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Flag Crash
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 06, 2009 10:04 pm    Post subject:  Flag Crash Reply with quote  Mark this post and the followings unread

why does my game crash during loading when I put these into my rules and art?

Rules:

311=CANVFGL ;Building

972=CANVFGL_A ;Animation

;NV Flag Left
[CANVFGL]
UIName=NV FLAG
Name=RA2 NV Flag Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

Art:

[CANVFGL]
Normalized=yes
Remapable=no
Foundation=1x1
Height=8
NewTheater=no
ActiveAnim=CANVFGL_A
ActiveAnimZAdjust=-100
DemandLoad=true
OccupyHeight=2

[CANVFGL_A]
Image=CANVFGL_A
Layer=ground
NewTheater=yes
loopEnd=15
LoopCount=-1
Rate=250
DemandLoad=true
Shadow=yes

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Aug 06, 2009 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Except file perhaps?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 06, 2009 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

except....



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  26.4 KB
 Downloaded:  59 Time(s)


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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Aug 06, 2009 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange... since it's RA2 you're using, I don't know how accurate I can be... but the best I can discern is a bad ZAdjust value...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 07, 2009 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

So a bad Zadjust value will crash the game during loading? Dosent seem logical, not saying that it isnt, just dont seem that it would rather it would just make the image look wacked out. But if it does how do you determine what the Zadjust should be? Let me guess, more trial and error crap right?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Aug 07, 2009 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

ZAdjust should be positive.

About when does it crash?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 07, 2009 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

.



load crash.PNG
 Description:
 Filesize:  2.13 KB
 Viewed:  1686 Time(s)

load crash.PNG



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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Aug 07, 2009 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Well... I did come up in a cell iterating function and that part of the loading is around Theater_Init() so it may be your map...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 07, 2009 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm baffled over this one, I renamed them to nvflag and nvflag_a and wouldnt ya know it, they work just fine now. The game must not of liked the names canvfgl and canvfgl_a. It's wierd cause thats the category all the other flags are listed as, like causfgl, cafrfgl, and so forth. Maybe they are hard coded not to accept new flags under those headings, heck I dont know

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 07, 2009 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

CA is a prefix as said already in your topic here Exclamation

let me quote myself from the Help: Internal Errors topic
Lin Kuei Ominae wrote:
DemandLoad is used when buildings are placed in isotemp.mix or isosnow.mix. Since you don't changed those original files and placed it in a normal ecacheXX.mix, you don't need this key.

DemanLoad is afaik something like a path declaration for the engine so it knows where to look for the building SHPs and if you placed them in ecacheXX.mix it can't find them or has trouble finding them.


These 2 facts combined, forced the engine to search for an art which simply doesn't exist. Thus it throw an IE.
I would suggest never using DemandLoad and add it only when it's really necessary (like graphics aren't shown).

And stop using the prefixes when you don't have theater specific versions!

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 07, 2009 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

so answer this then, hows come it couldnt find it when I did make a file called canvfgl and put it in isosnow, cunvfgl and put it in isourb, and ctnvfgl and put it in isotemp. same thing with the idle anim's too. If the main file was called canvfgl and a file existed in isosnow it should have found it right?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Aug 07, 2009 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW I wouldnt use CT, only CG because then it will be used for all theatres, not just temperate (such as Urban etc).

Oh and "LoopEnd" on CANVFGL_A doesn't start with a capital letter.

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