IE will happen, but you can have small graphical issues. But I think this is better in times than random IE _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Jan 01, 2008 10:06 am Post subject:
That's widescreen, it happens with me (and so it seems with others too) in 1024 x 786.
I think we may be up to something...
I can't test atm, I must leave in a half an hour to wish my grandparents a happy new year. But I could take my TS disk with me, because one of my grandparents has a pc...
BTW VK, will that solution be free for everyone, or must you really have ETS for that?
EDIT: I'm at my grandparents' pc atm, and I've tested TSTW (DvD's mod), and it too give a waveclass error at 1024 x 786. The pc I'm on is a very old pc, so that means it ain't a problem of new hardware, as ppl already said... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jan 03, 2008 7:59 pm Post subject:
As said, there goes my theory... I just played normal TS, played as GDI, and I was attacking with Disruptors, and it crashed, at 1152 x 786
I will change the lasers and dizzy wave to railguns for now QUICK_EDIT
Ok I just tested as I got my tiberian Sun mod working again:
Medium Detail level: Zero Internal errors (WaveClass or any other error)(no disruptor test)
High Detail Level: Got preety quickly a WaveClass error (006717CB) when a Obelisk was about to draw/render its laser towards a tank after charging up, It was while I scrolling around looking for errors.
So for those that get this stupid westwood bad coding error (only applies to the laser error) lower your detail level to Medium and see if it helps untill Vk releases the patch (if he does)
I can also confirm that I get the sonicbeam error for the first time in my life and changing detail level does not help for it (I got Eip:006703D4 for it like everyone else)
I think, I will release my patch during this week, so wait
Hey VK
there is 23minutes left untill this week is over here in Sweden, when will the patch be out?
I want a patch that is able to patch ETS as I am using ETS but would also like to see a patch for the non ETS users. And I hope the patch fixes both the Laser and Sonic beam (not only the Laser beam bug) QUICK_EDIT
small delay.
I think it will be compatible with ETS.
possible I will ask private tester at first. to be sure, because I havenot this problem on my computer. _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Jan 15, 2008 10:53 am Post subject:
Oh good, you are still working on it. I would like to test, if I only had a bit more time (I have a test tomorrow, and i must do an assignment the day after that )... QUICK_EDIT
Hey, those little red lines happen to me also. But whenever I get them I just push the options button and they go away.
About wave class errors.... I have never had one. Plus I have been through 3 different computers in the past 3 years. While playing TS I never got a wave class error. _________________ Please, read the signature rules of the forum. QUICK_EDIT
sorry if i bump this old topic...i noticed clipping errors with both, the gdi and nod menu's long ago, i'm sure they're not related to lasers or sonic beams but could the "sidebars" probably be a problem or even cause the wave class error? because in YR and RA 2 the sidebars and top /lower bars are completely fixed and static, unlike TS one's clipping here and there a bit. _________________ Hydraw Art on Facebook QUICK_EDIT
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