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IE Ares help please.
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Feb 01, 2011 1:31 am    Post subject:  IE Ares help please.
Subject description: Help please, thank you.
Reply with quote  Mark this post and the followings unread

Okay, so I've been modding ares 0.1 p1, I use ares standalone no launchbase. I got 1 distinct EIP while playing my mod and others I can't explain, that I think might just be scrambled eip mash, I have no frigging clue whats causing them, neither does ares. "Download below."

I've gotten the Ie's both playing online and on skirmish.They seem to happen at random after a random time has passed in the game.

I also sometimes get recon errors despite having no firewall and a correctly forwarded router, and it even happens in LAN games through my router.

Another odd thing is you can quit in skirmish fine, but if you quit on an online game the game will crash, also if you become an observer and all players quit or leave game, the online game will also crash then for both players..... Thus you never can even get to the score screen. Any form of quitting results in a semi random eip. Also their are too unique crashes, one will crash and ask if I want to create a log file, the other seems to do that but keeps crashing and generates like 15 except.txt's until Windows terminates the process.

If except.txt aren't enough I can try and use ares logging to get crash dmp files as well, but for now I just have the except.txt's posted below.

Also I will post my art and rules file if needed as well. Just let me know.

Thanks, again for any help I receive.

Here's a link for Except and crash files for a Skirmish game where EIP: FEEEFEEE went off.

I'll post Except and crashdump files for the other eip error as soon as they finish uploading.

Update edit:
Here's the link for Except and crash files for the random IE associated with quitting online games.



except.20110129-221816.txt
 Description:
EIP: FEEEFEEE

Most common EIP, happens after random time has gone by.

Download
 Filename:  except.20110129-221816.txt
 Filesize:  5.28 KB
 Downloaded:  101 Time(s)


except.20110129-220414.txt
 Description:
EIP: 006B7718

I think this is random IE associated with quitting online games...?

Download
 Filename:  except.20110129-220414.txt
 Filesize:  5.28 KB
 Downloaded:  81 Time(s)


except.20110129-113947.txt
 Description:
EIP: 007CFDD0

I think this is random IE associated with quitting online games...?

Download
 Filename:  except.20110129-113947.txt
 Filesize:  5.28 KB
 Downloaded:  85 Time(s)


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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Feb 01, 2011 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

The first two excepts are related to spawner units like Destroyers or Aircraft Carriers.

For the second one, the spawning unit is not aware the first spawned unit is already deleted from memory (the other spawns might be also, it just crashed trying to update the first one).

The first one is almost the same, but the spawn is in a different state, causing a crash in a slightly different position. (This one's first stack value points to the same function as the second one.)

About the third one: No idea at all. Game tries to reserve some memory for something related to Winsock; networking stuff.

(Didn't take a look at the crash dumps yet.)

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 02, 2011 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
The first two excepts are related to spawner units like Destroyers or Aircraft Carriers.

For the second one, the spawning unit is not aware the first spawned unit is already deleted from memory (the other spawns might be also, it just crashed trying to update the first one).


My mod uses spawned aircraft defenses for comps, they've been there since before the error started happening, I just tried removing them from the picture"made them unbuildable", but crash still happened on skirmish.

I'm guessing they were just mashed in ie? But then again I can't read except.txt's....

Anyways I'm posting up my rules file, art file, and another crash dump file, except.txt, and debug file from another skirmish game I had it seemed to occur about 15 game minutes into game.

Edit* added attached rules and art for easier downloading.



rulesmd.ini
 Description:
Easier to grab Rules File.

Slightly changed since error.

Download
 Filename:  rulesmd.ini
 Filesize:  997.49 KB
 Downloaded:  82 Time(s)


artmd.ini
 Description:
Easier to grab Art File.

Download
 Filename:  artmd.ini
 Filesize:  351.19 KB
 Downloaded:  83 Time(s)


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Last edited by EricAnimeFreak on Wed Feb 02, 2011 8:03 am; edited 1 time in total

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 02, 2011 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

hmmm, after checking 2 debug logs, I've seen this twice for the EIP: 006B7718

Weapons factory bib clear - kicking out unit
Release_Mouse()
Exception handler fired!

Weapons factory bib clear - kicking out unit
Weapons factory bib clear - kicking out unit
Weapons factory bib clear - kicking out unit
Weapons factory bib clear - kicking out unit
Release_Mouse()
Exception handler fired!

I'm guessing it has something to do with war factory, I'm thinking a unit it doesn't like, the fact its a cloned war factory, or something along those lines. I actually have a theory I'm gonna go test. I started to notice this because on a map with no base space, the IE didn't happen. Which meant it was AI's error fault, and its probably from a higher tech it didn't get to build, so my theory was that it was something the advanced tech was causing error. So i disabled the ADV tech and it still error-ed, and noticed the debug file pointing me in the face.

So my new theory is the clone war factories are causing the problem. Gonna go test it tho.

Edit*
Went and tested it, ai still caused error, although it took longer. Clone factories were set to be unbuildable, debug doesn't seem helpful either...
EIP: 006B7718 Still eludes me..... although I could have sworn EIP: FEEEFEEE.... was the eip causing the random crash during gameplay.... Damn now I'm not sure about any of these errors, anymore, they all seem linked and garbled....

Thanks alexb for looking into this for me, without you and the modding community's help I don't know if i could solve this issue.

Looking forward to whatver you can deduce.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Feb 02, 2011 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

The debug doesn't always relate to what crashed the game so take that with a huge grain of salt.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Feb 04, 2011 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay I keep testing in order to try and narrow down whats causing it.

Things I know about the IE: it happens later into the game, it is generated by a ai computer, it happens with all my sides, it happens if I make my tech centers unbuildable, in one game IE didn't occur when ai lacked base space but this may have just delayed the ie from happening or could have been a game fluke.

This IE is still making me angry and I'm still trying to figure it out, continued thanks for those helping me try and find an answer.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Feb 04, 2011 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I fixed the error!!!!

It took an entire week of testing, but I figured it out. My aimd file was accidentally replaced with an earlier version which was missing key things which led to IE, I ended up remaking my entire aimd file and it no longer errors in game, have not yet tested online to see if the other online error is still occurring. But hopefully everything will be solid now!

Thanks a bunch people, and will update you whether or not online error still happens when i test it.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Fri Feb 04, 2011 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I was just about to come hit you up on MSN, glad you fixed it.

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Feb 04, 2011 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the online error is still present, but the other bug seems to be fixed.

Quitting an online game still causes an error.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Mar 04, 2011 6:00 am    Post subject: 007CFDD0 Reply with quote  Mark this post and the followings unread

Have you made any new terrain tiles? Because i get the 007CFDD0 error when something isn't correct with my tiles I created.


I got this error with Vanilla Yuri, Rock Patch, NPatch and now Ares. So I think it would be safe to say its not a game/patch issue but something you added, just like I did.

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Fri Mar 04, 2011 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

EIP:007CFDD0

A piece of memory that allocated by malloc() was freed twice, then an IE with this EIP would occur when the second free() was called.

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Nikademis Von Hisson
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PostPosted: Fri Mar 04, 2011 7:09 am    Post subject: 007CFDD0 Reply with quote  Mark this post and the followings unread

ok, what would cause this? Can you be a little more specific?

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EricAnimeFreak
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Location: USA New England

PostPosted: Fri Mar 04, 2011 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

As for my errors, I do beleive I've fixed them all except for 2.

I was, and still am using terrain Expansion as well as a TS ore replacement pack.

I once and a great while will get an odd crash, but I haven't gotten 1 in a while. I attribute these to very rare random crashes, I have a theory its related to new ARES prism logic tho.

As for the EIP that gives me the most continued repeatable IE's is the 0074911D EIP. A lot in my mod has changed since this thread was created, but the online bug still exists. Quitting, losing, or winning an online game gives me a 0074911D EIP every time, but not in skirmish mode.

Note my theory on online crashing is related possibly to my country/side list orders, but that's a guess. Original Campaign also doesn't seem to work on my mod as well, which I'm pretty sure has to do with my new sides not being recognized because of my lists being funnily ordered. As a result the base nodes don't seem to work on campaign.... But hopefully I can fix this when ares fixes the 16 country taunt limit.

My Country Side List as of right now:
Code:

[Countries]
0=AIALLIEDCountry

1=AISOVIETCountry

2=AIYURICountry

3=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
4=Alliance
5=French
6=Germans
7=British

8=Africans
9=Arabs
10=Confederation
11=Russians

12=Neutral

13=China

14=YuriCountry

15=AIALLIEDCountry2
16=AIALLIEDCountry3
17=AIALLIEDCountry4
18=AIALLIEDCountry5
19=AISOVIETCountry2
20=AISOVIETCountry3
21=AISOVIETCountry4

22=Special

23=GDI
24=Nod

; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
AIALLIED=AIALLIEDCountry,AIALLIEDCountry2,AIALLIEDCountry3,AIALLIEDCountry4,AIALLIEDCountry5;      ;AIBasePlanningSide=0 ;
AISOVIET=AISOVIETCountry,AISOVIETCountry2,AISOVIETCountry3,AISOVIETCountry4;      ;AIBasePlanningSide=1 ;
AIYURI=AIYURICountry;      ;AIBasePlanningSide=2 ;

GDI=British,French,Germans,Americans,Alliance;      ;AIBasePlanningSide=3 ;
Nod=Russians,Africans,Confederation,Arabs,China;      ;AIBasePlanningSide=4 ;

Civilian=Neutral;      ;AIBasePlanningSide=5 ;

NAZISide=YuriCountry;      ;AIBasePlanningSide=6 ;

Mutant=Special



What I'll probably fix it to when ares fixes 16 country bug.
Code:


[Countries]
0=Americans
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians
9=China

10=YuriCountry

11=GDI

12=Neutral

13=Nod

14=AIALLIEDCountry
15=AIALLIEDCountry2
16=AIALLIEDCountry3
17=AIALLIEDCountry4
18=AIALLIEDCountry5

19=AISOVIETCountry
20=AISOVIETCountry2
21=AISOVIETCountry3
22=AISOVIETCountry4

23=AIYURICountry

24=Special

; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
GDI=British,French,Germans,Americans,Alliance;      ;AIBasePlanningSide=0
Nod=Russians,Africans,Confederation,Arabs,China;      ;AIBasePlanningSide=1
NAZISide=YuriCountry;      ;AIBasePlanningSide=2

Civilian=Neutral;      ;AIBasePlanningSide=3

AIALLIED=AIALLIEDCountry,AIALLIEDCountry2,AIALLIEDCountry3,AIALLIEDCountry4,AIALLIEDCountry5;      ;AIBasePlanningSide=4 ;
AISOVIET=AISOVIETCountry,AISOVIETCountry2,AISOVIETCountry3,AISOVIETCountry4;      ;AIBasePlanningSide=5 ;
AIYURI=AIYURICountry;      ;AIBasePlanningSide=6 ;

Mutant=Special

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Fri Mar 04, 2011 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Nikademis Von Hisson:

God knows.

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Nikademis Von Hisson
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PostPosted: Fri Mar 04, 2011 11:38 pm    Post subject: 007CFDD0 Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
@Nikademis Von Hisson:

God knows.


So all you can tell us is that if you get : EIP:007CFDD0

It means "A piece of memory that allocated by malloc() was freed twice, then an IE with this EIP would occur when the second free() was called." And you can't offer any other info?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Mar 05, 2011 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

from what i know, that particular EIP is associated with terrain. But it's not just linked to one initial terrain problem. Could mean a number of things like improper overlay, tileset name to long, corrupted tiles and/or overlay types, etc, etc....

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LH_Mouse
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PostPosted: Sat Mar 05, 2011 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

That's all.

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Nikademis Von Hisson
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PostPosted: Sat Mar 05, 2011 4:22 am    Post subject: 007CFDD0 Reply with quote  Mark this post and the followings unread

@ Cranium - yeah thats what I had come to the conclusion of some time ago.
There are 2 ways I get this error:

One of the ways that error comes up is the following:

I was adding some numbers to a particle urbanmd.ini section

EX: OLD.....................................NEW
[TileSet0156]...............................[TileSet0156]
SetName = *2 lane junctions*............SetName = *2 lane junctions*
FileName = roadjunc.......................FileName = roadjunc
TilesInSet = 20.............................TilesInSet = 30
(rest deleted no need to show)

[TileSet0157]
SetName = *2 lane bends*
FileName = pvdrdb
TilesInSet = 20

I knew the pieces from 157 and lower would be screwed up but I said I know the issue I will fix those later on the map. Sometimes I could fix without getting that error sometimes I couldn't. Two solutions I have to fix it is... make the map again. Or.....once I have the ini file set don't screw with it.

The other way is from a piece I created. I make a blank map place 4 pieces on it and play. If the map loads then fine on to the next set. If it doesn't, I check the pieces. I open the TMP Builder and go to open, and get preview of the piece and check all 4 pieces. When in preview 3 of 4 were at same hieght while there was an issue with the 4th. It is hard to explain this but maybe the pic will help.
All 4 are 2X2 pieces and 3 of the 4 were at the height of the pic. The arrow shows aproximently where the fourth image was. since this image appeared to be problem I fixed that tile and everything was fine.

@ LH_Mouse : no real help, lol...maybe it's like the old Tootsie Pop commerical..."how many licks does it take to get to the center of Tootsie Pop?" The world may never know...lol

In any case, thanks

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Cranium
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PostPosted: Sat Mar 05, 2011 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

FileName = roadjunc, this will not work!
all terrain file names must be 8 characters or less, and that includes the 01,02,03,etc,etc. In other words, if you named it rodjun01 it would work, roadjunc01 will not.

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LH_Mouse
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PostPosted: Sat Mar 05, 2011 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Another Eip 007CF89A has been reported for similar reasons. Not sure why these happened.

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Nikademis Von Hisson
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PostPosted: Sat Mar 05, 2011 5:18 am    Post subject: ie Reply with quote  Mark this post and the followings unread

@ cranium: it does work for me. Can you show me where it shouldn't?

@ LH_Mouse : I havent seen that one, there were 4 I posted on Renegade. I have 12 IE 4 I linked to terrain issues.

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Cranium
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PostPosted: Sat Mar 05, 2011 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well having a name longer than 8 characters including the integer does work, but every now and then it will throw an IE. Trust me.

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Nikademis Von Hisson
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PostPosted: Sat Mar 05, 2011 9:20 pm    Post subject: IE Reply with quote  Mark this post and the followings unread

trust you? I can't even see you.......lol. I'm hoping Blade, Marshall, or DJBreit can shed some light on this point you made. I'll trust your comment, but if you go to the post in my signature and download the info there is no mention of how long the name can be. Those docs were set to me by DJBreit on making terrain tiles.

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FurryQueen
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PostPosted: Sat Mar 05, 2011 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

You break the terrain more often than any of us so I would take Cranium's word for it this time. It cannot possibly hurt to try.

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Nikademis Von Hisson
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PostPosted: Sat Mar 05, 2011 10:38 pm    Post subject: ie Reply with quote  Mark this post and the followings unread

lol......well, i think there are very few who are making new terrain, but I think I found my 2 main reasons why. and yeah it can't hurt

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Cranium
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PostPosted: Sat Mar 05, 2011 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at all westwoods terrain names. There isnt one tileset that has a FileName= longer than 6 characters. and not only that, DCoder will tell you the same exact thing I told you.
When I first started my mod, I was naming my terrain with 8-10 characters too. Had nothing but problems. I now keep them at 6 or below and havent had a problem with my terrain since.

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Nikademis Von Hisson
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PostPosted: Sun Mar 06, 2011 12:27 am    Post subject: ie Reply with quote  Mark this post and the followings unread

ok, cool, thanks

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Graion Dilach
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PostPosted: Sun Mar 06, 2011 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I even remember that Cranium has opened a bugreport on Ares and DCoder told him from the dump that the terrain filename is too long, but I just can't find it.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Mar 07, 2011 5:53 am    Post subject: IE Reply with quote  Mark this post and the followings unread

Since Cranium made a comment about 8....i have been looking for something that says that....the more I think about it the more that does sound familar, but 8 letters plus 2 numbers sounds right, if i find it ill post back up.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Mon Mar 07, 2011 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

If filenames longer than 9 chars work, then only by accident, which isn't the safest way to go. You can check and allow units to burrow on the roadjuncXX tiles.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Mar 07, 2011 10:31 am    Post subject: IE Reply with quote  Mark this post and the followings unread

I don't have burrow selected for my tiles. So it is 6 letters 2 numbers? I think my work started when C-Gen was still active. I remember a post from Marshall that I can't find, its not on 4 of the 6 I freq most....

As for working by accident, interesting.......then I have 10 maps that should crash more often....wonder why they haven't

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Mon Mar 07, 2011 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

As long as the final filename isn't longer than nine chars, everything should be ok. Disabled burrowing saves you here. If you enable it, the filename will magically become longer by at least one char, and then it wont find the files any more.

This is because burrowing is a boolean value saved right after the filename, thus, if disabled, serving as a null char for the too long filename, marking its end. If burrowing is enabled, it doesn't serve as a null char anymore (because its value is now 1), thus it will be taken as part of the filename. If you also allow tiberium, repeat. Because there is other data behind that, there's no way to know when the game stops reading the filename. This alone could lead to a crash.

If burrowing is guaranteed to always be disabled, a filename could be 10 chars long theoretically, but this is a fragile peace; imho generally a bad practice and not very professional.

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