Posted: Wed Mar 24, 2010 8:19 am Post subject:
EIP unhelpful I think?
OK, so game crashes, I check my EIP. And it tells me:
Eip:0073B0C9
The concept known as "Infantry Linking" can result in an IE, occurring when the linked infantry was modified in a subsequent game mode override file or a map and a human player scrolls their battlefield view to a place on the map where an AI-owned War Factory is located. Don't do Infantry Linking.
Accept to my knowledge, I have not done any infantry editing at all yet, on my mod map.
Except.txt included attached.
If you also need to see map code I can provide it, but I only started this map a few hours ago.
It may not be infantry linking per se, but it does exist in the RadioClass. Basically some combination of tags on some unit caused the game to absolutely shit on itself.
Post the map and someone can take a look. It might be glaringly obvious at first glance. QUICK_EDIT
Well, I did a lot of testing after that fateful IE, and I've yet to reproduce the IE.
A lot of code has changed though. I think it may have something to do with some code i was doing on a clone of yuri's YAREFN, which I removed.
In the map I'm leaving the existing "main code" intact. And creating 3 new sides for human players only.
Must of the triggers are made, but the taskforces and so on are currently set to dummy units until new units can be added. And a lot of the ini codes still aren't done, as I'm still working on just getting each new side up.
Map in it's current state is attached.
It's a map involving elements of survival and human-human battle. With players 1, 2, and 3 being on 1 team, and players 4, 5, and 6 on the second team. The AI players, 2 and 5, send waves in back of the players basses.
Update:
Still haven't had error again. I fixed that loose code, though i don't think it will do much.
Unrelated note:
I am getting this random annoying clicking sound. Not sure what is causing it. It doesn't appear to be related with the map though, as it still does it on official maps.
I recently added windows 7, and XP Pro didn't make this clinking noise. And i also have to run in windows98 compatibility mode. Using decade pack.
I didn't see anything offhand but that was only a brief skim through. I did notice you used "IsImmuneToRadiation" on a building. First, that's not the right tag; it's just ImmuneToRadiation. Secondly, buildings are immune to radiation by default and issues occur when you change that. QUICK_EDIT
Got a new IE, I know it was something related to my allies code, I think. My map files haven't changed. I managed to get a screenshot this time since it didn't just exit me out. Last thing I heard for sound was my heliminer's gun firing.
That flak cannon with a gattling cannon base looks nice, while I can't solve your problem, someone should look into making a soviet style blockish base for flak cannons. One more in a soviet style but with dimensions akin to the gattling cannon, as in not the four supports.
As per your problem, you can see if Hyper can make any sense out of it. QUICK_EDIT
The latest one crashes in the RadioClass again. Something somewhere has a screwy combination of tags that the game cannot handle. I'm not 100 percent sure what it is yet, but I'm going to keep looking at the map file.
[EDIT] I'm not done looking yet, but [GDIREF] has NumberOfDocks=2. Refineries are allowed one so set that to 1 and see if it fixes it. [NODDEF1] also has NumberOfDocks=1 where none of your other Bunker defenses have that.
[EDIT2] Everything else checks out but those two things. QUICK_EDIT
Thanks for the tips, and thanks for looking. The GDIREF Dock=2 is set that way as an experiment, since heli-miners take extra time to dock, and it seems to improve by having it set for 2, as this makes heli-miners not wait to unload. But if you really think it could cause a problem, I'll set it back to 1. A NODDEF1 building is not like the soviet bunker, It's like the tank bunker yuri uses. The YURIDEF1 is like the soviet bunker so it does not have a docking unit, its a garrison structure. Sorry if that's confusing.
Also that Flak cannon in my screenshot is not anything new, It's simply a structure made through combining the Image tag for the yuri gattling gun, while using the flak turret. But that's the limit of editing in mod-maps. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
There's a lot of hardcoding with refineries and docking ports. There's only one allowed port in the game engine and even the art code only specifies one. It seems like based on the image, the game crashed when trying to allow the second miner to dock when it couldn't. Hence the RadioClass. QUICK_EDIT
Well thanks a lot, I think you were right about the Refinery. Stuff has been fixed now. I think I got all my building codes done now, and all I gotta do is add each sides infantry and units. I still may tweak some buildings or add some depending on balance issues, but for now I'm pretty sure I got my buildings where I want them.
If anyone wants to try the map they can. And possibly leave some feedback, or ideas for units.
I'm planning for Yuri to be infantry oriented, soviets to be unit based, and allies to be well rounded and have a good base in jumpjets.
I'd create a thread in the new map section, but the map is far from ready to be posted yet. I still need to edit all waves, since I'm planning to use the new units and infantry I add to the sides for the waves. "Though dummy waves are currently present." And of course actually add the build-able units and infantry.
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