alan123 Posted February 27, 2009 Share Posted February 27, 2009 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 More sharing options...
Gnasher Posted February 28, 2009 Author Share Posted February 28, 2009 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 More sharing options...
Gnasher Posted February 28, 2009 Author Share Posted February 28, 2009 Oh & don't be afraid of the editor, it's not that hard really once you get the hand of it, I'm no programmer, I learnt by looking at & changing the stock missions. Link to comment Share on other sites More sharing options...
Arzok Posted February 28, 2009 Share Posted February 28, 2009 Most of the missions have randomly generated opposing forces with ~ 250 possible variations. I had to spend several months play testing each mission. Did you test the 250 possibilities ? :eek: Link to comment Share on other sites More sharing options...
Gnasher Posted February 28, 2009 Author Share Posted February 28, 2009 Did you test the 250 possibilities ? :eek: Errr yeah, at least I think I did! Link to comment Share on other sites More sharing options...
alan123 Posted February 28, 2009 Share Posted February 28, 2009 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 More sharing options...
Gnasher Posted February 28, 2009 Author Share Posted February 28, 2009 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 More sharing options...
alan123 Posted February 28, 2009 Share Posted February 28, 2009 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 More sharing options...
Gnasher Posted February 28, 2009 Author Share Posted February 28, 2009 1st thing that jumps out is the sdkfz_251_10 this is an oudy mod for the 251 with a 37mm AT gun. I'd suggest either installing the mod or deleting it from the German forces. Link to comment Share on other sites More sharing options...
alan123 Posted March 1, 2009 Share Posted March 1, 2009 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 More sharing options...
alan123 Posted March 1, 2009 Share Posted March 1, 2009 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 More sharing options...
Gnasher Posted March 1, 2009 Author Share Posted March 1, 2009 No, it's Oudy's that you need, you can get it from CMMODs. Here's the link http://www.cmmods.com/web/CMMods.nsf?OpenDatabase&login Link to comment Share on other sites More sharing options...
alan123 Posted March 1, 2009 Share Posted March 1, 2009 Hallo, I got it and installed it manually, as I have now learned my way around the file structure, and it worked. Thanks Alan Link to comment Share on other sites More sharing options...
alan123 Posted March 13, 2009 Share Posted March 13, 2009 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 More sharing options...
alan123 Posted April 19, 2009 Share Posted April 19, 2009 No action here then eh? Shame. AL Link to comment Share on other sites More sharing options...
Sneaksie Posted April 20, 2009 Share Posted April 20, 2009 It appears you don't have Sherman Firefly unit (maybe from Oudy or JSH mod). Link to comment Share on other sites More sharing options...
alan123 Posted April 20, 2009 Share Posted April 20, 2009 But I do, I have had Fireflies in just about all the proceeding scenarios. I have the JSH mods installed too. Strange eh? Never mind. AL Link to comment Share on other sites More sharing options...
Sneaksie Posted April 20, 2009 Share Posted April 20, 2009 JSH and Oudy Fireflies have different names. Maybe this mission uses Oudy's Firefly. Link to comment Share on other sites More sharing options...
Gnasher Posted April 20, 2009 Author Share Posted April 20, 2009 Here's the latest version from Beta 3 which I will upload when the repository is fixed (i.e. can upload >40MB). Unzip this into missions\BULLDOGS\Bulldog_4 folder. ***** NB: You need Knokke's Typhoon mod for this to work. ***** HTHMission.zip Link to comment Share on other sites More sharing options...
Gnasher Posted April 27, 2009 Author Share Posted April 27, 2009 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 Artillery strike (Got em haha) Caught in the wheatfields Will upload full updated campaign when there's somewhere to host it...... Link to comment Share on other sites More sharing options...
Sneaksie Posted April 27, 2009 Share Posted April 27, 2009 Gnasher, maybe use one of the free file hosting servers? Link to comment Share on other sites More sharing options...
Arzok Posted April 28, 2009 Share Posted April 28, 2009 Gnasher, I can do the same than for the MP mission pack. Link to comment Share on other sites More sharing options...
alan123 Posted May 9, 2009 Share Posted May 9, 2009 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 More sharing options...
Gnasher Posted May 9, 2009 Author Share Posted May 9, 2009 Thanks for the feedback, I'll look into it & work fixes into B3 which RL is getting in the way of at the moment. BTW B3 will have at least 1 new mission. Link to comment Share on other sites More sharing options...
Gnasher Posted May 9, 2009 Author Share Posted May 9, 2009 Alan, Yes its a bug the missions are not numbered correctly, good spot! Gnasher Link to comment Share on other sites More sharing options...
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