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
Did you turn on ignore slot restrictions in the dev.exe?
Yes, via quickplay...
You do realize some asserts are more like debug statements and not actually errors.
Yeah, I've gotten stuff like that with ignore slot restrictions on too. If it doesn't show up in normal gameplay don't worry about it.
I do...but why not put it here for completeness?
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(1201)
buff->GetIBuffPtr()->GetFirstSpawner() != NULL
I don't think this has been posted...if it has, oh well...got this while playing a large game running unofficial gfx patch, inclining me to think it is an issue with the base game since I don't really do anything with abilities or leveling up.....
This is probably related to a fix for a null pointer issue that used to exist if you called the apply buff to first spawner and the spawner was no longer alive.
Possible solution...
~
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Render/Particle/ParticleAffector_RotateAboutAxis.cpp(90)
Math::IsFinite(particle->m_LinearAcceleration.GetLengthSquared())
Issue with base game...VL and AR titans were present, could be related to them...
Well, both of them have a lot of crazy particle stuff going on. Desperation, Will of the Fallen, Maw, Unyielding will. I wouldn't be surprised at all.
Could not extract Image Info from Texture: .\Textures\PlanetVolcanic01-cl.dds
Does the file exist?
Getting errors like this a lot in the dev.exe since the last update...it happens for a variety of textures (this just happened to be the one I copied) even though they are all clearly in the textures directory....
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/Render/Texture/FileTexture.cpp(460)
DirectXAssert: [!FAILED(dxVerifyHR)] Context: Can't create texture: .\Textures\PlanetVolcanic01-cl.dds HR: (E_OUTOFMEMORY)-Ran out of memory
Sometimes they are followed by this error....seems like a memory issue, but why now?
When you get that the game really has ran out of memory, in my personal experience this can be caused by not having a paging file on the drive that Sins is on.
Well...apparently my paging file size was around 1 GB...that just doesn't seem right, I seriously doubt that's the default yet I have no idea why it would have changed on its own...set it to 4GBs now where it should be....
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/Render/Mesh/Mesh.cpp(275)
!isLoaded || g_Game.debugMenu->hotloadTextures
Harmless error I think...got it when removing a texture from a mesh while the game was running....
Ya, I get this everytime I reload a mesh on the fly.
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DirectX/DynamicIndexBuffer.h(136)
!m_IsLocked
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)i >= 0
Hi there can't for the life of me figure out what is going on.
The debug readout says the following:
D3D9 - ChangeDevice... DeviceType.......... HAL AdapterOrdinal.......0 AdapterFormat....... X8R8G8B8 BehaviorFlags....... HARDWARE_VERTEXPROCESSING BackBufferSize..... 1920 x 1080 BackBufferFormat.... A8R8G8B8 DepthStencilFormat.. D24X8 (Enabled) MultiSampleType..... IDSMultisampleEightSamples (Quality=0) IsWindowed.......... 0 ChangeDevice Result. successSetup:DataFileSystemAdded 4 Fixed Data File paths> .\Rebellion> .\Diplomacy> .\Entrenchment> .Found 1 Available Mods in C:\Users\Ben\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.51 Dev> SOA2Found 1 Enabled Mods in C:\Users\Ben\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.51 Dev\EnabledMods.txt> SOA2D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\Particle_MeshShadowed.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unrollD3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedAsteroid.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unrollD3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(206,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unrollC:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(208,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unrollC:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(208,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unrollC:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(116,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll*** TextureSystem could not find file () within TextureSystem's working directory (Textures).Creating player mappings ... (rand seed:1378771518)*** Pool's Allocated Space has been used up. new / delete is being used as a fallback. ***D3D9 - ChangeDevice... DeviceType.......... HAL AdapterOrdinal.......0 AdapterFormat....... X8R8G8B8 BehaviorFlags....... HARDWARE_VERTEXPROCESSING BackBufferSize..... 1920 x 1080 BackBufferFormat.... A8R8G8B8 DepthStencilFormat.. D24X8 (Enabled) MultiSampleType..... IDSMultisampleEightSamples (Quality=0) IsWindowed.......... 0 ChangeDevice Result. successWindow(singlePlayerButton) Button Press from CURSOR_BUTTON_0.Window(playNewGameButton) Button Press from CURSOR_BUTTON_0.Settings Saved: C:\Users\Ben\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.settingWindow(RaceButton) Button Press from CURSOR_BUTTON_0.OnChangePlayerSetupSlotCommand: 0 = Ben Status:Human PlayerId:0Window(RaceButton) Button Press from CURSOR_BUTTON_0.OnChangePlayerSetupSlotCommand: 0 = Ben Status:Human PlayerId:0Window(RaceButton) Button Press from CURSOR_BUTTON_0.OnChangePlayerSetupSlotCommand: 0 = Ben Status:Human PlayerId:0Window(RaceButton) Button Press from CURSOR_BUTTON_0.OnChangePlayerSetupSlotCommand: 1 = Status:AI PlayerId:0Window(RaceButton) Button Press from CURSOR_BUTTON_0.OnChangePlayerSetupSlotCommand: 1 = Status:AI PlayerId:0Window(RaceButton) Button Press from CURSOR_BUTTON_0.OnChangePlayerSetupSlotCommand: 1 = Status:AI PlayerId:0Window(startGameButton) Button Press from CURSOR_BUTTON_0.Starting Game...SetActivePlayerIndex:-1Game: CreateGame.SetActivePlayerIndex:0TimeSystem: GameTime Set. [Tick=0] [Seconds=0.00]Creating player mappings ... (rand seed:510532975)scenario player 0 -> scenario team -1scenario player 1 -> scenario team -1setup player 0 -> setup team 0setup player 1 -> setup team 1setup team 0 -> scenario team -1 (diff: -1)setup team 1 -> scenario team -1 (diff: -1)pass
I have reverted all the changes I made before this bug started but it has not helped. The game works without the mod being active.
That's a pretty harmless one, that I think may be in the stock files as well. Causes the mouse to lose focus I think and you just need to click on an object to get the mouse to move normal again.
does anyone know what error this is it is crashing the game when i spawn a unit in
C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine\DataStructures\FixedArray.h(127): assert! [i >= 0]
now what the hell is this
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/ISquadOwner.cpp(613)squadTypeIndex != -1
D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\DataStructures\FixedArray.h(127): assert! [i >= 0]
is caused by not setting recommended game type in galaxy forge.
That error is a fatal error and there are several things that can cause it...I one time had this error because I gave a SC too many mesh points labeled as exhaust...
It's not fatal. SoGE has tons of them on boot and they don't crash the game.
ok well then its one of the reasons for the error
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