Knokke Posted February 3, 2011 Share Posted February 3, 2011 Hi Sneaksie, I have a question that I hope you'll be able to answer. I've created a new map from scratch with new static objects. It is working perfectly well in the map editor, and has been working in game as well for some time, but now when I try to use it in a mission in the game, ToW_Kursk return me to the desktop at about 30 or 40% of the loading progression. I got this error message in the file log.lst: !!!!!!!!!!!! initWeaponEmplacement() failed !!!!!!!!!! *** FAILURE *** [sYSTEM] assert failed in com.ic.bc.entities.Static.StaticEntityGameHouse.initWeaponEmplacement() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.bc.entities.StaticEntity.init() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.createStaticEntity() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.loadStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.loadStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.loadMissionStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.loadMissionStart() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.Loading$BackgroundLoader.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=== Am I correct to assume that I've goofed somewhere with the Shoot_# hooks in one of my buildings of the gametype GameHouse, or could this be related to something else (the building using a wrong StaticTypePreset, for example?) Thanks for any hint you could provide. -Knokke Link to comment Share on other sites More sharing options...
Sneaksie Posted February 3, 2011 Share Posted February 3, 2011 It's caused by infantry hooks (90% probability), the game can't find them. It also may be caused by failure of hooks 'projecting' to terrain cells underneath them (soldiers need terrain cells marked as suitable firing positions), try to rotate or move the house on the map. Link to comment Share on other sites More sharing options...
Knokke Posted February 3, 2011 Author Share Posted February 3, 2011 Thank you very much Sneaksie. Link to comment Share on other sites More sharing options...
Knokke Posted February 3, 2011 Author Share Posted February 3, 2011 Does that mean that for every static object of the gametype GameHouse, it is mandatory to have infantry hooks? if such objects have no infantry hooks, the game engine will still be looking for them, and not finding any, will report an error? If it is the case, it is probably where the problem is to be found, as I have several static objects of type GameHouse without infantry hooks (I simply needed to use collisions of the type x_roof#, but didn't need firing position, so I simply constructed the building without such hooks) Link to comment Share on other sites More sharing options...
Sneaksie Posted February 4, 2011 Share Posted February 4, 2011 Lead programmer says that they are not mandatory, but then infantry won't be able to fire from such a house. Link to comment Share on other sites More sharing options...
Knokke Posted February 4, 2011 Author Share Posted February 4, 2011 I've made some progress in debuging my map: I've deleted all the static objects that I thought might cause the game to crash. Now, instead of crashing to desktop at about 30-40% of the progression bar, it crashes toward the end, at about 90%. I had a look at the log.lst file to see what has changed: Previously, I had about 10 occurences of the "!!!!!!!!!!!! initWeaponEmplacement() failed !!!!!!!!!!" error - Now, I've only two such occurences left (which probably indicate that there are still troublesome buildings), but the log.lst file seems to indicate that the game crashed after having finished loading the buildings, as it started to load the briefing of the mission and finished compiling the triggers, before hitting an other error that seems have something to do with the skycube and weather settings. I really can't understand why I've got any error with the skycubes and weather, as I have not modified any files related to the weather and all the missions I tested are using Kursk default weather settings. Here is the full log.lst file content: [Feb 4, 2011 8:01:23 PM] ------------ BEGIN log session ------------- Sound: Native library (build 1.1, target - P IV) loaded. Main3D >>> renderer type: DIRECT3D9 Available Texture Memory: 931Mb 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 0.09426058 Initializing DirectSound playback device... Primary buffer created. Playback format is set : sampling rate = 44100, num channels = 2. Not enought hardware buffers (0), hardware disabled 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 - enabled : 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 32 Initializing animator... Animator was initialized in 6736 milliseconds (6 seconds) Loaded user music tracks: [ingame: 0] [Non-Game: 0] =========================== CampaignRecList.updateList() begins =========================== =========================== CampaignRecList.updateList() ends =========================== VoicesTable.load(): files were scanned in 1285 ms ::: setLoading=true ERROR file: File ww.cmd not found Selected Decal #0: GROUND, TEX 0, BRIGHTNESS 0 --------------------------- Precache Effects begins --------------------------- --------------------------- Precache Effects ends --------------------------- MapsStorage.aiMapAddRoads(): roads where added in 76 ms LandscapeTrees.recalcTreeVisBlocks() recalculated in 0 ms SpeedTrees.load() done in 1868 ms !!!!!!!!!!!! initWeaponEmplacement() failed !!!!!!!!!! *** FAILURE *** [sYSTEM] assert failed in com.ic.bc.entities.Static.StaticEntityGameHouse.initWeaponEmplacement() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.bc.entities.StaticEntity.init() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.createStaticEntity() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.loadStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.loadStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.loadMissionStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.loadMissionStart() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.Loading$BackgroundLoader.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=== !!!!!!!!!!!! initWeaponEmplacement() failed !!!!!!!!!! *** FAILURE *** [sYSTEM] assert failed in com.ic.bc.entities.Static.StaticEntityGameHouse.initWeaponEmplacement() at line 0 *** FAILURE *** [sYSTEM] ===Begin of stack dump=== *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.loadStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.entities.factory.StaticEntityCreator.loadStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.loadMissionStatics() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Mission.loadMissionStart() at line 0 *** FAILURE *** [sYSTEM] com.ic.bc.gui.menus.Loading$BackgroundLoader.run() at line 0 *** FAILURE *** [sYSTEM] com.maddox.rts.BackgroundTask.doRun() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.Main.exec() at line 0 *** FAILURE *** [sYSTEM] com.ic.ww.game.GameWin3D.main() at line 0 *** FAILURE *** [sYSTEM] ===End of stack dump=== PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 53852, availNodeNum=0 PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 53852, availNodeNum=0 --PFSCache created-- ================ MissionManager.loadMissionBriefing() missions/single_missions/detonator_test/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ === END OF TRIGGER COMPILATION === ::: setLoading=false Structure handled exception arized, see cppcrash java.lang.RuntimeException: Structure handled exception arized, see cppcrash at com.maddox.core.Landscape.setSkyCube(Unknown Source) at com.ic.bc.game.weather.WeatherPreset.applySettings(Unknown Source) at com.ic.bc.game.weather.WeatherPreset.applySettings(Unknown Source) at com.ic.ww.game.Mission.initEnvironment(Unknown Source) at com.ic.ww.game.Mission.loadMissionStart(Unknown Source) at com.ic.bc.gui.menus.Loading$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) *** 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 ===================== PFS recalculate missionDestroy for Normal: nodeNum= 53852, availNodeNum=13316 PFS recalculate missionDestroy for Normal: nodeNum= 53852, availNodeNum=31810 ================== DESTROY GAME IS DONE===================== WWThreadPool.destroy(): Thread pool is destroyed [Feb 4, 2011 8:07:37 PM] -------------- END log session ------------- I hope you'll be able to help me. I've spend more than one year doing this map, and I would hate to be stuck there, only able to add to the map in the map editor, but not being able to use it with a mission. Again, thanks for any help you can provide, Sneaksie. Link to comment Share on other sites More sharing options...
Knokke Posted February 9, 2011 Author Share Posted February 9, 2011 I've made more progress yet debuging my map. I no longer have any errors related to the infantry hooks and I'm able to open the map in a mission (at least in some missions). I believe I've hit the maximum number of different statics objects allowed in one map in ToW. If I add a new static object (of a new type, not yet used on the map), the map will load without trouble in the Map Editor, but once loaded in a mission, the game will crash at 100% of the loading progress with an error message like that: [Feb 9, 2011 7:14:26 PM] ------------ BEGIN log session ------------- Sound: Native library (build 1.1, target - P IV) loaded. Main3D >>> renderer type: DIRECT3D9 Available Texture Memory: 1441Mb 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 0.09305211 Initializing DirectSound playback device... Primary buffer created. Playback format is set : sampling rate = 44100, num channels = 2. Not enought hardware buffers (0), hardware disabled 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 32 Initializing animator... Animator was initialized in 10447 milliseconds (10 seconds) Loaded user music tracks: [ingame: 0] [Non-Game: 0] =========================== CampaignRecList.updateList() begins =========================== =========================== CampaignRecList.updateList() ends =========================== VoicesTable.load(): files were scanned in 1278 ms ::: setLoading=true ERROR file: File ww.cmd not found Selected Decal #0: GROUND, TEX 0, BRIGHTNESS 0 --------------------------- Precache Effects begins --------------------------- --------------------------- Precache Effects ends --------------------------- MapsStorage.aiMapAddRoads(): roads where added in 18 ms LandscapeTrees.recalcTreeVisBlocks() recalculated in 1 ms SpeedTrees.load() done in 1350 ms PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 50970, availNodeNum=0 PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 50970, availNodeNum=0 --PFSCache created-- ================ MissionManager.loadMissionBriefing() missions/single_missions/test_infantry/briefing.xml ================ ================ MissionManager.loadMissionBriefing() ends ================ === END OF TRIGGER COMPILATION === ::: setLoading=false ================== START MISSION missions/single_missions/test_infantry/mission.xml===================== Time overflow (0): speed 0.14075696 Link to comment Share on other sites More sharing options...
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