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I've just added a new error reason with Eip. Testet that for hours to figure out the exact conditions that make it happen. --[[User:Bachsau|Bachsau]] 20:04, 20 May 2007 (CEST)
About warheads in the warhead list:
About warheads in the warhead list:


Line 8: Line 11:


My weapons never IEd when I didn't declare their new Warheads, however, it's bad coding practice and whatnot, so I advise people to always keep that list up-to-date. --DCoder
My weapons never IEd when I didn't declare their new Warheads, however, it's bad coding practice and whatnot, so I advise people to always keep that list up-to-date. --DCoder
The link in the second footnote to c-gen doesn't work. Maybe someone diggs out this workaround or the note should be removed. --[[User:Gordon-creAtive|Gordon-creAtive]] 13:08, 29 July 2007 (CEST)
:C-GEN? The second footnote points to CNCDEN. I do remember reading that post, but it indeed seems to have been removed. //''[[User:DCoder|DCoder]] 10:55, 30 July 2007 (CEST)''
== 004145BD - Giving infantry a spawn weapon ==
AliG has told me that he has managed to give infantry spawn weapons successfully earlier. After looking at the code closer, it seems to actually be related to a corrupt HVA or Z-positioning issues (code is in AircraftClass::Draw() and tries to divide by something that looks like a HVA Z-value and crash is div by zero), not a spawn weapon. If anyone else can confirm or deny that such weapons work, it would be appreciated and information corrected. ''//[[User:DCoder|DCoder]] 20:22, 16 February 2008 (CET)''
== My Known IE Causes ==
You guys probably already know these, and I'm not trying to be deliberately annoying or anything, but this is my first time on this page and can I add a few of my known Internal Error causes? I can't really prove them, but you can test it yourself if you don't believe me. I don't have an account on this Wiki.
- Creating a Trigger with an Action that references a TeamType that does not exist/you left that field blank. When Action is fired you will get an IE (this occured in RA2, not sure about YR).
- Using a Trigger to give a House loads of repeating Superweapons. (RA2)
- A Repeating Trigger giving an AI house several Robot Tanks, with a Script telling them to Patrol to a player's base. However, once that AI lost power/Robot Control Center, the Robot Tanks got stuck and once about 20+ Robot Tanks are stuck in that same spot I got an IE. (YR)
- YR 1.001, AI-controlled Magnetron attacking a building while simultaneously moving (I see a lot of this bug, how does the AI do it?), and once I center my view on that Magnetron, and the distance is about 20+ cells, I got an IE. (This has happened to me more than once)
- YR 1.001, AI-controlled Boris, using Flare on building while simultaneously moving. Got the range to about 12 cells long before I got an IE just for mouse-overing on the building.
- Setting Nuclear Missile warhead CellSpread= to a value more than 11. I think for any other WH as well.
- Giving a building a [Flare] weapon with Range= set to 99999, with the building's Autoacquire and Retaliate flags set to "true". On one time it caused extreme lag, the second time I got an IE.
I don't think these were listed on the page, and I must apologize that I haven't got the EIPs.
I think a lot of broken-reference Actions will cause IEs as well, but I can't be sure.
::''CellSpread>11 is already known (see IE page). For the others, it would be most appreciated if you could replicate these and make a note of the EIP value - you could then add these to the main page. I think the UMP fixes the issue of AI-controlled Magnetrons maintaining a beam beyond it's range - it would be great if you could confirm this (I know, confirming that something doesn't happen is tricky).<br>//[[User:Marshall|Marshall]] 10:40, 26 July 2008 (UTC)
::Thank you for reporting those. The moving Magnetron issue is one of the most annoying quirks in this game I've personally witnessed, but I have no idea how to reproduce it reliably. <br>If you do manage to reproduce them, please don't just record the EIP, but post the whole except.txt files on [http://forums.renegadeprojects.com our forums] so I or pd can analyse and document those bugs.''//[[User:DCoder|DCoder]] 06:50, 27 July 2008 (UTC)''
Hey it's me again, and I've got a new one:
- A TechnoType with Explodes=yes set, and DeathWeapon= referencing an invalid weapon is destroyed. And guess what? The except.txt says EIP "Unknown".
''Error code: ?????
Description: Unknown exception.
ð›Î
Version zzz
Internal Version 1.000
Release Build: 104 by gsmallwoo - 08/22/2001 - 19:12:30
CPU Pentium 4, MMX Yes, Vendor: GenuineIntel
Details:
Eip:18C4835B Esp:533CEC83 Ebp:08895E5F
Eax:2824448B Ebx:87E768B9 Ecx:088B0006
Edx:D646E800 Esi:52514824 Edi:548D5740
EFlags:90909090
CS:900008c2  SS:44245c8b  DS:244c8d50  ES:6cc6c  FS:e80087e7  GS:68b95053''
:: That except certainly is odd, but you're not using 1.001 so I can't help much. Can you try and reproduce the same IE in 1.001 and submit a full except? It all helps. ''//[[User:DCoder|DCoder]] 06:13, 11 August 2008 (UTC)''
::: Though don't take DC literally and post the entire file here. Register at [http://forums.renegadeprojects.com RenProj forums] and PM / attach it instead. ~ [[User:Nighthawk200|Nighthawk]] 11:34, 11 August 2008 (UTC) ~
You can probably replicate the IE yourself, it is easy enough to make. Oh, and by the way- Setting node count to an incorrect number or setting a House with a different amount of BaseNodes than its NodeCount gives: "Exception occurred at 007C8992". Just thought I'd let you guys know. You guys can probably replicate these IEs easily.
For example:
[YuriCountry House]
IQ=5
000=YAGRND,20,108
001=YABRCK,21,112
002=YATECH,25,118
003=YAWEAP,25,113
Edge=North
Color=Purple
Allies=YuriCountry House,Russians House,Confederation House,Africans House,Arabs House,Neutral House,Special House
Country=YuriCountry
Credits=700
'''NodeCount=0'''
TechLevel=10
PercentBuilt=100
PlayerControl=no
Oh, and in the case of the Magnetron, I found out what was causing the problem - Westwood gave [TELE] the flag OpportunityFire=yes, which it shouldn't have. I think since human players cannot utilize this feature anyway, it is better to remove that flag from [TELE] in case the AI does something weird with it and causes an IE.
== Error 004145BD ==
As far as I have seen, 004145BD is given when any unit other then aircraft type is used in spawn=____
Is there any way to spawn infantry/vehicles without IE?
::No, not yet anyway. ''//[[User:DCoder|DCoder]] 17:02, 29 January 2009 (UTC)''
need my speed (26 August, 2009):
Hmmm, I've got this one when I used the American paradrop, in a game with unmodified rulesmd.ini. I had however created different models for the paradrop planes (an Allied one, a Soviet one, a Yuri one, a civilian one, and the normal one). Those are in the mix files, which were loaded, and are also in artmd.ini, but since I renamed rulesmd.ini to radicalerulesmd.ini (simply to make the game not load it :P), I don't understand what the problem was.
--
I've received this EIP when trying to create an aircraft (set to spawned and using missile locomotor, however the IE occured when building the unit. I have not tested wether it also occurs when the unit is spawned by SuperWeapon or Spawner) which had a SHP image instead of a voxel. The issue disappeared entirely when I changed the image to a voxel. I did not test wether any aircraft (that is no say, aircraft not declared as spawned) causes the same IE with a SHP image. The SHP image used was a single-frame one.
Note: Ares 0.1 was installed.
:Aircraft does not support SHP images at all. You have to use a voxel. [[User:AlexB|AlexB]] 18:41, 30 January 2012 (CET)
== Unverified PadAircraft IE ==
I got an IE with an Eip of 0045ED71, I tracked it down to the first aircraft listed in PadAircraft not being found (if the first one is found but the second isn't it wont IE tho!). Thought this be connected to the forth Unverified EIP?
''Mig Eater''
:: Thanks! I checked it, and it seems to be that exact problem. Added to the list. ''//[[User:DCoder|DCoder]] 16:13, 20 October 2009 (UTC)''
== 0046650D ==
Vertical=yes
Lobber=yes
ROT=1
Made this error
Whole code is here if you think there's more to it:
ROT=1
Level=no
Acceleration=1
Image=120MM ; put in new art for this
Arcing=false
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
Vertical=yes
Lobber=yes
~ Bbglas007

Latest revision as of 10:27, 26 July 2022

I've just added a new error reason with Eip. Testet that for hours to figure out the exact conditions that make it happen. --Bachsau 20:04, 20 May 2007 (CEST)


About warheads in the warhead list:

// This is not always true. I have well over 60 new warheads not listed
and everything works great. - Fenring

Note to note from Fen -For some reason, it gave me an IE when I didn't list my unit's WH in the list, listed it and it works fine --anon

Given that it is possible for new warheads to cause an IE if not placed in the warhead list, I have ammended the Internal Error causes list appropriately. --Marshall

My weapons never IEd when I didn't declare their new Warheads, however, it's bad coding practice and whatnot, so I advise people to always keep that list up-to-date. --DCoder

The link in the second footnote to c-gen doesn't work. Maybe someone diggs out this workaround or the note should be removed. --Gordon-creAtive 13:08, 29 July 2007 (CEST)

C-GEN? The second footnote points to CNCDEN. I do remember reading that post, but it indeed seems to have been removed. //DCoder 10:55, 30 July 2007 (CEST)

004145BD - Giving infantry a spawn weapon

AliG has told me that he has managed to give infantry spawn weapons successfully earlier. After looking at the code closer, it seems to actually be related to a corrupt HVA or Z-positioning issues (code is in AircraftClass::Draw() and tries to divide by something that looks like a HVA Z-value and crash is div by zero), not a spawn weapon. If anyone else can confirm or deny that such weapons work, it would be appreciated and information corrected. //DCoder 20:22, 16 February 2008 (CET)

My Known IE Causes

You guys probably already know these, and I'm not trying to be deliberately annoying or anything, but this is my first time on this page and can I add a few of my known Internal Error causes? I can't really prove them, but you can test it yourself if you don't believe me. I don't have an account on this Wiki.

- Creating a Trigger with an Action that references a TeamType that does not exist/you left that field blank. When Action is fired you will get an IE (this occured in RA2, not sure about YR).

- Using a Trigger to give a House loads of repeating Superweapons. (RA2)

- A Repeating Trigger giving an AI house several Robot Tanks, with a Script telling them to Patrol to a player's base. However, once that AI lost power/Robot Control Center, the Robot Tanks got stuck and once about 20+ Robot Tanks are stuck in that same spot I got an IE. (YR)

- YR 1.001, AI-controlled Magnetron attacking a building while simultaneously moving (I see a lot of this bug, how does the AI do it?), and once I center my view on that Magnetron, and the distance is about 20+ cells, I got an IE. (This has happened to me more than once)

- YR 1.001, AI-controlled Boris, using Flare on building while simultaneously moving. Got the range to about 12 cells long before I got an IE just for mouse-overing on the building.

- Setting Nuclear Missile warhead CellSpread= to a value more than 11. I think for any other WH as well.

- Giving a building a [Flare] weapon with Range= set to 99999, with the building's Autoacquire and Retaliate flags set to "true". On one time it caused extreme lag, the second time I got an IE.

I don't think these were listed on the page, and I must apologize that I haven't got the EIPs.

I think a lot of broken-reference Actions will cause IEs as well, but I can't be sure.

CellSpread>11 is already known (see IE page). For the others, it would be most appreciated if you could replicate these and make a note of the EIP value - you could then add these to the main page. I think the UMP fixes the issue of AI-controlled Magnetrons maintaining a beam beyond it's range - it would be great if you could confirm this (I know, confirming that something doesn't happen is tricky).
//Marshall 10:40, 26 July 2008 (UTC)


Thank you for reporting those. The moving Magnetron issue is one of the most annoying quirks in this game I've personally witnessed, but I have no idea how to reproduce it reliably.
If you do manage to reproduce them, please don't just record the EIP, but post the whole except.txt files on our forums so I or pd can analyse and document those bugs.//DCoder 06:50, 27 July 2008 (UTC)


Hey it's me again, and I've got a new one:

- A TechnoType with Explodes=yes set, and DeathWeapon= referencing an invalid weapon is destroyed. And guess what? The except.txt says EIP "Unknown".

Error code: ?????

Description: Unknown exception. ð›Î Version zzz Internal Version 1.000 Release Build: 104 by gsmallwoo - 08/22/2001 - 19:12:30 CPU Pentium 4, MMX Yes, Vendor: GenuineIntel

Details: Eip:18C4835B Esp:533CEC83 Ebp:08895E5F Eax:2824448B Ebx:87E768B9 Ecx:088B0006 Edx:D646E800 Esi:52514824 Edi:548D5740 EFlags:90909090 CS:900008c2 SS:44245c8b DS:244c8d50 ES:6cc6c FS:e80087e7 GS:68b95053

That except certainly is odd, but you're not using 1.001 so I can't help much. Can you try and reproduce the same IE in 1.001 and submit a full except? It all helps. //DCoder 06:13, 11 August 2008 (UTC)
Though don't take DC literally and post the entire file here. Register at RenProj forums and PM / attach it instead. ~ Nighthawk 11:34, 11 August 2008 (UTC) ~

You can probably replicate the IE yourself, it is easy enough to make. Oh, and by the way- Setting node count to an incorrect number or setting a House with a different amount of BaseNodes than its NodeCount gives: "Exception occurred at 007C8992". Just thought I'd let you guys know. You guys can probably replicate these IEs easily.

For example:

[YuriCountry House]

IQ=5

000=YAGRND,20,108

001=YABRCK,21,112

002=YATECH,25,118

003=YAWEAP,25,113

Edge=North

Color=Purple

Allies=YuriCountry House,Russians House,Confederation House,Africans House,Arabs House,Neutral House,Special House

Country=YuriCountry

Credits=700

NodeCount=0

TechLevel=10

PercentBuilt=100

PlayerControl=no

Oh, and in the case of the Magnetron, I found out what was causing the problem - Westwood gave [TELE] the flag OpportunityFire=yes, which it shouldn't have. I think since human players cannot utilize this feature anyway, it is better to remove that flag from [TELE] in case the AI does something weird with it and causes an IE.

Error 004145BD

As far as I have seen, 004145BD is given when any unit other then aircraft type is used in spawn=____ Is there any way to spawn infantry/vehicles without IE?

No, not yet anyway. //DCoder 17:02, 29 January 2009 (UTC)

need my speed (26 August, 2009):

Hmmm, I've got this one when I used the American paradrop, in a game with unmodified rulesmd.ini. I had however created different models for the paradrop planes (an Allied one, a Soviet one, a Yuri one, a civilian one, and the normal one). Those are in the mix files, which were loaded, and are also in artmd.ini, but since I renamed rulesmd.ini to radicalerulesmd.ini (simply to make the game not load it :P), I don't understand what the problem was.

--

I've received this EIP when trying to create an aircraft (set to spawned and using missile locomotor, however the IE occured when building the unit. I have not tested wether it also occurs when the unit is spawned by SuperWeapon or Spawner) which had a SHP image instead of a voxel. The issue disappeared entirely when I changed the image to a voxel. I did not test wether any aircraft (that is no say, aircraft not declared as spawned) causes the same IE with a SHP image. The SHP image used was a single-frame one. Note: Ares 0.1 was installed.

Aircraft does not support SHP images at all. You have to use a voxel. AlexB 18:41, 30 January 2012 (CET)

Unverified PadAircraft IE

I got an IE with an Eip of 0045ED71, I tracked it down to the first aircraft listed in PadAircraft not being found (if the first one is found but the second isn't it wont IE tho!). Thought this be connected to the forth Unverified EIP?

Mig Eater

Thanks! I checked it, and it seems to be that exact problem. Added to the list. //DCoder 16:13, 20 October 2009 (UTC)


0046650D

Vertical=yes Lobber=yes ROT=1

Made this error

Whole code is here if you think there's more to it:

ROT=1 Level=no Acceleration=1 Image=120MM ; put in new art for this Arcing=false SubjectToCliffs=no SubjectToElevation=yes SubjectToWalls=no Vertical=yes Lobber=yes

~ Bbglas007