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My mod is crashing due to addition of new weapons [YR-ARES]
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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Wed May 25, 2016 1:33 pm    Post subject:  My mod is crashing due to addition of new weapons [YR-ARES]
Subject description: I really need some help.
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I recently joined ppmforums and i want to ask for some help regarding my mod. It crashes whenever i try to start the game and play in skirmish. And as I have observed, whenever i try to add a new weapon, projectile and warhead to my rulesmd.ini it crashes and I can't find the reason why. Please can anyone help me with this problem?

Note: I use ARES 0.4.
Mod Name: Global Retaliation



rulesmd.ini
 Description:
Please check for errors.

Download
 Filename:  rulesmd.ini
 Filesize:  832.92 KB
 Downloaded:  5 Time(s)


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 25, 2016 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you add your new warhead to the [Warheads] list?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 25, 2016 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

-two [General] sections in your mod? -> crash guaranteed

-giving custom armortypes the same name as existing objects and keys? sounds error prone to me
-creating 90 armortypes? sounds redundant and error prone to have so many
(can't believe in TS we get along with 5 armortypes for even the biggest mods)
-removing many of the vanilla RA2 houses? a wonder the game is still working at all. AFAIK several have hardcoded settings and are used in MP settings dialog, campaign maps etc

-
Code:
[Sides]
GDI=,Americans
a wonder that redundant comma isn't causing crashes when game tries to parse the first NULL element

-RadEruptionWarhead is listed twice in [Warheads] list. probably some more as i only flew over the list. ->sloppy coding leads to unstable mods

-no clue with what you edited the ini, but it's a total mess
Quote:
[DredLauncher]
Damage=50
ROF=50
Burst=2
Range=25
;Range=-2
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Special
OmniFire=yes

; Drone emmiting gas on your head
Damage=600
ROF=30
Range=3;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleLow
Speed=30
Warhead=PsychGasCreate
Report=ChaosDroneAttack
;Burst=4
OmniFire=yes
AreaFire=yes
;Anim=CDGAS

; Drone jumping on your head
[DroneJump]
Damage=50
ROF=60
Range=1.83
Projectile=JUMP
Speed=30
Warhead=Parasite
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker.
FireInTransport=no;can't fire out of the BattleFortress

; Dog humping

Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

; Dog humping

Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress


WTF?

no interest in checking any further.
This is a total mess and no wonder it crashes and leads to unexpected behaviour.

my advice: start from scratch and this time check what you are doing.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed May 25, 2016 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! LKO is like an anti-virus here.

Anyway, I had to start my mod almost from scratch because of the big number of changes that I have made. The rulesmd.ini was a mess. So many leftovers from previous atempts and outdated ideas that I could not mod without an I.E. each game.
It's best to start all over again. Take a list of papper and write what you want to transfer to your new rules and make sure they don't crash. Add them one by one and don't add anything new untill you are sure that what you have already added is in perfect condition. That way you can avoid many random crashes. Smile

P.S. Please upgrade to Ares 0.B. Much bigger world of modding there.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 25, 2016 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those sorts of errors are common with mods made with Tibed, if so he might not have been able to see or fix them.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Wed May 25, 2016 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure of Tibed causes duplicate [General] or missions headlines. It is just causing untidiness and unable to change some stuff unless you know how to use manual menu. I used TibEd when i started modding and was happy with it until it staeted to give error when i was adding SoundMD entries. I'm happy to being stopped using it tho.

What is going on here just looks noobness here to me. Haven't checked the file. Saying this according what LKO said.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 26, 2016 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I mod with Notepad++ Smile

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I do add the warheads in the warhead list.

And about those weapons without any names, i intentionally removed it because i thought the game had too many weapons or the game reached its maximum amount of weapons thats why its crashing.

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
-two [General] sections in your mod? -> crash guaranteed

-giving custom armortypes the same name as existing objects and keys? sounds error prone to me
-creating 90 armortypes? sounds redundant and error prone to have so many
(can't believe in TS we get along with 5 armortypes for even the biggest mods)
-removing many of the vanilla RA2 houses? a wonder the game is still working at all. AFAIK several have hardcoded settings and are used in MP settings dialog, campaign maps etc

-
Code:
[Sides]
GDI=,Americans
a wonder that redundant comma isn't causing crashes when game tries to parse the first NULL element

-RadEruptionWarhead is listed twice in [Warheads] list. probably some more as i only flew over the list. ->sloppy coding leads to unstable mods

-no clue with what you edited the ini, but it's a total mess
Quote:
[DredLauncher]
Damage=50
ROF=50
Burst=2
Range=25
;Range=-2
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Special
OmniFire=yes

; Drone emmiting gas on your head
Damage=600
ROF=30
Range=3;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleLow
Speed=30
Warhead=PsychGasCreate
Report=ChaosDroneAttack
;Burst=4
OmniFire=yes
AreaFire=yes
;Anim=CDGAS

; Drone jumping on your head
[DroneJump]
Damage=50
ROF=60
Range=1.83
Projectile=JUMP
Speed=30
Warhead=Parasite
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker.
FireInTransport=no;can't fire out of the BattleFortress

; Dog humping

Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

; Dog humping

Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress


WTF?

no interest in checking any further.
This is a total mess and no wonder it crashes and leads to unexpected behaviour.

my advice: start from scratch and this time check what you are doing.



Thanks for the advice. I intentionally removed the names of those weapons because i thought the game reached its maximum amount of weapons as said by my former code editor Marshall from MentalMeisters.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 26, 2016 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

When you remove the line with the [Section] name, the following keys are still read, but now for the prior standing section.

So what you did was giving the DredLauncher weapon every key twice, one telling it to use Damage=50 and another with Damage=600.
The same with all the other remaining keys, thus causing chaos when the game tries to read/parse these.


btw,
the game only keeps weapons in memory that are actually used by any object. It ignores all unused.
There is afaik no limit in the number of weapons.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess I'll have to restart from scratch again since I've fucked up most codes. I will now have to import all of my additions and add it again.

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you guys check this copy of rulesmd.ini that I have? I just want to check the file that Nia gave me from the MentalMeisters if there is any some sort of errors in its coding?



rulesmd.ini
 Description:

Download
 Filename:  rulesmd.ini
 Filesize:  725.54 KB
 Downloaded:  7 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 26, 2016 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

start XCC Mixer
open the RA2 mix files
extract the original rulesmd.ini

-> No worries about unknown edits and mistakes done by other people.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu May 26, 2016 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't get what you mean.
The rules you have is not from Mental Omega?

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

What I meant is that I have one former friend that I knew is from MentalMeisters who gave me a rulesmd.ini to help me make my own mod. I just want to check the rulesmd she gave me because she might have set some changes to the rulesmd.ini she gave me.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 26, 2016 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

download Notepad++
download and install the "compare" plugin
extract with XCC Mixer the original rulesmd.ini
open in Notepad++ the original rulesmd.ini and your modified one (so you have 2 tabs in Notepad++)
start the compare plugin
check the differences

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for this tip. I am now correcting all the errors on my rulesmd.ini

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