I have noticed some error while making my mod but as i didn't write them on a paper i couldn't remember them. I have found them again, here they are :
If you have a message looking like that :
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Archive/TextFileArchive.cpp(183)*stringSrc == _T('"')
It is "RESEARCHSUBJECT_PACTBONUS_CRYSTAL" and "RESEARCHSUBJECT_PACTUNLOCK_CRYSTAL", those 2 entries are not in the diplomacy manifest anymore ( not in use anymore ? ), so if you have them in your mod manifest and in your GameInfo they will make the above assert as you have not corresponding string in your English.str
To GOAFAN : i think it's the error i couldn't remember in your requiem mod when i gave you answers about errors in your thread.
To dolynick : i have noticed a similar assert while lauching your stargate mod, maybe it is this one
An error in the diplomacy manifest.
If you took the ingame diplomacy manifest to make your mod you can find 2 RESEARCHSUBJECT_PIRATE_WEAPONS2.entity in it and a missing RESEARCHSUBJECT_PIRATE_WEAPONS3.entity, i hope the dev's read sometimes those threads to correct in a further patch. If you use the harpo's manifest maker you won't have this problem but if you took the diplomacy manifest as basis and did it manually you'll have this.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(140)m_weaponEffectsDef.weaponType == m_WeaponTypeAssert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(144)m_TravelSpeed <= 0.f
To dolynick : I had this assert while launching stargate mod. It pop up a certain number of times, i think it is the same cause for all of them. I found one in PLANETMODULE_ANCIENTSORBITALDRONEDEFENSE.entity
Line 118 ----> WeaponType "Beam"
Line 134 ----> TravelSpeed 3000.000000 must be 0.000000 as beam has no travel
Line 135 ----> Duration must be added for beam
Line 143 ----> weaponType "Projectile" must be Beam like line 118
Line 159 ----> projectileTravelEffectName "Weapon_AncientsBeamPulseMedium_Travel", not a projectile so this line must be removed
Beam caracs must be added to replace line 159, looking like that :
beamEffectSounds soundCount 1 sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "TechCapitalBeam_Glow" beamCoreTextureName "TechCapitalBeam_Core" beamWidth 35.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000
Edit : post edited i was saying a wrong explanation for those asserts, thanks to KrdaxDrkrun for the correction
The Beam and the Projectile weapon types require different attached effects and modifiers, for example, beam has no travel effect, but has a texture tile, a duration, a beam color shader, and a beam width. While projectiles have a travel effect, and a speed modifier. It appears that your beam has a travel speed, something that it shouldn't have. Look at other ships to see what I mean.
COMPOSITE is just an armor damage modifier. Has nothing to do with weapon type.
Yes you're right, after searching a bit more the error is not what i thought.
The error comes from what you're saying. If the WeaponType is Beam then the travel speed must be 0.00000 and next in the weapon effects it can't be projectile.
Here is the weapon from PLANETMODULE_ANCIENTSORBITALDRONEDEFENSE.entity from stargate mod
Weapon WeaponType "Beam" <------ damageEnums AttackType "COMPOSITE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 210.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 8000.000000 PreBuffCooldownTime 7.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.250000 TravelSpeed 3000.000000 <------ must be 0.00000 for beam Duration 0.000000 <------ duration must be added for beam fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_ANCIENTSDRONEDEFENSE" Level 1 WeaponEffects weaponType "Projectile" <------- can't be projectile for beam burstCount 1 burstDelay 0.100000 muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE" sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE_ALT1" hitEffectName "Weapon_AncientDrone_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "Weapon_AncientsBeamPulseMedium_Travel"
Here is a weapon from CAPITALSHIP_PSIBATTLESHIP
Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 105.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 4800.000000 PreBuffCooldownTime 7.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.500000 TravelSpeed 0.000000 Duration 4.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Beam" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_PsiCapitalBeamHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "PsiCapitalBeam_Glow" beamCoreTextureName "PsiCapitalBeam_Core" beamWidth 30.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000
So what i was saying is wrong as KrdaxDrkrun said.
To fix those asserts, travelspeed must be 0.000000, duration not equal to 0.000000 and weapontype for weaponeffects must be beam like in weapon def.
Edit : As beam has no travel, the line
projectileTravelEffectName "Weapon_AncientsBeamPulseMedium_Travel" must be removed and maybe ( if someone can confirm ) beam caracs must be added like we see in CAPITALSHIP_PSIBATTLESHIP just above.
These: (in a beam weapon def)
beamEffectSounds soundCount 1 sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "PsiCapitalBeam_Glow" beamCoreTextureName "PsiCapitalBeam_Core" beamWidth 30.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000
must replace: (in a projectile weapon def)
projectileTravelEffectName "Weapon_AncientsBeamPulseMedium_Travel"
As you said, change travel speed to 0, and make a duration in order to specify how long the beam tiles for.
Beams don't have travel effects, instead they have a simple (or complex) texture that is tiled repeatedly until the target is reached.
Now missiles, on the other hand, are the third and final weapon type, and they require some more modifiers. (Sorry, I don't have them handy.)
You must also change "Projectile" to "Beam" (or to "Missile" if that is the case)
First post edited, thanks for the correction.
Thanks--great info. Things I did not know.
Regarding the beam weapon on the defense module in my mod... This weapon was never intended to behave like a beam weapon, only have the type (for research bonuses etc). The weapon definition is essentially that of a laser or other projectile based weapon with the type switched. This was done on purpose. If I made a mistake, it's that the weaponType should be laser with the ClassType still set as Beam.
For what it's worth, I've never seen this arrangement throw an error before during any of my testing. Maybe it's something new in the latest updates. I'll have to double-check but I believe everything is still working in game so I'm not particularly concerned about it.
As for the TextFileArchive.cpp assert, thanks. I was never quite sure what was causing that. It didn't seem to have any real effect on the mod so I had just been ignoring it thus far. I may look into this when I return to active modding again.
-dolynick
Oh really, it's strange, i have just count it and i have it 28 times, i have many other asserts ( nearly 80 ) at each launch, maybe i have not the right version of your mod for diplomacy 1.21.
Oh ok, it was intended for research. So it is a projectile weapon with beam research bonuses. Ok so for the moment, to prevent me from destroying my mouse by clicking at launching, i'll do what i've done first in changing it by projectile ( so no reseach bonuses ).
For the TextFileArchive.cpp i have just verified, i spoke too fast, the problem is in requiem but not in your mod as your manifest don't mention it ( as i'm trying to merge some mods together, sometimes i'm wrong about the origin of some asserts ), this one comes with the 2 researches present in requiem manifest, not yours.
I continue my searches
Oh ok, it was intended for research. So it is a projectile weapon with beam research bonuses. Ok so for the moment, to prevent me from destroying my mouse by clicking at launching, i'll do what i've done first in changing it by projectile ( so no reseach bonuses ). [/quote]
Projectile, Beam, and Missile weapon types shouldn't be effected by research, it's the weapon type such as LASERTECH and SPIRITBLADE.
Explanation:
Weapon WeaponType "Beam" <-------this is not effected by research, this just changes how the weapon effect looks. damageEnums AttackType "COMPOSITE" <------armor damage modifier DamageAffectType "AFFECTS_SHIELDS_AND_HULL" <------damage against hull or shields DamageApplyType "OVERTIME" <--------when damage is applied, BACKLOADED or OVERTIME (and maybe something else) DamageType "ENERGY" <----------ENERGY or PHYSICAL WeaponClassType "BEAM" <--------HERE---------this is what designates what research affects. The weapon type. DamagePerBank:FRONT 210.000000
Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" <----------see here? DamagePerBank:FRONT 105.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 4800.000000
Ok, so to fix the assert i have i change WeaponType to "Projectile" ( it will match will travelspeed, duration and weaponeffects like it is in the original mod ) and this weapon can be affected by beam research bonuses.
Like that :
Weapon WeaponType "Projectile" damageEnums AttackType "COMPOSITE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 210.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 8000.000000 PreBuffCooldownTime 7.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.250000 TravelSpeed 3000.000000 Duration 0.000000 fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_ANCIENTSDRONEDEFENSE" Level 1 WeaponEffects weaponType "Projectile" burstCount 1 burstDelay 0.100000 muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE" sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE_ALT1" hitEffectName "Weapon_AncientDrone_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "Weapon_AncientsBeamPulseMedium_Travel"
Am I correct ?
Yes.
Ok thanks
It's really strange that you are getting that many errors in Dev mode from the mod. Before I release any version, I fire it up in dev mode and load up the mod, looking to see what errors, if any, pop up. Certain ones, like the TextFileArchive.cpp I simply ignore for now since they don't seem to affect play in any way and there is almost no information about what is causing it.
Granted, I don't actually load up a map and start to play... so it's possible that some errors come up later. A lot of these types of errors, while not ideal, don't seem to really affect play at all. I classify them akin to errors about extra or missing weapon firing points. Why are you playing the game in Dev mode anyways? It's useful for debugging but it throws way to many warnings in general to be anything but frustrating to play in.
And yes, as I mentioned in my first response, the weapon is intended to be a beam class weapon that behaves like a non-beam weapon. The "proper" fix would be to change WeaponType to "Projectile" and leave the rest as is. All of the Asgard beam weapons are set up the same way too. What's very odd is that I have in Dev mode several times with the Asgard ships while testing and not once did this setup give an error. That testing was done in older versions of Sins though, so perhaps something has changed in 1.21's Dev mode that it's flagging them now where it didn't before.
If you look in the log the Dev generates, all of those errors do show up, but most are indeed quite harmless. You might get slightly higher performance out of fixing them, but the effect is really negligible Dunkelzahn.
Yes you are both right, your mods works properly, there is no doubt about it, it took your teams months of work so i know you have released fixed mods. But as i am doing for my own a crossover mod based on yours, why not cleaning asserts i find while making it ?
It is a manner to thank you for your huge work, don't think my aim is to point your mods and say "bouuuh your mods are bad coded, i find many errors", not at all. But if i can bring a very very modest contribution to your mods i do it with pleasure. I'am an early fan of sins, i bought it at first release in 2008 and after many game i stopped playing. A few weeks ago i saw this game was still relevant and i saw all the mods that had been made. That's the reason why i bought trinity version, to have all the extension and play your fantastic mods. But as i love making mods for many games i couldn't prevent me from look and modify them .
In 2008 there was no dev.exe, it was much difficult to make mods, There wasn't all the utilities, like Harpo's utilities or ZombieRus5 Soase plugin for eclipse, so i take much more pleasure to mod now than before, and when i find bugs i tell you what i have noticed. I don't expect thanks for that, i already have the pleasure to play your mods.
I feel like you are a bit annoyed by my interventions about your mod bugs, i can understand, if you prefer i'll send them in PM, for me that's nearly the same, at the difference that posting them on forum permit early modders to correct me when i'm wrong, like did KrdaxDrKrun on this post, i have forgotten much of what i understood in 2008 with my first mod.
To dolynick : I play in dev mod beacause i'm doing a mod, and it's boring to click 50 times on the mouse if there are many, that's why i'm searching asserts. Like you said the 1.21 patch have maybe modified sometjing in the dev.exe.
To GoaFan77 : The 32bit limits this game have is a real problem, so even if the effect is not real important, i'm trying to optimize what i can, convert txt to bin, convert tga to dds, fix the asserts, make manifests with only used files, and so on .... maybe all that put together will allow me to add more things in my mod before crash.
To finish my pleading maybe i have much pointed bugs than thank you for your mods so THANK YOU FOR YOUR MODS
P.S: I'm not english so sometimes i may not be clear and a bit direct, it's longer for me to write in this language so i get to the point.
Dunkelzahn63,
I'm not annoyed. If anything I am perhaps a bit emabarrassed that the mod is throwing so many errors on you. Makes me feel like I've been a bit overly sloppy. It's also a bit frustrating that things that used to be working without issue are now returning asserts in the latest version. There are some things in the SGRaces that I know throw an error in Dev mode but they're somewhat unavoidable given the state of the resources I have/had at the time (weapon point issues on models, simple Sins limitations) but it seems like 1.21 has made things a bit worse.
In SGRaces' case, there isn't a team working on the mod really. It's just me. There have been a few submissions from various community members (for which I'm grateful) but virtually everything in the mod has been tweaked/modified by me personally in the final release version. Sadly, due to various other reasons, I have not been actively modding Sins for some time now and I'm not sure when I'll be able to invest the amount of time I used to on a regular basis again. Still, thank you for pointing out the new(?) issue with the weapon types. I'll have to address that in the next update of mod.
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