Jump to content

British Bulldogs problem tread


Recommended Posts

Hello,

I got through the Gavrus battle, chose my forces saved and got ready to repulse the attack however it CTD about 80% through the progress bar.

There must be some sort of bug in the start up sequence for a new game that trips it up at the last moment.

I had a look at the mission editor (for the first time) to see if I could do anything but it looks like a steep learning curve there.

Cheers

AL

Link to comment
Share on other sites

  • Replies 206
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Most of the missions have randomly generated opposing forces with ~ 250 possible variations. I did this because I didnt like the single solution stock missions & wanted to play a tactically rather than solve a puzzle. I had to spend several months play testing each mission.

It may well be that it's given the max units, does it ctd repeatedly? Not being able to reproduce the ctd makes it very hard to diagnose the issue as it plays fine on my rig (2 dual core xeons 4GB RAM). Do you have a low end rig? Could be it's a memory issue?

Link to comment
Share on other sites

Hello,

My machine is not a prob, it is middle endish, with a 7950 card, dual core Intel processors and a whopping 6GB RAM. Plays all current games ok and does well in film editing and so on too.

I have been tinkering with the editor and and mission generator today. Like you I opened existing missions and had a look at them and even generated one of my own.

One thing I found though, that could give a glue to the CTDs, is that in the mission editor, if I chose a new JSH unit sometimes it did not display properly and the editor would not let me through to the next step, in the creation process, until the unit was removed from the menu.

My patching of JSH is right up to date, so no issue there.

I think some of the newly created units are suspect and if these land in your force pool then the game crashes. This probably applies to the computers units too. For example some of mine have the word blocked written across them and no crew. What does that mean?

Where do I find the crash report after a crash so that I can send it to you to help you?

AL

Link to comment
Share on other sites

Blocked means that a unit is in the force pool without permissions which means that you can't add or remove from the force pool. You'd use it to force the player to keep a certain unit.

The game's log file is called log & sits in the main TOW folder. TBH it doesn't give that many clues (well to me anyway unless it's really obvious like too many tree objects.). But hey I'm no java programming expert & wouldn't have the 1st clue how to code in java or .net although I'm reasonably technically savvy as I've worked in the IT industry for ~23yrs (Not Wintel I might add, Unix is my game.). Post it up anyway as Sneaksie usually is able to offer a gem of wisdom as to the cause.

Also as I've mod patched the feck out of my copy it may be that I've included something that aint in your install, that was certainly an issue with B1, but as far as I'm aware I've removed all of those units, I could however be wrong as it's alot of work!

Link to comment
Share on other sites

Here is my log file, reading through it myself I can see a couple of file not founds and a whole heap of unknown sources.

One is a german halftrack 251/10 and the other is

[Feb 28, 2009 9:55:48 PM] ------------ BEGIN log session -------------

Sound: Native library (build 1.1, target - P IV) loaded.

Main3D >>> renderer type: OPENGL

WWThreadPool.create(): Thread pool is created. Threads count = 0

Load gui skin from: Data/Settings/gui.ini

=========================== CampaignRecList.updateList() begins ===========================

=========================== CampaignRecList.updateList() ends ===========================

Time overflow (0): speed 0.20274837

ERROR file: File wwrcu not found

Initializing DirectSound playback device...

Primary buffer created.

Playback format is set : sampling rate = 44100, num channels = 2.

Buffer caps : Transfer rate = 0, CPU overhead = 0.

Default speaker config is : 1310724.

Direct sound audio device initialized successfully :

DX Version : 7

Hardware - disabled [buffers : 0]

Extensions - disabled :

EAX ver. 1 [ ] - disabled

EAX ver. 2 [ ] - disabled

EAX ver. 3 [ ] - disabled

I3D ver. 2 [ ] - disabled

ZoomFX [ ] - disabled

MacroFX [ ] - disabled

SIMD render [X]

num channels 16

cannot open file for reading

Cannot open audio file samples/Error_empty.wav

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

VoicesTable.load(): files were scanned in 2770 ms

SectFile load failed: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini

java.io.FileNotFoundException: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini

at com.maddox.rts.SFSInputStream.open(Unknown Source)

at com.maddox.rts.SFSInputStream.<init>(Unknown Source)

at com.maddox.rts.SFSReader.<init>(Unknown Source)

at com.maddox.rts.SectFile.loadFile(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source)

at com.ic.bc.game.composition.ACUnitData.LoadFromIni(Unknown Source)

at com.ic.bc.game.composition.ACUnitData.getOrCreateACUnitData(Unknown Source)

at com.ic.bc.game.composition.ACUnit.readObject(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source)

at com.ic.bc.game.composition.ACGroup.readObject(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source)

at com.ic.bc.game.composition.ACGroupList.readObject(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.defaultReadFields(Unknown Source)

at java.io.ObjectInputStream.defaultReadObject(Unknown Source)

at com.ic.bc.game.composition.ACArmy.readObject(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source)

at com.ic.bc.game.composition.ACMission.readObject(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.ww.game.Mission.loadReservesAndACFromSave(Unknown Source)

at com.ic.ww.game.Mission.loadMissionFromSaveFile(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

SectFile load failed: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini

java.io.FileNotFoundException: I/O error: data/units/armoredcar/ger/sdkfz_251_10/unit.ini

at com.maddox.rts.SFSInputStream.open(Unknown Source)

at com.maddox.rts.SFSInputStream.<init>(Unknown Source)

at com.maddox.rts.SFSReader.<init>(Unknown Source)

at com.maddox.rts.SectFile.loadFile(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source)

at com.ic.bc.game.composition.ACUnitData.getPartList(Unknown Source)

at com.ic.bc.game.composition.ACUnit.readObject(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source)

at com.ic.bc.game.composition.ACGroup.readObject(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source)

at com.ic.bc.game.composition.ACGroupList.readObject(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.defaultReadFields(Unknown Source)

at java.io.ObjectInputStream.defaultReadObject(Unknown Source)

at com.ic.bc.game.composition.ACArmy.readObject(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.bc.serialization.IOUtils.readArrayDyn(Unknown Source)

at com.ic.bc.game.composition.ACMission.readObject(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Unknown Source)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)

at java.io.ObjectInputStream.readSerialData(Unknown Source)

at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)

at java.io.ObjectInputStream.readObject0(Unknown Source)

at java.io.ObjectInputStream.readObject(Unknown Source)

at com.ic.ww.game.Mission.loadReservesAndACFromSave(Unknown Source)

at com.ic.ww.game.Mission.loadMissionFromSaveFile(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

::: setLoading=false

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

================== START LOADED MISSION missions/bulldogs/bulldog_2/mission.xml=====================

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

ERROR file: File ww.cmd not found

Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0

--------------------------- Precache Effects begins ---------------------------

--------------------------- Precache Effects ends ---------------------------

MapsStorage.aiMapAddRoads(): roads where added in 12 ms

LandscapeTrees.recalcTreeVisBlocks() recalculated in 7 ms

Normal: availNodeNum/availNodeList.Size = 680/0

Aggressive: availNodeNum/availNodeList.Size = 445/0

--PFSCache read--

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

=== END OF TRIGGER COMPILATION ===

java.lang.NullPointerException

at com.ic.bc.entities.factory.MissionCreator2.afterUnitsCreation(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source)

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

::: setLoading=false

Load Mission Start crashed

java.lang.RuntimeException: Load Mission Start crashed

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

*** FAILURE *** [sYSTEM] Main loop: BackgroundTask crashed:

java.lang.RuntimeException: BackgroundTask crashed:

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

================== DESTROY GAME =====================

::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 18

::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 106

::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 60

GObj.finalize (1): C++ object 1057156112 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 60, last link count = 0

GObj.finalize (1): C++ object 1057160000 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 106, last link count = 0

GObj.finalize (1): C++ object 1054331560 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 18, last link count = 0

PFS recalculate missionDestroy for Normal: nodeNum= 51588, availNodeNum=8252

PFS recalculate missionDestroy for Aggressive: nodeNum= 30155, availNodeNum=7918

PFS recalculate missionDestroy for Normal: nodeNum= 51588, availNodeNum=34028

PFS recalculate missionDestroy for Aggressive: nodeNum= 30155, availNodeNum=12625

================== DESTROY GAME IS DONE=====================

WWThreadPool.destroy(): Thread pool is destroyed

[Feb 28, 2009 9:57:47 PM] -------------- END log session -------------

Link to comment
Share on other sites

Yes I saw that too and did try to do both and failed.

First I tried installing it but could not do it because I could no longer obtain the mod installer referred to in the instructions. That latest Dr Jones mod installer did not see the mod in the the mod folder, in fact I have loaded all the mods from CMM in this mod folder, both zipped and unzipped and it cannot see any of them, but that may be because they are not designed for this version of the mod installer.

I went looking for the halftrack data in the game but it was such a long job I gave up as one has to look in every scenario, I would rather spend the same time playing the game rather that tinkering with its innards and running the risk of stuffing it up altogether and having to reinstall an old backup.

I have pretty much decided to wait for version 3 of your brilliant Bulldog campaign to be issued. I am just not qualified, gifted or interested enough to tinker with games that don't quite work, tempting though it is.

If I were you I would test run it on a fresh install of the game with the latest JSH mod so that we are all singing from the same hyme book as this is what most other people will be using when they come to play the BB add on.

Cheers

Alan.

Link to comment
Share on other sites

Not one to give up, despite the above, I tried a few things today.

It still crashes at the same point however the error message is now much shorter and there are no references to armoured car units not being found. (I copied the unit data for the 251-10-aufc and renamed it to 251-10 to that the computer found what it wanted in the right slot) I really thought this might have cracked it however it did not. Here is the new log file:

It refers to lots of unknown sources:

[Mar 1, 2009 5:51:10 PM] ------------ BEGIN log session -------------

Sound: Native library (build 1.1, target - P IV) loaded.

Main3D >>> renderer type: OPENGL

WWThreadPool.create(): Thread pool is created. Threads count = 0

Load gui skin from: Data/Settings/gui.ini

=========================== CampaignRecList.updateList() begins ===========================

=========================== CampaignRecList.updateList() ends ===========================

Time overflow (0): speed 0.18832392

ERROR file: File wwrcu not found

Initializing DirectSound playback device...

Primary buffer created.

Playback format is set : sampling rate = 44100, num channels = 2.

Buffer caps : Transfer rate = 0, CPU overhead = 0.

Default speaker config is : 1310724.

Direct sound audio device initialized successfully :

DX Version : 7

Hardware - disabled [buffers : 0]

Extensions - disabled :

EAX ver. 1 [ ] - disabled

EAX ver. 2 [ ] - disabled

EAX ver. 3 [ ] - disabled

I3D ver. 2 [ ] - disabled

ZoomFX [ ] - disabled

MacroFX [ ] - disabled

SIMD render [X]

num channels 16

cannot open file for reading

Cannot open audio file samples/Error_empty.wav

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

VoicesTable.load(): files were scanned in 2873 ms

::: setLoading=false

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

================== START LOADED MISSION missions/bulldogs/bulldog_2/mission.xml=====================

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

ERROR file: File ww.cmd not found

Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0

--------------------------- Precache Effects begins ---------------------------

--------------------------- Precache Effects ends ---------------------------

MapsStorage.aiMapAddRoads(): roads where added in 13 ms

LandscapeTrees.recalcTreeVisBlocks() recalculated in 7 ms

Normal: availNodeNum/availNodeList.Size = 680/0

Aggressive: availNodeNum/availNodeList.Size = 445/0

--PFSCache read--

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_2/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

=== END OF TRIGGER COMPILATION ===

com.maddox.core.GObjException: MeshName is empty

at com.maddox.core.AMesh.newAMesh(Unknown Source)

at com.maddox.core.ActorAMesh.setMesh(Unknown Source)

at com.ic.bc.entities.Entity.<init>(Unknown Source)

at com.ic.bc.entities.Unit.<init>(Unknown Source)

at com.ic.bc.entities.factory.EntityCreator.createUnit(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createUnit(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createGroup(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createGroups(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source)

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

com.maddox.core.GObjException: MeshName is empty

at com.maddox.core.AMesh.newAMesh(Unknown Source)

at com.maddox.core.ActorAMesh.setMesh(Unknown Source)

at com.ic.bc.entities.Entity.<init>(Unknown Source)

at com.ic.bc.entities.Unit.<init>(Unknown Source)

at com.ic.bc.entities.factory.EntityCreator.createUnit(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createUnit(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createGroup(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createGroups(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source)

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

java.lang.NullPointerException

at com.ic.bc.entities.factory.MissionCreator2.afterUnitsCreation(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source)

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

::: setLoading=false

Load Mission Start crashed

java.lang.RuntimeException: Load Mission Start crashed

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

*** FAILURE *** [sYSTEM] Main loop: BackgroundTask crashed:

java.lang.RuntimeException: BackgroundTask crashed:

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

================== DESTROY GAME =====================

*** FAILURE *** [sYSTEM] Main end: null

java.lang.NullPointerException

at com.ic.bc.entities.Unit.destroy(Unknown Source)

at com.ic.bc.game.lists.GameLists.destroyAll(Unknown Source)

at com.ic.bc.game.lists.GameListsServer.destroyAll(Unknown Source)

at com.ic.ww.game.Mission.destroy(Unknown Source)

at com.ic.ww.game.Main3D.endApp(Unknown Source)

at com.ic.ww.game.MainWin3D.endApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

[Mar 1, 2009 5:52:14 PM] -------------- END log session -------------

Hope this helps narrow the problem further.

I even reloaded the latest JSH mini patch several times as this has the halftrack in it that the computer wants. Though the one in the patch is an 251-10-aufc, but practically the same thing and is the data I simply copied, renamed and pasted in.

Cheers

Alan.

Link to comment
Share on other sites

  • 2 weeks later...

Hello,

After many hours of battling (Hill 113 was fantastic) I have hit another snag at the Hold out scenario.

Here is the log file:

[Mar 13, 2009 8:29:16 PM] ------------ BEGIN log session -------------

Sound: Native library (build 1.1, target - P IV) loaded.

Main3D >>> renderer type: OPENGL

WWThreadPool.create(): Thread pool is created. Threads count = 0

Load gui skin from: Data/Settings/gui.ini

=========================== CampaignRecList.updateList() begins ===========================

=========================== CampaignRecList.updateList() ends ===========================

Time overflow (0): speed 0.13529766

ERROR file: File wwrcu not found

Initializing DirectSound playback device...

Primary buffer created.

Playback format is set : sampling rate = 44100, num channels = 2.

Buffer caps : Transfer rate = 0, CPU overhead = 0.

Default speaker config is : 1310724.

Direct sound audio device initialized successfully :

DX Version : 7

Hardware - disabled [buffers : 0]

Extensions - disabled :

EAX ver. 1 [ ] - disabled

EAX ver. 2 [ ] - disabled

EAX ver. 3 [ ] - disabled

I3D ver. 2 [ ] - disabled

ZoomFX [ ] - disabled

MacroFX [ ] - disabled

SIMD render [X]

num channels 16

cannot open file for reading

Cannot open audio file samples/Error_empty.wav

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

VoicesTable.load(): files were scanned in 2889 ms

ERROR file: File ww.cmd not found

Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0

--------------------------- Precache Effects begins ---------------------------

--------------------------- Precache Effects ends ---------------------------

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_3/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

MapsStorage.aiMapAddRoads(): roads where added in 12 ms

LandscapeTrees.recalcTreeVisBlocks() recalculated in 9 ms

=== END OF TRIGGER COMPILATION ===

load unit - sherman_ic id = 694

load unit - sherman_ic id = 699

load unit - sherman_ic id = 704

load unit - sherman_ic id = 709

load unit - m4a2_(sherman) id = 714

load unit - m4a2_(sherman) id = 720

name=m4a2_(sherman)acunit=ACUnit m4a2_(sherman)

state=4 isDestroyed=false

load unit - m4a2_(sherman) id = 726

load unit - m4a2_(sherman) id = 732

load unit - a22f_(churchill_vii) id = 738

load unit - a22f_(churchill_vii) id = 744

load unit - a22f_(churchill_vii) id = 750

load unit - a22f_(churchill_vii) id = 756

load unit - m10_(wolverine) id = 762

load unit - m10_(wolverine) id = 768

load unit - sherman_ic id = 895

load unit - sherman_ic id = 900

load unit - m4a2_(sherman) id = 915

load unit - m4a2_(sherman) id = 921

load unit - m4a2_(sherman) id = 927

load unit - m4a2_(sherman) id = 933

load unit - m10_(wolverine) id = 939

load unit - m10_(wolverine) id = 945

load unit - m4a2_(sherman) id = 951

load unit - m4a2_(sherman) id = 957

load unit - m4a2_(sherman) id = 963

load unit - sherman_ic id = 202

load unit - sherman_ic id = 207

load unit - sherman_ic id = 612

load unit - sherman_ic id = 622

load unit - a30_(challenger_i) id = 11729

load unit - a27m_(cromwell_iv) id = 19

name=pz_ivhacunit=ACUnit pz_ivh

state=4 isDestroyed=false

load unit - pz_ivh id = 282

load unit - pz_ivh id = 288

load unit - pz_ivh id = 294

load unit - pz_ivh id = 306

name=pz_ivhacunit=ACUnit pz_ivh

state=4 isDestroyed=false

load unit - pz_ivh id = 312

load unit - pz_ivh id = 318

load unit - pz_vie_(tiger_i) id = 330

load unit - pz_vie_(tiger_i) id = 336

load unit - pz_vie_(tiger_i) id = 342

load unit - pz_vie_(tiger_i) id = 348

load unit - pz_vg_(panther) id = 366

load unit - pz_vg_(panther) id = 372

load unit - pz_vg_(panther) id = 378

load unit - pz_vg_(panther) id = 384

load unit - pz_vib_(tiger_ii) id = 464

load unit - pz_vib_(tiger_ii) id = 470

load unit - pz_vg_(panther) id = 390

load unit - pz_vg_(panther) id = 396

name=pz_vg_(panther)acunit=ACUnit pz_vg_(panther)

state=4 isDestroyed=false

load unit - pz_vg_(panther) id = 402

load unit - pz_ivh id = 414

name=pz_ivhacunit=ACUnit pz_ivh

state=4 isDestroyed=false

load unit - pz_ivh id = 420

load unit - pz_ivh id = 426

load unit - pz_ivh id = 438

load unit - stug_iv id = 444

load unit - stug_iv id = 449

load unit - stug_iv id = 459

load unit - pz_vie_(tiger_i) id = 999

load unit - pz_vie_(tiger_i) id = 1005

load unit - pz_vie_(tiger_i) id = 1011

load unit - pz_ivh id = 476

load unit - pz_ivh id = 482

load unit - pz_ivh id = 488

name=stug_ivacunit=ACUnit stug_iv

state=4 isDestroyed=false

load unit - stug_iv id = 494

name=stug_ivacunit=ACUnit stug_iv

state=4 isDestroyed=false

load unit - stug_iv id = 499

load unit - a27m_(cromwell_iv) id = 845

load unit - a27m_(cromwell_iv) id = 851

load unit - a27m_(cromwell_iv) id = 857

load unit - a27m_(cromwell_iv) id = 863

load unit - archer id = 869

load unit - archer id = 874

load unit - archer id = 879

Total #8685 objects post-Loaded.

Total #9192 post-processed for GUI.

Normal: availNodeNum/availNodeList.Size = 2991/0

Aggressive: availNodeNum/availNodeList.Size = 7533/0

--PFSCache read--

::: setLoading=false

================== START LOADED MISSION missions/bulldogs/bulldog_3/mission.xml=====================

ERROR! DAMAGE_SYSTEM: cant read armor scale for <SKY>

IO >>> serialized=(0) ms, save=(53) ms, trees=(-53), typemap,deform=(0)

================== DESTROY GAME =====================

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

ActorSoundListener class=com.maddox.core.ActorSoundListener id=none destroyed=false

*** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0

*** FAILURE *** [sYSTEM] ===Begin of stack dump===

*** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0

*** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0

*** FAILURE *** [sYSTEM] com.ic.bc.campaing.CampaignManager.onMissionEndBeforeSaveEAS() at line 0

*** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.skills.Skills$2.run() at line 0

*** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0

*** FAILURE *** [sYSTEM] ===End of stack dump===

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

*** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0

*** FAILURE *** [sYSTEM] ===Begin of stack dump===

*** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0

*** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0

*** FAILURE *** [sYSTEM] com.ic.bc.campaing.CampaignManager.onMissionEndBeforeSaveEAS() at line 0

*** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.skills.Skills$2.run() at line 0

*** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0

*** FAILURE *** [sYSTEM] ===End of stack dump===

PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=5718

PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=7745

PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=34539

PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=13413

================== DESTROY GAME IS DONE=====================

IO >>> serialized=(0) ms, save=(59) ms, trees=(-59), typemap,deform=(0)

IO >>> serialized=(0) ms, save=(46) ms, trees=(-46), typemap,deform=(0)

=========================== CampaignRecList.updateList() begins ===========================

=========================== CampaignRecList.updateList() ends ===========================

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_4/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

SectFile load failed: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini

java.io.FileNotFoundException: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini

at com.maddox.rts.SFSInputStream.open(Unknown Source)

at com.maddox.rts.SFSInputStream.<init>(Unknown Source)

at com.maddox.rts.SFSReader.<init>(Unknown Source)

at com.maddox.rts.SectFile.loadFile(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source)

at com.ic.bc.game.composition.ACUnitData.LoadFromIni(Unknown Source)

at com.ic.bc.game.composition.ACUnitData.getOrCreateACUnitData(Unknown Source)

at com.ic.bc.game.composition.ACUnit.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACGroup.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACGroupList.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACArmy.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACMission.LoadFromXml(Unknown Source)

at com.ic.ww.game.Mission.loadACMission(Unknown Source)

at com.ic.bc.gui.composition.ArmyComposition.updateData(Unknown Source)

at com.ic.bc.gui.briefing.MissionBriefing$2.doAction(Unknown Source)

at com.maddox.rts.MsgAction.doAction(Unknown Source)

at com.maddox.rts.MsgAction.invokeListener(Unknown Source)

at com.maddox.rts.Message._send(Unknown Source)

at com.maddox.rts.Message.sendToObject(Unknown Source)

at com.maddox.rts.Message.sendTo(Unknown Source)

at com.maddox.rts.Message.trySend(Unknown Source)

at com.maddox.rts.Time.loopMessages(Unknown Source)

at com.maddox.rts.RTSConf.loopMsgs(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

SectFile load failed: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini

java.io.FileNotFoundException: I/O error: data/units/tanks/uk/sherman_vc_(firefly)/unit.ini

at com.maddox.rts.SFSInputStream.open(Unknown Source)

at com.maddox.rts.SFSInputStream.<init>(Unknown Source)

at com.maddox.rts.SFSReader.<init>(Unknown Source)

at com.maddox.rts.SectFile.loadFile(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.maddox.rts.SectFile.<init>(Unknown Source)

at com.ic.ww.ai.util.SectFileExt.<init>(Unknown Source)

at com.ic.bc.game.composition.ACUnitData.getPartList(Unknown Source)

at com.ic.bc.game.composition.ACUnit.LoadBackpackSet_4(Unknown Source)

at com.ic.bc.game.composition.ACUnit.LoadBackpackSet(Unknown Source)

at com.ic.bc.game.composition.ACUnit.LoadBackpackSetsFromXml(Unknown Source)

at com.ic.bc.game.composition.ACUnit.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACGroup.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACGroupList.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACArmy.LoadFromXml(Unknown Source)

at com.ic.bc.game.composition.ACMission.LoadFromXml(Unknown Source)

at com.ic.ww.game.Mission.loadACMission(Unknown Source)

at com.ic.bc.gui.composition.ArmyComposition.updateData(Unknown Source)

at com.ic.bc.gui.briefing.MissionBriefing$2.doAction(Unknown Source)

at com.maddox.rts.MsgAction.doAction(Unknown Source)

at com.maddox.rts.MsgAction.invokeListener(Unknown Source)

at com.maddox.rts.Message._send(Unknown Source)

at com.maddox.rts.Message.sendToObject(Unknown Source)

at com.maddox.rts.Message.sendTo(Unknown Source)

at com.maddox.rts.Message.trySend(Unknown Source)

at com.maddox.rts.Time.loopMessages(Unknown Source)

at com.maddox.rts.RTSConf.loopMsgs(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission

ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission

ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission

ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission

ACUnit __TEMPORARY_CREW_usa__ ==> reserves next mission

AC (unit): reserves unit Staff Squad moved to deployment/AC

AC (unit): reserves unit Squad moved to deployment/AC

AC (unit): reserves unit Squad moved to deployment/AC

AC (unit): reserves unit Vickers Mk.I (7.7mm Vickers machine gun mod.1912) moved to deployment/AC

AC (unit): reserves unit M3A1 (half-track armored car mod.1934) moved to deployment/AC

AC (unit): reserves unit Vickers Mk.I (7.7mm Vickers machine gun mod.1912) moved to deployment/AC

AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC

AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC

AC (unit): reserves unit M10 Gun Motor Carriage (anti-tank SPG on tank M4A2 (Sherman) base mod.1942) moved to deployment/AC

AC (unit): reserves unit M10 Gun Motor Carriage (anti-tank SPG on tank M4A2 (Sherman) base mod.1942) moved to deployment/AC

AC (unit): reserves unit M10 Gun Motor Carriage (anti-tank SPG on tank M4A2 (Sherman) base mod.1942) moved to deployment/AC

AC (unit): reserves unit CPM Ford FAT-2 (all-wheel drive tractor) moved to deployment/AC

AC (unit): reserves unit CPM Ford FAT-2 (all-wheel drive tractor) moved to deployment/AC

AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC

AC (unit): reserves unit 57-mm anti-tank gun Mk.IV moved to deployment/AC

AC (unit): reserves unit Sherman IC Firefly (medium tank M4 "Sherman" mod.42) moved to deployment/AC

AC (unit): reserves unit Sherman IC Firefly (medium tank M4 "Sherman" mod.42) moved to deployment/AC

*** FAILURE *** [sYSTEM] assert failed in com.ic.ww.game.Mission.saveReservesAndACToSave() at line 0

*** FAILURE *** [sYSTEM] ===Begin of stack dump===

*** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.saveMissionToSaveFile() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.SaveLoadFacade.saveMissionInNonGameMenu() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.SaveLoadFacade.<unknown>() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.SaveLoadFacade$2.run() at line 0

*** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0

*** FAILURE *** [sYSTEM] ===End of stack dump===

IO >>> serialized=(0) ms, save=(166) ms, trees=(-166), typemap,deform=(0)

===================================================================

Last serial num: unknown

Total size in bytes: 0

Number of blocks: 0

::: setLoading=true

LandscapeTrees.recalcTreeVisBlocks() recalculated in 12 ms

PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 52906, availNodeNum=1388

PFS recalculate PFSCache failed: initMission for Aggressive: nodeNum= 31542, availNodeNum=9557

--PFSCache created--

================ MissionManager.loadMissionBriefing() missions/bulldogs/bulldog_4/briefing.xml ================

================ MissionManager.loadMissionBriefing() ends ================

=== END OF TRIGGER COMPILATION ===

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

Eff3D.finalize (1): C++ object [null] of class com.maddox.core.Eff3D NOT destroyed, last link count = 1

java.lang.NullPointerException

at com.ic.bc.entities.factory.MissionCreator2.afterUnitsCreation(Unknown Source)

at com.ic.bc.entities.factory.MissionCreator2.createMission(Unknown Source)

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

::: setLoading=false

Load Mission Start crashed

java.lang.RuntimeException: Load Mission Start crashed

at com.ic.ww.game.Mission.loadMissionStart(Unknown Source)

at com.ic.bc.gui.menus.Loading$BackgroundLoader.run(Unknown Source)

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

*** FAILURE *** [sYSTEM] Main loop: BackgroundTask crashed:

java.lang.RuntimeException: BackgroundTask crashed:

at com.maddox.rts.BackgroundTask.doRun(Unknown Source)

at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)

at com.ic.ww.game.Main.exec(Unknown Source)

at com.ic.ww.game.GameWin3D.main(Unknown Source)

================== DESTROY GAME =====================

::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 4

::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 67

::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 119

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

ActorSoundListener class=com.maddox.core.ActorSoundListener id=none destroyed=false

*** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0

*** FAILURE *** [sYSTEM] ===Begin of stack dump===

*** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0

*** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main3D.endApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.endApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0

*** FAILURE *** [sYSTEM] ===End of stack dump===

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

NONAME class=com.maddox.core.Eff3DActor id=none destroyed=true

*** FAILURE *** [sYSTEM] assert failed in com.ic.ww.core.DrawEnvXY.assertListEmpty() at line 0

*** FAILURE *** [sYSTEM] ===Begin of stack dump===

*** FAILURE *** [sYSTEM] com.ic.ww.core.DrawEnvXY.assertEmpty() at line 0

*** FAILURE *** [sYSTEM] com.maddox.core.Engine.assertDrawEnvEmpty() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.destroy() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main3D.endApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.endApp() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0

*** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0

*** FAILURE *** [sYSTEM] ===End of stack dump===

PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=1583

PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=9704

PFS recalculate missionDestroy for Normal: nodeNum= 52906, availNodeNum=34566

PFS recalculate missionDestroy for Aggressive: nodeNum= 31542, availNodeNum=13439

================== DESTROY GAME IS DONE=====================

WWThreadPool.destroy(): Thread pool is destroyed

[Mar 13, 2009 10:07:29 PM] -------------- END log session -------------

Cheers

Alan

Link to comment
Share on other sites

  • 1 month later...

Did the new mission fix your problem?

I decided to add a new mission to B3, the new mission is a defend action at Eterville, I'm pretty pleased with the results, so here's some eye candy from the play test:-

Shermans in ambush positions

f_eterville1m_cc9e6e6.jpg

Artillery strike (Got em haha)

f_eterville2m_fc4bb4b.jpg

Caught in the wheatfields

f_eterville3m_b3a9a71.jpg

Will upload full updated campaign when there's somewhere to host it......

Link to comment
Share on other sites

  • 2 weeks later...

Hello Gnasher,

Yes your fix worked fine, have been battling on doggedly since my last post on the subject without a hitch. It has been great fun.

I wanted to report a possible anomaly and that is that on my campaign menu of completed battles Hill112(4) is listing after the Defense of Maltot. I think it should be listing before Bloody Maltot to be in the right chronological order.

This only came to my attention as I have had to repeat the Defense of Maltot mission 3 x now without success.

Is is correct that on this mission you do not get to choose your units and the game cuts straight to the battle setup process?

Anyway I cannot seem to do much with my 4 Churchills, 3 6pounders and 6 inf squads. 20+ Tigers and Panthers + SPGS, recon and inf are just overwhelming.

Cheers

AL

Link to comment
Share on other sites


×
×
  • Create New...