Moderated by myfist0, Seleuceia and GoaFan77.
Post your errors here and let's see if we can't get them resolved.Every error has an error number which will link to the web pages bookmark (anchor) and will be listed in order. Mouse-over the error number to confirm it matches your error.
If the error is not listed, please post it here.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Window/Screens/MainMenuScreen.cpp(18) false
A game update changed the main menu, the older file in the mod is probably missing a section that was added. These are hard coded and are required.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Galaxy/GalaxyOrientation.cpp(23) Vector3::IsNormalized(m_orientation.GetCross())
Explosions on a bad model.
The error is caused by lines in the model that were not polys, the explosion attaches to one of the lines it spits the error. And when a lot of models have it, trying to run test games is a real nightmare.
Have to raycast select all the polys and hide them, get a section done like above and delete the lines, unhide and weld everything where the lines were to get proper tangent lighting.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAntiMatterPool.cpp(107) antiMatterAmount >= 0.0f
This occurs when a capital ship (and possibly titan?) has used up some antimatter, levels up, but does not get an AM reserve stat boost from leveling up. Fix this by giving the capital ship an AM reserve stat boost for all levels (value as small as 0.000100 will suffice).
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/DataStructures/DynamicArray.h(128) i < size
One example of getting this error would be to set "totalMaxResourceAsteroids 5" and then having the min counts for metal at 3 and crystal at 3. There are other areas that also have modifiers like this that will give same error.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(140) m_weaponEffectsDef.weaponType == m_WeaponType
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(144) m_TravelSpeed <= 0.f
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAttacker.cpp(163) m_owner->GetIPlayerOwnedPtr()->GetPlayer()->GetIPlayerPtr()->IsEnemy(target)
Happens when our Borg ships assimilate an enemy ship that is casting an ability, does not cause any bad side effects that are known yet. Same as E212 but maybe a different abitity type.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187) squad != 0
IIRC...This occurs when a unit, such as a carrier, is given the minelayer roletype but not any squadrons that can turn into mines. Error will only occur when AIs are involved.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IChangeMesh.h(195) false
My guess is there's something wrong with an entity file that changes its mesh after research or an upgrade.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAttacker.cpp(212) m_owner->GetIPlayerOwnedPtr()->GetPlayer()->GetIPlayerPtr()->IsEnemy(target)
Happens when our Borg ships assimilate an enemy ship that is casting an ability, does not cause any bad side effects that are known yet. Same as E163 but maybe a different abitity type.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(679) params.lastSpawner != NULL
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Render/MoveToRenderer.cpp(711) info.m_firstControllableEntity != 0 && info.m_firstControllableEntity->GetIOrderPtr() != 0
See Also:
Annotated Guide to the Developer.exe by GoaFan77
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/EntitySystemHelpers.cpp(735)
thisBuff != 0
Can occur when a buff that does not exist is referenced (may have other causes). Likely due to a typo or omission in the entity manifest.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Window/Screens/ResearchScreen.cpp(867)
researchSubjectDef.m_Prerequisites.Size() > 0
This comes up if you remove the prereq to a tech while the dev.exe is running....there may be other ways to get this error to come up...not sure how this error would come up without you editing a file while the dev.exe is running....
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(5714)
allStarBases.Find(def.entityTypeToCreate) != allStarBases.ConstEnd()
Occurs when a starbase creation ability tries to create a starbase not listed in the player entity file...
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Render\EntityMeshRenderer.cpp(76):
assert! [!mesh->GetData().HasAnyTextures()]
Occurs when you have a shield mesh that has textures applied to it.
got rid of a huge headache when i found that out.
can someone please tell me what these errors mean
1. C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(85): assert! [rangeSize > 0]2. C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(79): assert! [maxV >= minV]
as well as these errors
3. C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Sound\MusicSystem.cpp(439): assert! [valid.Size() != 0]4. C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Sound\MusicSystem.cpp(450): assert! [String::GetLength(musicName) > 0]5. C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Sound\MusicSystem.cpp(460): assert! [false]6. C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\Sound\Sound.cpp(216): assert! [m_pSoundData != NULL]7. C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Sound\MusicSystem.cpp(384): assert! [contextData != NULL]8. C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Sound\MusicSystem.cpp(324): assert! [data != NULL]
looking forward to hearing from someon soon about these errors as they are giving me a headache with my mod.
Cheers
Don't know about the first two errors at all....
As for the other ones, they are most likely problems with the base game...not uncommon when on multi-star maps to get those errors as you zoom in and out.....unless they seem to be causing problems, I would ignore them as they are beyond your control...
My guess with the music is you are messing with the play time values. When your player is in a curtain mood, or starts the game, or finds another player, it wants to play curtain titles, if these titles are missing or the values are out of range it will spit lots of errors at you. I had a lot of trouble with the SOA2 Klingon opening theme, I tried another players mood settings and the Klingons did not like it, had to go back to the stock TEC value.
IIRC, that one song spit at me multiple times, but it's been a while.
EDIT: #2 is common when setting up planets but not the only one. If you set the max asteroids to 3 then set one of the crystal or metal to more than 3 is one example. Look anywhere you recently changed any counts.
well i fixed the music errors but the first two are still a problem, had a look through the planet entity but can not find anything that you suggested
C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\String\StringLibrary.h(83): assert! [result == 1]
This error can be caused by having a buff file with multiple ApplyBuffToTargetOnWeaponFired actions which all apply to the same weapon type. If your buff has 2, you will get one of these errors, if the buff has 4 you will get 3 of these errors, and so on. The buffs however will still function without issue ingame. Edit: I must note that, in this specific type of case, it refers to a passive ability. A "castable" ability may or may not throw this error.
Splitting off the ApplyBuffToTargetOnWeaponFired buffs into seperate buff files, i.e. having the main buff file do 3 ApplyBuffToSelf actions which would then each call a single ApplyBuffToTargetOnWeaponFired, will still result in in this error popping up twice. As such, I guess that this error cannot be disposed of unless one collapses all the ApplyBuffToTargetOnWeaponFired buffs into a single effect, which in some cases would kill the ability.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(3144)(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnCondition)
This can occur if you have an incorrect InstantActionTriggerType and you should have one of these three instead. Ex. a periodic action should not use OnDelay, but one of these three instead.
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IBuff.cpp(4086): assert! [false]
Means that your usage of a finishConditionType of Invalid is bad, and making the game upset.
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DirectX/D3D9.cpp(732)
releaseCount == 0
I got this when I tried to change my texture settings in the dev.exe...this was through the in-game options, MD as soon as I tried to change them....
Tried again, no error or MD...haven't gotten it to come up again...
This occurred first time after trying to use dev.exe with the DLC...
I catch several of these in my plugin. I may dig through this topic later and see if there's more validation up front I can add. Good job.
I'm going to post these here instead of starting a new thread (though that may become necessary)...
There are 2 errors I see come up A LOT in the debug...both of these errors are with the base game, no mods needed....
*** TextureSystem could not find file (SkinTech) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (kay_solarflare_Blue) within TextureSystem's working directory (Textures).
There is no SkinTech in the Textures folder....there is however a Skin_Tech.dds and Skin_Tech.tga...
First off, I have no idea what the difference is between the .dds and .tga versions of these files other than the format...so my first question is, is it even necessary to include both in the game installation?
My second question is, why is the game calling SkinTech? Should there be a SkinTech file (but there isn't) or should the game be calling Skin_Tech instead? Or perhaps, this part of the code is completely obsolete and it doesn't matter what it calls....
As for the solarflar item...there is a kay_solarflare2_Blue...again, same questions as above...
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Render/GalaxyCamera.cpp(287)
DirectXAssert: [!FAILED(dxVerifyHR)] Context: g_Core.d3d9->GetDevice()->CreateOffscreenPlainSurface( imageWidth, imageHeight, bbDesc.Format, D3DPOOL_SCRATCH, &destSurface, NULL) HR: (E_OUTOFMEMORY)-Ran out of memory
Got this while trying to take a "high-res" screenshot using the default key mapping...
The game will only use the DDS if there is the 2 types, unless an extension is used in the brush link which they normally do not. I actually wish they included all the lossless TGA files that they compressed to DDS, much better for editing.
brush name "BottomWindowBackdropTech" content "Simple" fileName "Skin_Tech" pixelBox [ 0 , 384 , 1024 , 128 ]
Now if one brush called fileName "Skin_Tech.tga" and another called fileName "Skin_Tech.dds", both sheets would be loaded making things worse.
Search "SkinTech" (1 hit in 1 file) F:\x90x\Reference_Files\Reference_Files_Reb_v1.5\Window\HUD.brushes (1 hit) Line 12: fileName "SkinTech"
brush name "MicBrush" content "Simple" fileName "SkinTech" pixelBox [ 0 , 0 , 64 , 64 ]
WTF? . Beta testers should have caught this one. Change that to fileName "Skin_Tech" and you should be rockin'
For your Screen Shot, did you try window mode, ALT+PrtScr ? Looks like you're to close to the 2 gig RAM limit when you did it but a crop-able desktop shot should work fine.
Search "kay_solarflare_Blue" (2 hits in 2 files)
F:\x90x\Reference_Files\Reference_Files_Reb_v1.5\Particle\StarParticle_Blue.particle (1 hit) Line 92: textureName "kay_solarflare_Blue.tga" F:\x90x\Reference_Files\Reference_Files_Reb_v1.5\Particle\StarParticle_Green.particle (1 hit) Line 92: textureName "kay_solarflare_Blue.tga"
Change those particle texture references to the proper name kay_solarflare2_Blue. You may want to look at those stars to see if it messed anything up, it might actually be the wrong texture.
Awesome! I "searched" for both but apparently not intelligently enough...
I will make the changes and see what works...
As for the screenshot, I hit ctrl+shift+prtsc (I think) and go that message, then the UI blow up about 10x and was all funky...then the game MDed...
Make sure you're not searching BIN files, mmmK
Well, for the MicBrush, uhm....first off, there's nothing in the texture at that location...at least not that I can see...
If you remove the brush reference, you don't get an error when starting a game as TEC...so, maybe that brush reference isn't even used?
Changed the two references to the solar flare as you suggested...
No idea what (if anything) is different....but, it doesn't seem like there are any problems while watching the blue and green stars...
The nice thing is that I'm not getting any logged errors in the debug, so at least that's fixed....
C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(79): assert! [maxV >= minV]
This error isn't consistent at all. Three times I booted up Sins, with the same mods enabled, and then as soon as I got to the main page I quit the game. Each of the three debug logs had different counts for this error, how that's even possible when all that's done is loading the game and quitting baffles me.
One thing you have to keep in mind is the Frontend galaxy, the one in the background of the main menu...
Any error that could crop up when a galaxy is generated can then occur at main menu...this includes things like planet abilities and planet bonuses (since the planets are actually loaded)...
This inclines me to think it is an error either with your resource asteroid counts or with your asteroiddef....I suppose it also could be an error with dust clouds or titans (since the cosmetic ones are loaded in the frontend too).....
Oh, FrontEnd would explain it. I purposely screwed up that map such that the game wouldn't even load a map, so the game boots up quicker.
Who says they didn't.
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/ITitan.cpp(272)
m_UnspentUpgradePoints > 0
I keep getting it as my titan levels naturally in the dev.exe...I also seem to get infinite ability points....
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