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
Saw this little post in the Bablyon 5 Mod thread, thought it would be useful for anyone here to know. Will be testing this myself soon. Sadly a lot of the errors I get only show up in the dev log, not asserts in game, but better than nothing.
Edit: Holy crap, this tool is amazing! Wish I knew about it years ago. Hunting down these dev errors are trivial now when you know the file to look at.
Some common ones I had, not sure if these issues are known.
m_aiUseTime == AIUseTime::Invalid
If you have isAutoCastAvailable FALSE, aiUseTime and aiUseTargetCondition must be "Invalid".
duration > 0.0f
You have a nonbeam weapon with a duration property greater than 0.
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(4109) false
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(4109)
false
You have a finish condition of "Invalid" in a buff file. This is no longer supported, just use no finish conditions instead.
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2741) isFilterValid
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2741)
isFilterValid
The game doesn't like "ApplyBuffToTargetsLinked" instantActions having ownerships other than "Player". I actually have a case where this is necessary however and IIRC it works fine.
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83) result == 1
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83)
result == 1
I couldn't figure out what was with this one. Weird thing is, the file this was thrown on was an almost exact copy of another entity, only for a different faction.
There were a handful of errors that didn't show up in ProcExplorer, but for the initial validation at least where most of the errors are thrown, this is a fantastic tool that everyone should try. Hunting down these assert errors is one of the best ways to improve mod stability, and if you're experiencing crashes after some of these, this should help you narrow down the culprit.
I know but hey, it is a lot better than we used to have. Surprised it took this long for someone to figure it out.
Makes sense, as I intentionally do that a lot.
Just for more documentation sake.
D:\projects\SINS\SinsRebellion\main\CodeSource\GS/AI/BuildPlanetModulesAI.cpp(1452) player != NULL
D:\projects\SINS\SinsRebellion\main\CodeSource\GS/AI/BuildPlanetModulesAI.cpp(1452)
player != NULL
This is thrown when trying to give certain structures like trade ports to uncolonizeable gravity wells in a map or the GalaxyScenarioDef.
I have not seen it yet. The unique dev error in the begining from my Star Wars Alliance mod, never affected to the play. Probably it is a problem with the str file. If I find the exact solution, I will tell you.
D:\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(145): assert! [false]
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