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Mysterious Infantry-Linking IE + Unknown EIP.
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Meemo
Vehicle Driver


Joined: 25 Jul 2016

PostPosted: Thu Apr 04, 2019 2:03 am    Post subject:  Mysterious Infantry-Linking IE + Unknown EIP. Reply with quote  Mark this post and the followings unread

So I'm playing a round of my mod FFA with 3 or 4 other brutal AIs and it crashes without anything in particular I could notice happening, and it gives me an infantry-linking IE. I run it again on unlimited FPS and I stealth my own base, and eventually it crashed again with a different EIP.

I was considering it to be a faulty AI, but I had made no AI changes and did not have this issue in the past. Any help would be greatly appreciated!

The .dmp files aren't uploading properly. Let me know if those are necessary.



aimd.ini
 Description:
aimd, if necessary.

Download
 Filename:  aimd.ini
 Filesize:  241.37 KB
 Downloaded:  7 Time(s)


rulesmd.ini
 Description:
rulesmd.ini, if necessary.

Download
 Filename:  rulesmd.ini
 Filesize:  824.27 KB
 Downloaded:  6 Time(s)


except.txt
 Description:
Unknown EIP EXCEPT

Download
 Filename:  except.txt
 Filesize:  5.29 KB
 Downloaded:  6 Time(s)


except.txt
 Description:
Infantry-Linking EXCEPT

Download
 Filename:  except.txt
 Filesize:  5.29 KB
 Downloaded:  4 Time(s)


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Apr 04, 2019 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

From AIEdit:

Code:
Duplicate tag/index [NAWEAPAI3] => ExitCoord in rulesmd.ini!
Duplicate tag/index [NAWEAPAI3] => ExitCoord in rulesmd.ini!
Duplicate tag/index [NAWEAPAI3] => ExitCoord in rulesmd.ini!
Duplicate tag/index [CRNeutronRifle] => Report in rulesmd.ini!
Duplicate section [MaverickE] in rulesmd.ini!
Duplicate section [Maverick2E] in rulesmd.ini!
Duplicate section [0EC2118C-G] in aimd.ini!
Duplicate tag/index [ScriptTypes] => 103 in aimd.ini!
Duplicate tag/index [ScriptTypes] => 103 in aimd.ini!
Duplicate tag/index [AITriggerTypes] => 08B9213C-G in aimd.ini!
Duplicate tag/index [AITriggerTypes] => 08B9213E-G in aimd.ini!
Duplicate tag/index [AITriggerTypes] => 0CAD2C3C-G in aimd.ini!
Duplicate BuildingTypes [NAPSYA] in rules!
TechnoType [Jumpjet] referenced by Task Force [0ACC87AC-G] does not exist!
Listed Task Force [0ACDA62C-G] does not exist!
Task Force [SLANDING2TF-G]: Game ignores unit entry index greater than 5.
TechnoType [LUNRK] referenced by Task Force [SLUNRKTF-G] does not exist!
TechnoType [LUNRY] referenced by Task Force [YLUNRYTF-G] does not exist!

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 04, 2019 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

See what AICHECK says too...

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Meemo
Vehicle Driver


Joined: 25 Jul 2016

PostPosted: Sun Apr 14, 2019 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

AICHECK and other tools did not prove to be helpful regarding the matter. I removed all Kirov scripts and teams and that seems to have fixed it, despite Kirovs working just fine previously. Thanks anyway.

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Meemo
Vehicle Driver


Joined: 25 Jul 2016

PostPosted: Sat Apr 27, 2019 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately, I was wrong. The Infantry-Linking error still occurs and AICHECK lists many things that it considers "wrong" that exist in the original rulesmd. There's nothing listed there that I could recognize causing an Infantry-Linking error. If anybody would be willing to help that would be appreciated, because I would rather not scrap my mod to start anew once again.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 28, 2019 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Well AICHECK is made to be strict so that you see more irrelevant errors but miss fewer obscure ones... with a lot of work you can eliminate 99% of the errors, but that's probably not important right now.

Post the check.log maybe fresh eyes will notice something.

Although I have to ask if there are potentially map scripts that are causing the problem? As a test you can remove all triggers/tags/celltags etc...

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Meemo
Vehicle Driver


Joined: 25 Jul 2016

PostPosted: Sun Apr 28, 2019 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interestingly enough, the infantry-linking issue was resolved because my sister who had just gotten into modding was having the same two EIPs in her except.txts as I was. I compared her mod with original rulesmd using Winmerge and it turns out the only thing her mod and I had in common was the custom FreeUnit= tag on buildings. Whether or not the tag is faulty in itself or it's an issue with Ares, I don't know, but it fixed both EIPs 0073B0C9 (Infantry-Linking) and 007410D6 (unknown until now) and she stopped crashing.

With those two gone, 8 player FFA matches with all factions included at maximum speed have lasted up to 10 minutes before producing the EIP: 00661551.  The good news is that it is consistently producing only that EIP, but the bad news is that it's still unknown.

Anyway, as per your request, I will post the check.log.



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  5.29 KB
 Downloaded:  6 Time(s)


check.log
 Description:

Download
 Filename:  check.log
 Filesize:  33.49 KB
 Downloaded:  7 Time(s)


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Apr 29, 2019 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

These errors will cause crashes: "TEAMTYPE has mismatched side for SCRIPT action, move to friendly building invalid"

Most of errors are fixable, some are just remnants WW decided to leave unused, a few are just incorrect casing of letters. and a few things could be problematic in rare cases.

Several of the errors on walls are because RA2 uses unit*.pal when walls are also buildings, but iso*.pal when they are just overlay. If the code is written like a building, but not declared as a building, you will see some unimportant errors.

Just as an aside, you should consider commenting out everything unused, or move it to a backup document, it will help you get into the habit of making objects deliberately, not relying on the archaic mesh of unrelated names and characteristics from older games.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Meemo
Vehicle Driver


Joined: 25 Jul 2016

PostPosted: Sat May 04, 2019 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, after tinkering around for awhile, I found the answer. Removing all the mismatched scripts unfortunately didn't help, but I'm sure that was useful in some other context.

The problem appeared to be the Allied Destroyer when firing upon navy. I don't know what could have been wrong with it since I have never made any changes  to it or the ASW, and just in case I checked it out using Winmerge again comparing it to the original rules and there was still nothing. Even the check.log didn't see it. But, it is possible I still missed something on both ends.

That resolves EIP 00661551

Sidenote, my sister discovers that putting NumberOfDocks=5 on a refinery generated EIP 007410D6 as well, and that no Strength= tag generates 0073B0C9 (Infantry-Linking EIP)  so hopefully anyone googling those EIPs can perhaps come across this thread.

Anywho, thank you for the assistance. If it wasn't for this thread I wouldn't even been using aicheck which has already proven to be pretty handy in quite a few scenarios.

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Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Tue Mar 08, 2022 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am having the exact same issue at the moment, and have it on video, sent my untouched destroyers to attack some defense towers (moded) and boom game IE.

Been through my code multiple times, everything has unique names and I just could not figure out what is causing it.

The problem I have, is that it only comes up when its a full 8p room with lots of stuff going on, I cannot reproduce it in single player or even 4p...

Meemo wrote:
Well, after tinkering around for awhile, I found the answer. Removing all the mismatched scripts unfortunately didn't help, but I'm sure that was useful in some other context.

The problem appeared to be the Allied Destroyer when firing upon navy. I don't know what could have been wrong with it since I have never made any changes  to it or the ASW, and just in case I checked it out using Winmerge again comparing it to the original rules and there was still nothing. Even the check.log didn't see it. But, it is possible I still missed something on both ends.

That resolves EIP 00661551

Sidenote, my sister discovers that putting NumberOfDocks=5 on a refinery generated EIP 007410D6 as well, and that no Strength= tag generates 0073B0C9 (Infantry-Linking EIP)  so hopefully anyone googling those EIPs can perhaps come across this thread.

Anywho, thank you for the assistance. If it wasn't for this thread I wouldn't even been using aicheck which has already proven to be pretty handy in quite a few scenarios.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Mar 11, 2022 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

What you may be experiencing is an unresolved action loop, the script actions for attacking default to land objects, then the Naval=yes triggers some special handling. Do you have valid LandTargeting and NavalTargeting settings?

Also possible that your naval unit is trying to attack something it can't reach, and is getting stuck trying? If the script loops an  impossible action, it could cause its todo list to get jammed up, though normally the game would start stuttering just before the crash.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Wed Aug 10, 2022 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
What you may be experiencing is an unresolved action loop, the script actions for attacking default to land objects, then the Naval=yes triggers some special handling. Do you have valid LandTargeting and NavalTargeting settings?

Also possible that your naval unit is trying to attack something it can't reach, and is getting stuck trying? If the script loops an  impossible action, it could cause its todo list to get jammed up, though normally the game would start stuttering just before the crash.


Its been a wild ride but Im back here, seems like I missed your message, I will have to come back to my code now and try to replicate the issue I mentioned, and see if its still a problem.

Will update results later upon any further discoveries.

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