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 Forum index » Modding Central » Tiberian Sun Editing Forum » HyperPatch
Help: Internal Errors
Moderators: Global Moderators, HyperPatch Moderators, CCHyper
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Aug 11, 2009 5:33 pm    Post subject: Reply with quote

CCHyper wrote:
Well the crash was inside a function that gathers what the projectile can fire at, that function is in turn inside UnitClass::Greatest_Threat().

Does this happen all the time? I mean with the same EIP Address?


No, this is the first time this happened. Like I said, I had one unit that I forgot to prevent from appearing in a crate (the unit's weapon is unfinished, and I'm too lazy to fix it atm). I don't know whether this caused it or not, though.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Aug 11, 2009 5:38 pm    Post subject: Reply with quote

Strange, if it ever happens again, let me know...

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Sep 03, 2009 6:36 pm    Post subject: Reply with quote

Tried to make an engineer with a weapon, which makes it possible to capture buildings that shouldn't be capturable. This IE doesn't happen when I'm capturing a building though, it just randomly appears. Could be related to something else I've changed as well...


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Thu Sep 03, 2009 8:13 pm    Post subject: Reply with quote

Looks like something bombed during a veterancy check... not quite sure, but it's on a unit somewhere.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Sep 03, 2009 9:05 pm    Post subject: Reply with quote

ok I found out when this error always happens. When the enemy targets the engineer who has a weapon, the game always crashes. I tried sending a group of them to an enemy base and it always crashes when the first enemy unit or defence structure shoots at one of them. Is there something wrong with the unit code? (Sorry if this is not the right place to paste this).

[CTECH]
Name=Mutant Mechanic
Image=CIV3
Category=Support
Prerequisite=CA0008
Engineer=yes
Strength=60
;Primary=FakeRepairTools
;Secondary=RepairTools
Primary=RepairTools
Armor=none
Fraidycat=yes ; Added this for humorous effect
TiberiumProof=yes
TiberiumHeal=yes
TechLevel=2
CrushSound=SQUISH6
Sight=4
Speed=4
GuardRange=0 ; Set it to zero so he hopefully won't go after anyone
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=550
Points=5
Pip=yellow
VoiceSelect=70-N000,70-N002,70-N004
VoiceMove=70-N006,70-N008,70-N010
VoiceAttack=70-N014,70-N016,70-N018
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
Trainable=no

This is what I have in firestrm.ini:

[CTECH]
VoiceSelect=70-N000,70-N002,70-N004
VoiceMove=70-N006,70-N008,70-N010
VoiceAttack=70-N014,70-N016,70-N018
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
;EliteAbilities=SCATTER ; Removed this, since the mutant mechanic can't gain veterancy


I was messing earlier with some veterancy abilities and enabled the armory building (grants veterancy to units). I'm not sure how this crash would relate to it though, since the map had no armory and it always happens when the enemy targets the engineers.


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Thu Sep 03, 2009 10:47 pm    Post subject: Reply with quote

Same EIP. I'm not exactly sure what's causing your crash. But it's related to the same thing.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 03, 2009 11:37 pm    Post subject: Reply with quote

Try removing SpecialThreatValue. Since your unit is armed, this shouldn't be necessary anymore and maybe the AI has problems to figure out the right threatvalue.

You should also follow this tutorial. The usage of firestrm.ini/artfs. causes a lot of problems (e.g. savegame bug, messed up AI teams etc) and the tutorial renders firestrm.ini/artfs.ini useless and moves all the modding in rules.ini and art.ini.
This might also fix your problem as i can't see anything wrong with your code.
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Fri Sep 04, 2009 1:15 pm    Post subject: Reply with quote

I'll post this here too. I found out what was the cause of the IE. Apparently when enemy units target your units the unit AI tries to target them or something, and since the mechanic had only an attack with negative verses he couldn't "attack" the enemy units. As soon as I changed the verses positive the crash was gone. To keep his healing attack in, I gave the mechanic a primary and a secondary weapon, one for healing and one for dealing damage.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Sep 04, 2009 1:40 pm    Post subject: Reply with quote

Well, i would have posted sooner, but im at work.

Could you please go indepth aboutthis more? Perhaps i could fix this in the patch...

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Fri Sep 04, 2009 2:26 pm    Post subject: Reply with quote

I had this set as the primary weapon of the mechanic unit (no secondary weapon defined):

; mechanic repairing
[RepairTools]
Damage=120 ; If you use negative damage here the game will force him into a medic.
ROF=80
Range=1.8
Projectile=Invisible
Speed=100
Warhead=Mechanical2
Report=REPAIR11
UseSparkParticles=yes
AttachedParticleSystem=WeldingSys

; special case to only affect mechanical units
[Mechanical2]
Spread=1
Verses=5%,-100%,-100%,-100%,-100%
InfDeath=4
Bright=yes


The IE happened when any enemy unit would shoot one of the mechanics. The error was gone when i changed all the verses to positive. The mechanic refused to fire on anything with the negative verses. I had to force fire the ground around vehicles to make him heal them. Directly targeting a vehicle just made him run around it doing nothing. All I can think of is that when the enemy units shot the mechanic, he somehow tried to target them, but with the negative verses he would not be able to attack them, and thus causing an error. This is of course just speculation, but the problem is tied to negative verses nontheless.

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Eaver
Vehicle Driver


Joined: 05 Sep 2009

PostPosted: Sat Sep 05, 2009 3:12 pm    Post subject: Reply with quote

Details:
Eip:00681363 Esp:0012F39C Ebp:0012F488
Eax:0546DE1C Ebx:00000001 Ecx:00000000
Edx:060241B0 Esi:08165230 Edi:00000001
EFlags:00210202
CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000

Bytes at CS:EIP (00681363) : 8A 81 36 01 00 00 84 C0 74 06 B8 10 00 00 00 C3 8A 91 30 01 00 00 33 C0 84 D2 74 05 B8 04 00 00


This is the error.

Otherwise,i have no idea why it occurs.

I am using a modified TS:R 1.21.

I basicly use the expandmix from it.The ini files are by my self.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 05, 2009 3:50 pm    Post subject: Reply with quote

Can you please post with attachment, the whole except.txt file?

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Eaver
Vehicle Driver


Joined: 05 Sep 2009

PostPosted: Sat Sep 05, 2009 3:57 pm    Post subject: Reply with quote

CCHyper wrote:
Can you please post with attachment, the whole except.txt file?

here it is.


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 05, 2009 5:13 pm    Post subject: Reply with quote

Ar, this is something to do with weapon assessment, a few people have had this...

I dont know what causes it, sorry.

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Eaver
Vehicle Driver


Joined: 05 Sep 2009

PostPosted: Sat Sep 05, 2009 5:48 pm    Post subject: Reply with quote

CCHyper wrote:
Ar, this is something to do with weapon assessment, a few people have had this...

I dont know what causes it, sorry.


too bad, about this.

Although i have one weapon that could be the problem to this.

Dunno though.It maybe the Beam and ION1 in the art ini.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Sep 05, 2009 8:30 pm    Post subject: Reply with quote

CCHyper wrote:
Ar, this is something to do with weapon assessment, a few people have had this...

I dont know what causes it, sorry.

Judging by where it bombed, it looks like the game couldn't decide between AA and AG for attacking a unit. Perhaps the attacking weapon didn't AA set and it was trying to attack a low flying air unit?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 05, 2009 8:39 pm    Post subject: Reply with quote

I know what the function is, does and its name etc.

Its just that i dont know how its triggered, many people have fixed this problem different ways, someone did once by fixing a motion library :S

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 05, 2009 8:43 pm    Post subject: Reply with quote

00681360 - WeaponTypeClass::Allowed_Threats()
004D6D10 - InfantryClass::Greatest_Threat()

Your crash is related to a InfantryType, and more than likely a InfantryType firing at a AircaftType like Templar said, but, i have said this same thing to other people before and they, like i said a minute ago, people have fixed this many different ways.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Sep 12, 2009 5:26 pm    Post subject: Reply with quote

I don't know exactly what the problem is, but the IE was triggered after attaching DebrisTypes=PROXDEBRIS to a building. Can it only be attached to a voxel?


Code:

; this is voxel debris
[PROXDEBRIS]
Name=FlyingFire
Image=MTRB
Elasticity=0.0
MinAngularVelocity=8.0
MaxAngularVelocity=13.0
MinZVel=20.0
MaxZVel=30.0
MaxXYVel=9.0
Duration=150
ExpireAnim=TWLT070
Damage=10
DamageRadius=100
Warhead=TankOGas
AttachedSystem=ProxDebSys

[ProxDebSys]
HoldsWhat=FirePuff
Spawns=yes
SpawnFrames=10
SpawnRadius=10
Slowdown=.035
ParticleCap=25
SpawnCutoff=15.0
SpawnTranslucencyCutoff=15.0
BehavesLike=Smoke
Lifetime=150

[FirePuff]
Image=FSMOKE
MaxEC=60
Translucency=25
Velocity=10.0
Deacc=.05
WindEffect=2
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=25
StateAIAdvance=4



The particle system and particle are defined in their lists as needed and so is the animation.


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sat Sep 12, 2009 6:15 pm    Post subject: Reply with quote

Definitely has to do with spawning debris.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Sep 12, 2009 7:54 pm    Post subject: Reply with quote

I think it's fixed now, but foolishly I changed many other things so I can't pinpoint what corrected the problem...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Sep 15, 2009 9:49 pm    Post subject: Reply with quote

Aye, just after some division with DebrisMaximums=.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Sep 17, 2009 10:59 pm    Post subject: Reply with quote

here's another one... this happened after adding a shp (a unittem palette civ building that was not placed on any maps yet) to my ecache02.mix.

I could really use some detailed help on how to fix this one..


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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Sep 18, 2009 1:10 am    Post subject: Reply with quote

uh, there is no help. The EIP is way outside the range and even the stack doesn't provide anything useful.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Sep 18, 2009 1:57 am    Post subject: Reply with quote

Damn.. well thanks for looking.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 20, 2009 4:43 pm    Post subject: Reply with quote

I know what caused this, I just want to know why.


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Sep 20, 2009 7:41 pm    Post subject: Reply with quote

Check out the values of MaxXYVel and MinZVel you altered as of late, its to do with some division with these values.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 20, 2009 7:57 pm    Post subject: Reply with quote

Well yeah, that's the only thing I changed, though I only divided those values in two Confused
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 20, 2009 10:20 pm    Post subject: Reply with quote

please show the values you have set. I once had IE's with them too (especially values close or equal zero) and haven't found out the exact range of values that lead to an IE.
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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Mon Sep 21, 2009 10:14 pm    Post subject: Reply with quote

I think those are int values and not floats for some reason. If you got a value to be something like 0.49 or lower, it would trunk to 0 and caused a crash. But... that's only if those tags are int and not floats.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Mon Sep 21, 2009 11:16 pm    Post subject: Reply with quote

Fen, just check there *Read_INI functions, they will have Get_Fixed or Get_Int.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Mon Sep 21, 2009 11:24 pm    Post subject: Reply with quote

I can usually never tell, even with those. u_u

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Sep 22, 2009 10:03 am    Post subject: Reply with quote

Meh


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Tue Sep 22, 2009 5:55 pm    Post subject: Reply with quote

Looks like some reinforcement team bombed.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Sep 22, 2009 6:34 pm    Post subject:   Old TS Mod. Reply with quote

I checked the ModEnc, but no avail..

. This from an old old backup mod I found and I wanted to play test it yet it crashes during a skirmish map load up...anyways here's the expect. Thanks!


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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Sep 22, 2009 10:22 pm    Post subject: Reply with quote

@ Morpher: TriggerAction -> Do_Reinforcements -> Create_Special_Reinforcement, what did you do last?

@Ickus: This is something i really dont know about, its a strange one. I suggest maybe removing the RULES.INI, ART.INI etc, and then testing, if nothing prevails, removed MIX files until it works or you get to stock TS.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Sep 23, 2009 12:30 am    Post subject: Reply with quote

XD I was worried I'd have to do that, thanks for checking it for me.Wink

ARgh got an IE, although this is from an old YR Mod, >_> I know this is the Tib.Sun forum...<_<

. It plays alright..but after 10-15min ingame..boom.

Thanks again!


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CCHyper
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Joined: 07 Apr 2005

PostPosted: Wed Sep 23, 2009 12:42 am    Post subject: Reply with quote

Arg you! #Tongue

Cant do anything with this anyways, its mangled.

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Ickus
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PostPosted: Wed Sep 23, 2009 3:50 am    Post subject: Reply with quote

DX lol. darn. well thanks for takin' a looksie.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Wed Sep 23, 2009 4:37 am    Post subject: Reply with quote

Okay I have a new IE, this one might be confusing #Tongue.


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Sep 23, 2009 6:00 am    Post subject: Reply with quote

Well. It has to do with a building... #Tongue

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Morpher
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Joined: 28 Jan 2005

PostPosted: Wed Sep 23, 2009 6:41 am    Post subject: Reply with quote

Perhaps owner issues or something linked to BuildConst...
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CCHyper
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Joined: 07 Apr 2005

PostPosted: Wed Sep 23, 2009 8:49 pm    Post subject: Reply with quote

Can i take a guess, did this one pop up when you was starting a game? Loading screen or somewhere around there?

EDIT: Has to be with a map, it all stems past the Read_Scenario_INI()...

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Morpher
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Joined: 28 Jan 2005

PostPosted: Thu Sep 24, 2009 11:22 am    Post subject: Reply with quote

New one Smile


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Morpher
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PostPosted: Thu Oct 01, 2009 4:27 pm    Post subject: Reply with quote

Come on Luke...


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Thu Oct 01, 2009 6:54 pm    Post subject: Reply with quote

The one from the 24th had to do with the AI deciding which building to place as the GDI, finding nothing and the game divided by zero. I'm not sure where along it set the value though.

The second one is mangled beyond repair. Hyper may be able to get something but even then, I'm not sure.

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Morpher
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Joined: 28 Jan 2005

PostPosted: Thu Oct 01, 2009 7:08 pm    Post subject: Reply with quote

Ah, the second one is a corrupted Mix file I found out, it seems to always create that EIP if that's useful to you? Probably failing to load a shp file.
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Dark Templar X
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PostPosted: Thu Oct 01, 2009 7:13 pm    Post subject: Reply with quote

It's hard to tell with EIPs outside of the normal ranges if it's actually consistent or not.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Thu Oct 01, 2009 7:15 pm    Post subject: Reply with quote

Indeed, sometimes the stack can not even help, because it could be crashing in between allocation, so it wont spark up when the mix file is first loaded. Never easy to tell...

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Oct 04, 2009 3:24 am    Post subject: Reply with quote

Ah, time to call on the almighty Except.txt readers to help with this little problem:


TO_except_2_Droppods.txt
 Description:
Tiberian Odyssey: On launching Drop pods

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TO_except_StartingTB'sMap.txt
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Tiberian Odyssey: On Starting Team Black's Safe Haven map.
I think it may be related to the civilian hospital, but I don't know.

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TO_except_Strange_Weird_Odd.txt
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Tiberian Odyssey: No idea about this one.

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TO_except_armoury.txt
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Tiberian Odyssey: On using the armoury.

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