ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Internal Error/YR: Difference between revisions

From ModEnc
Jump to navigation Jump to search
m Update 6F9DB6 with a proper explanation.
DeathFish (talk | contribs)
No edit summary
 
(63 intermediate revisions by 9 users not shown)
Line 7: Line 7:
! style="text-align: center; width: 7em;" | Category
! style="text-align: center; width: 7em;" | Category
! style="text-align: center" | Cause
! style="text-align: center" | Cause
|-
! {{Anchor|00000002|eip}}
| Unknown
| Uknown. Depends on stack dump
|-
! {{Anchor|00000061|eip}}
| either Countries or Singleplayer
| This error is encountered when you launch RA2's unedited campaign missions, but have added a new country to the {{f|Countries|link}} list. This can happen if RulesMD.ini is used by RA2 instead of Rules.ini (by manually renaming the file) and you forgot to add a ';' to entry 9 (which is set to YuriCountry for YR).
|-
|-
! {{Anchor|004145BD|eip}}
! {{Anchor|004145BD|eip}}
| Art
| Art
| An AircraftType has a corrupted HVA.
| An AircraftType has a corrupted HVA, assuming one even exists for the game to read.
Shows the file type as "unknown" in the XCC Mixer. Also an [[AircraftType]] has image tag missing or no artmd section.
Shows the file type as "unknown" in the XCC Mixer if corrupt. Also an [[AircraftType]] has image tag missing or no artmd section.
This could also be caused from an aircraft with no name under [[AircraftTypes]] or the name is in the wrong section.
This could also be caused from an aircraft with no name under [[AircraftTypes]] or the name is in the wrong section, or attempting to use SHP image for aircraft (which game cannot draw and will attempt to treat as a voxel image, leading back to the first point).
|-
|-
! {{Anchor|004157E3|eip}}
! {{Anchor|004157E3|eip}}
Line 21: Line 29:
| Weapon
| Weapon
| An AircraftType has fired a weapon which has <tt>[[Suicide]]=yes</tt> set.
| An AircraftType has fired a weapon which has <tt>[[Suicide]]=yes</tt> set.
|-
! {{Anchor|004184AB|eip}}
| Weapon
| Needs more investigation, but... It could be that a unit is trying to use a weapon that did not specify a valid projectile. If this is the case, the error happens when the weapon is first used. It could also be that a unit died but whatever {{f|DeathWeapon|link}} was supplied is somehow inadequate. [https://forums.cncnet.org/topic/8086-fixing-internal-errors-in-custom-maps/ This has also been reported to be the same error as 004157E3] and therefore points to a [[Internal_Error#Broken-reference_Causes|broken-reference cause]] relating to airplane death and/or weapon handling..
|-
! {{Anchor|0041D9B1|eip}}
| ???
| "something to do with ColorAdd section or LaserTargetColor [...] theres only 16 color slots in YR, you corrupted the game's memory"
|-
|-
! {{Anchor|004242DB|eip}}
! {{Anchor|004242DB|eip}}
Line 26: Line 42:
| Using a {{f|TrailerAnim|link}} on an Animation but not setting a {{f|TrailerSeperation|link}} (or setting {{f|TrailerSeperation|0|link}}). This is because the default TrailerSeperation is zero, and that number is used as a divisor.
| Using a {{f|TrailerAnim|link}} on an Animation but not setting a {{f|TrailerSeperation|link}} (or setting {{f|TrailerSeperation|0|link}}). This is because the default TrailerSeperation is zero, and that number is used as a divisor.
|-
|-
! {{Anchor|00424A05|eip}}
| Animation
| An [[Animation]] with {{f|MakeInfantry|X|link}} set was played, where X was greater than the number of list entries in {{f|AnimToInfantry|link}} or less than 0.
Genetic Converter calls an animation that has "MakeInfantry=0" line
the global setting "AnimToInfantry=(list)" has an infantry-type listed at list position 0 which no longer exists (in this case, list position 0 was BRUTE, which no longer exists in the mod)
...so it crashes once the anim is done playing and it tries to create the infantry-type at the location of the anim
|-
! {{Anchor|00424A14|eip}}
! {{Anchor|00424A14|eip}}
| Animation
| Animation
Line 41: Line 66:
| Misc
| Misc
| See [[Internal_Error#Tank_Bunker_/_Sell_Unit_IEs|Tank Bunker / Sell Unit IEs]]
| See [[Internal_Error#Tank_Bunker_/_Sell_Unit_IEs|Tank Bunker / Sell Unit IEs]]
|-
! {{Anchor|004586A9|eip}}
| General
| "What [[PadAircraft]] would you like?"  ";"  "You must have PadAircraft!!!  I kill you!"
|-
|-
! {{Anchor|0045EC90|eip}}
! {{Anchor|0045EC90|eip}}
Line 57: Line 86:
! {{Anchor|0046650D|eip}}
! {{Anchor|0046650D|eip}}
| Weapon
| Weapon
| A unit's shrapnel weapon does not exist (see [[Internal_Error#Broken-reference_Causes|broken-reference causes]], below).
| A unit's {{f|ShrapnelWeapon|link}} or {{f|DeathWeapon|link}} does not exist (see [[Internal_Error#Broken-reference_Causes|broken-reference causes]], below).
|-
! {{Anchor|004687E5|eip}}
| Weapon
| Most likely caused by something like assigning a {{f|Weapon|link}} value to a {{f|Warhead|link}} key, potentially on a {{f|ShrapnelWeapon|link}} (needs verification).
|-
 
! {{Anchor|00469EDA|eip}}
| Weapon
| Reproducible by firing a homing weapon whose projectile has Airburst=yes on the ground.
|-
|-
! {{Anchor|00471CA4|eip}}
! {{Anchor|00471CA4|eip}}
Line 65: Line 103:
*Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
*Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
*An IFV or urban combat building gains a mind-control weapon via passenger entry or garrison.
*An IFV or urban combat building gains a mind-control weapon via passenger entry or garrison.
|-
! {{Anchor|0047C2E7|eip}}
| Map/Terrain
| Crash was when a cell's radar color was being retrieved from an Isometric Tile, which might be corrupt.
Can happen when loading a map that uses tiles that are not present; like when FA2 asks "map is corrupt, do you want to attempt fix?".
|-
|-
! {{Anchor|00482096|eip}}
! {{Anchor|00482096|eip}}
Line 73: Line 116:
| Warhead
| Warhead
| You have a warhead with a {{f|CellSpread|link}} greater than 11.
| You have a warhead with a {{f|CellSpread|link}} greater than 11.
|-
|-
! {{Anchor|0049FA09|eip}}
| Map
| Unconfirmed, but might have been happening when a team of rhinos and a siege chopper were spawned as a reinforcement team at a waypoint at the very top of the visible boundary. Replacing the team with one with just rhino tanks seems to have prevented the error.
This can also happen when reinforcements meant for a particular house are meant to arrive but there is no player or AI in the game session.
Seems to also happen when you try to spawn a teamtype that doesn't exist. PROBABLY this should be classified as a TeamTypes or TriggerActions issue.
|-
! {{Anchor|004AEE5A|eip}}
| Scenario
| a YR Scenario as declared in missionmd.ini doesn't have LS800BkgdPal= defined or it's commented out.
|-
|-
! {{Anchor|004C445E|eip}}
! {{Anchor|004C445E|eip}}
Line 79: Line 134:
*The offending weapon is the unit's {{f|Secondary|link}} weapon, and the unit just finished constructing.
*The offending weapon is the unit's {{f|Secondary|link}} weapon, and the unit just finished constructing.
*The offending weapon is the unit's {{f|EliteSecondary|link}} weapon, and the unit just got promoted to Elite status.
*The offending weapon is the unit's {{f|EliteSecondary|link}} weapon, and the unit just got promoted to Elite status.
|-
! {{Anchor|004C2C19|eip}}
| Weapon
| A vehicle that did not achieve complete "independent existence" launched a weapon with EBolt special effects, the game crashes due to the loss of the shooter's pointer.
*Examples:
A vehicle, as a passenger with a vehicle with [[OpenTopped]]=true(like Battle Fortress), fires outwards.
At this point, the Battle Fortress is suddenly destroyed, which has a high chance of causing a crash.
Replacing [[IsElectricBolt]] with [[IsLaser]] can partially reduce the probability of crashing, but it still IE({{Anchor|0046650D|eip}}), albeit with a slightly lower probability.
*After a huge number of tests, it seems very stable if the payload is an Infantry instead of a Vehicle.
*If we don't use any conventional weapon effects (including lasers) and instead use the Railgun particle system's laser and other particle effects, it seems to be quite stable.
|-
|-
! {{Anchor|004D5108|eip}}
! {{Anchor|004D5108|eip}}
Line 85: Line 152:
*The offending weapon is the unit's {{f|Secondary|link}} weapon, and the unit just finished constructing.
*The offending weapon is the unit's {{f|Secondary|link}} weapon, and the unit just finished constructing.
*The offending weapon is the unit's {{f|EliteSecondary|link}} weapon, and the unit just got promoted to Elite status.
*The offending weapon is the unit's {{f|EliteSecondary|link}} weapon, and the unit just got promoted to Elite status.
|-
! {{Anchor|004D81DA|eip}}
| Malformed input
| A Tube expects at least an entry cell, a direction how to enter the Tube, and an exit cell.
In this case the exit cell is invalid/improperly defined. Happens when using the [https://ppmforums.com/topic-37881/ts-ra2-tunnel-drawer/ TS & RA2 Tunnel Drawer] and then force-ending a Tube with F (since that editor then doesn't generate ending coordinates when force-ending).
|-
|-
! {{Anchor|004F0FEC|eip}}
! {{Anchor|004F0FEC|eip}}
Line 91: Line 163:
*The offending weapon is the unit's {{f|Primary|link}} weapon, and the unit just finished constructing or just got spawned.
*The offending weapon is the unit's {{f|Primary|link}} weapon, and the unit just finished constructing or just got spawned.
*The offending weapon is the unit's {{f|ElitePrimary|link}} weapon, and the unit just got promoted to Elite status.
*The offending weapon is the unit's {{f|ElitePrimary|link}} weapon, and the unit just got promoted to Elite status.
|-
! {{Anchor|004F65BF|eip}}
| Misc
| Some House cannot build anything from {{sl|General|BaseUnit}} .
|-
! {{Anchor|004F78E4|eip}}
| AI
| A Team was created without a teamtype.
|-
|-
! {{Anchor|004F8CCD|eip}}
! {{Anchor|004F8CCD|eip}}
Line 96: Line 176:
| {{sl|AI|BuildConst}} lists less than 3 BuildingTypes and your last [listed] Construction Yard was destroyed or sold while you were on low power, or you went into low power without owning any Construction Yards.
| {{sl|AI|BuildConst}} lists less than 3 BuildingTypes and your last [listed] Construction Yard was destroyed or sold while you were on low power, or you went into low power without owning any Construction Yards.
|-
|-
! {{Anchor|004F65BF|eip}}
! {{Anchor|004F9FAD|eip}}
| Misc
| Misc
| Some House cannot build anything from {{sl|General|BaseUnit}} .
| A trigger is trying to perform an action that requires the trigger's house owner to be present in the game, but the country (most likely America) is not playing. The crash happens as soon as the action is executed.
|-
! {{Anchor|00502CC4|eip}}
| Map
| A reinforcement (7) TeamType that does not have a valid House is being created (e.g. create a reinforcement on a TeamType with House: <none>).
|-
 
! {{Anchor|00502CE1|eip}}
| Map
| Nobody is the House on a Trigger whose Action creates a reinforcement (7) TeamType belonging to said House.
|-
|-
! {{Anchor|00505E41|eip}}
! {{Anchor|00505E41|eip}}
Line 127: Line 216:
! {{Anchor|00518369|eip}}
! {{Anchor|00518369|eip}}
| Warhead
| Warhead
| An InfantryType is taking damage from a non-existant warhead.
| An [[InfantryType]] is taking damage from a non-existant warhead.
|-
! {{Anchor|005213CB|eip}}
| Weapon
| An [[InfantryType]] with <tt>[[DeployFire]]=yes</tt> doesn't have a {{Tt|[[Secondary]]}} weapon set, and the game crashes while retrieving the weapon's {{Tt|[[RadLevel]]}}.
|-
|-
! {{Anchor|0054AF0E|eip}}
! {{Anchor|0054AF0E|eip}}
| Object
| Object
| A unit's {{Tt|[[Secondary]]}} points to a non-existent weapon.
| A unit's {{Tt|[[Secondary]]}} points to a non-existent weapon.
|-
! {{Anchor|0054D10A|eip}}
| Object
| This happens when you re-code the Battle Fortress to have a [[SizeLimit]] bigger than 2 (i.e. can load other tanks) and then tell it to enter an amphibious transport. Of course, this isn't limited to the BFRT alone. It should be noted though that the game doesn't always crash when the enter order is issued. It's more of an occasional crash that seems to happen randomly. (confirmed for RA2)
|-
|-
! {{Anchor|00567B43|eip}}
! {{Anchor|00567B43|eip}}
Line 140: Line 237:
| Object
| Object
| An InfantryType or VehicleType does not have a valid movement zone.
| An InfantryType or VehicleType does not have a valid movement zone.
|-
! {{Anchor|005B36EB|eip}}
| [[ScriptTypes/ScriptActions|AI Programming (Script Actions)]]
| The internal error happens when a team tries to execute the "11. Change Mission" script action when the parameter is invalid or missing.
|-
|-
! {{Anchor|005D7387|eip}}
! {{Anchor|005D7387|eip}}
Line 156: Line 257:
| Misc
| Misc
| You tried to construct a BuildingType with {{f|HasSpotlight|yes|link}}. {{yr}} 1.001 doesn't support this, only patched versions do.
| You tried to construct a BuildingType with {{f|HasSpotlight|yes|link}}. {{yr}} 1.001 doesn't support this, only patched versions do.
|-
! {{Anchor|00629FE7|eip}}
| Weapon/Unit
| Parasite=yes on the warhead, but no other Parasite settings. The thing that manages the parasite has no owner. Weapon will manage to fire several times without crashing, though.
|-
|-
! {{Anchor|0062B662|eip}}
! {{Anchor|0062B662|eip}}
Line 176: Line 281:
| Weapon
| Weapon
| You have a Weapon whose {{f|RadLevel|link}} is less than {{sl|Radiation|RadLightDelay}}. (Cause: Integer division is performed on those two values, which yields zero in this case, and then another value is divided by the result - division by zero.)
| You have a Weapon whose {{f|RadLevel|link}} is less than {{sl|Radiation|RadLightDelay}}. (Cause: Integer division is performed on those two values, which yields zero in this case, and then another value is divided by the result - division by zero.)
|-
! {{Anchor|00691520|eip}}<br>{{Anchor|006915D6|eip}}
| [[ScriptTypes/ScriptActions|AI Programming (Script Actions)]]
| An invalid parameter was supplied to the script action, for example:
* A Script that tries to change into an invalid script. (You probably used the script ID instead of the script index, e.g. 01000484 in 37=01000484, but you should have used 37.)
* An Attack... with a parameter for a building type, such as 64 or 131134.
* Jumping to an invalid script action.
|-
|-
! {{Anchor|0069ACC6|eip}}
! {{Anchor|0069ACC6|eip}}
Line 184: Line 296:
| Misc
| Misc
| The game can't find a valid gamemode. Your mpmodesmd.ini is corrupted.
| The game can't find a valid gamemode. Your mpmodesmd.ini is corrupted.
|-
! {{Anchor|006ABF96|eip}}
| Misc
| This IE is encountered immediately after loading up. This was tested for skirmish with the XWIS Multiplayer-only components.
This crash happens when the resolution is set to higher than 2560x1600.
|-
|-
! {{Anchor|006AEBB8|eip}}
! {{Anchor|006AEBB8|eip}}
Line 189: Line 306:
| Your ra2md.ini file lists a combination of game mode/map which the game cannot satisfy. This can happen if the range of valid combinations changes between one game session and the next (i.e. because you changed what maps were valid for which game modes in your mod, or you activated a different mod to the one that was active previously).
| Your ra2md.ini file lists a combination of game mode/map which the game cannot satisfy. This can happen if the range of valid combinations changes between one game session and the next (i.e. because you changed what maps were valid for which game modes in your mod, or you activated a different mod to the one that was active previously).
<small>[[LaunchBase]] works around this by saving and restoring the game's configuration on a per-mod basis.</small>
<small>[[LaunchBase]] works around this by saving and restoring the game's configuration on a per-mod basis.</small>
|-
! {{Anchor|006B7987|eip}}
| Object
| A garrisonable building has non-existing weapons.
|-
|-
! {{Anchor|006B7D30|eip}}
! {{Anchor|006B7D30|eip}}
Line 201: Line 322:
| Object
| Object
| A unit has {{f|Turret|yes|link}} despite unittur.vxl not existing. What's interesting is that the game won't crash because of this if no VXL or HVA for this unit exists at all.
| A unit has {{f|Turret|yes|link}} despite unittur.vxl not existing. What's interesting is that the game won't crash because of this if no VXL or HVA for this unit exists at all.
|-
! {{Anchor|006DE99D|eip}}
| Map
| A Trigger has an Action that references the Trigger's House, but said House does not exist. For example, a Trigger on Iraq exists that grants Iraq a Superweapon and sets the charge to 100 will only crash if Iraq isn't playing.
|-
|-
! {{Anchor|006EA6AE|eip}}
! {{Anchor|006EA6AE|eip}}
Line 217: Line 342:
! {{Anchor|006F40A2|eip}}
! {{Anchor|006F40A2|eip}}
| Weapon
| Weapon
| Started construction of a unit whose {{f|Primary|link}} weapon does not exist (see [[Internal_Error#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{f|Warhead|link}} tag is missing or set to blank.
| Started construction of a unit whose {{f|Primary|link}} weapon does not exist (see [[Internal_Error#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{f|Warhead|link}} tag is missing or set to blank. This also applies to turret changers, for instance if {{f|Weapon1|link}} is not a valid weapon.
|-
|-
! {{Anchor|006F72EF|eip}}
! {{Anchor|006F72EF|eip}}
Line 226: Line 351:
| Techno
| Techno
| The game tried to check an ownerless unit's owner. Reported case was Service Depot's allegiance check.
| The game tried to check an ownerless unit's owner. Reported case was Service Depot's allegiance check.
|-
! {{Anchor|006FC655|eip}}
| Weapon
| A unit has an {{f|EliteWeaponX|link}} weapon specified which does not exist (see [[Internal_Error#Broken-reference_Causes|broken-reference causes]], below), and that unit just got promoted to Elite status..
|-
|-
! {{Anchor|0070031E|eip}}
! {{Anchor|0070031E|eip}}
Line 234: Line 363:
| Anim
| Anim
| A building has missing or non-existing DebrisTypes. Like DebrisTypes=CRYSTAL1.
| A building has missing or non-existing DebrisTypes. Like DebrisTypes=CRYSTAL1.
|-
! {{Anchor|0070DF8A|eip}}
| Weapon
| A unit with {{f|IsGattling|yes|link}} is either missing {{f|WeaponX|link}}/{{F|EliteWeaponX|link}} entries, or {{f|WeaponCount|link}} is less than 2 times {{f|WeaponStages|link}}. For example, if {{Tt|WeaponStages}}={{Tt|2}}, {{Tt|WeaponCount}} must equal 4, and you must have accompanying {{Tt|Weapon1-4}}/{{Tt|EliteWeapon1-4}} entries. IE occurs at the time the {{Tt|IsGattling}} unit is firing and would advance to the missing Weapon Stage.
|-
|-
! {{Anchor|007120F7|eip}}
! {{Anchor|007120F7|eip}}
| Misc
| Misc
| You have a BuildingType (which is click-repairable) with {{f|Strength|0|link}} or {{f|Strength|link}} below {{sl|General|RepairStep}}.
| You have a BuildingType (which is click-repairable) with {{f|Strength|0|link}} or {{f|Strength|link}} below {{sl|General|RepairStep}}.
|-
! {{Anchor|0071ADE9|eip}}
| Weapon
| Deploying an elite unit that does not have the elite secondary weapon.
|-
|-
! {{Anchor|0071AF4D|eip}}
! {{Anchor|0071AF4D|eip}}
Line 265: Line 402:
| Map
| Map
| There is a trigger which requires a house, either because its events, actions or attached triggers require a house. The house on the trigger is not set.
| There is a trigger which requires a house, either because its events, actions or attached triggers require a house. The house on the trigger is not set.
|-
! {{Anchor|00728F08|eip}}
| Object
| Something's wrong with this building's Secondary (missing/invalid)
|-
|-
! {{Anchor|007387EB|eip}}
! {{Anchor|007387EB|eip}}
Line 273: Line 414:
| Misc
| Misc
| The concept known as "[[Infantry Linking]]" can result in an IE, occuring when the linked infantry was modified in a subsequent game mode override file or a map ''and'' a human player scrolls their battlefield view to a place on the map where an AI-owned [[Building:War Factory|War Factory]] is located. Don't do Infantry Linking.
| The concept known as "[[Infantry Linking]]" can result in an IE, occuring when the linked infantry was modified in a subsequent game mode override file or a map ''and'' a human player scrolls their battlefield view to a place on the map where an AI-owned [[Building:War Factory|War Factory]] is located. Don't do Infantry Linking.
|-
! {{Anchor|0073B692|eip}}
| Unknown
| "crashed drawing a voxel"
|-
|-
! {{Anchor|0073C762|eip}}
! {{Anchor|0073C762|eip}}
Line 280: Line 425:
! {{Anchor|00756B2D|eip}}
! {{Anchor|00756B2D|eip}}
| Art
| Art
| The specified {{f|ShadowIndex|link}} on a voxel [[VehicleType]] adresses a section that does not exist.
| The specified {{f|ShadowIndex|link}} on an [[AircraftType]] or a voxel [[VehicleType]] adresses a section that does not exist.
|-
|-
! {{Anchor|00772A98|eip}}
! {{Anchor|00772A98|eip}}
Line 287: Line 432:
Also reported to be due to "firing a weapon that has no projectile".
Also reported to be due to "firing a weapon that has no projectile".
''This needs testing - missing projectile may be an alternative reason to all 'missing weapon' IEs.''
''This needs testing - missing projectile may be an alternative reason to all 'missing weapon' IEs.''
This EIP also appears when trying to build a custom building using the Korean flag Image after giving it a secondary weapon similar to the GGI MissileLauncher.
|-
|-
! {{Anchor|007C9B92|eip}}
! {{Anchor|007C9B92|eip}}
Line 294: Line 440:
* If {{Tt|00843EEC}} appears in the stack - {{f|RefinerySmokeOffsetThree|link}} is not set to a valid value.
* If {{Tt|00843EEC}} appears in the stack - {{f|RefinerySmokeOffsetThree|link}} is not set to a valid value.
Another reason: A country has empty nodes in a campaign map. It may happen NodeCount has a value different than the actual amount of nodes. Make sure the amount of base nodes exactly match the value of NodeCount.  
Another reason: A country has empty nodes in a campaign map. It may happen NodeCount has a value different than the actual amount of nodes. Make sure the amount of base nodes exactly match the value of NodeCount.  
Alternatively, the action's input goes beyond column 512, where the INI parser cuts off (spread trigger actions on multiple triggers then).
|-
|-
! {{Anchor|007CAF66|eip}}
! {{Anchor|007CAF66|eip}}
Line 315: Line 462:
| Warhead
| Warhead
| A building was being erased by a chrono weapon after infantry recieved the order to occupy it. When the building is erased before the infantry reaches it, an IE occurs. This is because the TemporalClass removes the building without marking it as dead, thus the occupying infantry is not informed its destination is gone. The IE occurs when the infantry unit updates its position. There is another TemporalClass related bug similar to this one &ndash; EIP address 00521BB6, which lies inside the same function, can be seen near the top on a stack of this exception.
| A building was being erased by a chrono weapon after infantry recieved the order to occupy it. When the building is erased before the infantry reaches it, an IE occurs. This is because the TemporalClass removes the building without marking it as dead, thus the occupying infantry is not informed its destination is gone. The IE occurs when the infantry unit updates its position. There is another TemporalClass related bug similar to this one &ndash; EIP address 00521BB6, which lies inside the same function, can be seen near the top on a stack of this exception.
|-
! {{Anchor|0052976F|eip}}
| Campaign
| RA2 1.003 doesn't like it when its battle.ini is overriden by another one outside of local.mix. Whether or not putting it in an expandxx.mix fixes this is unknown.
The game crashes when your start a new campaign during loading. You get a blank screen during loading.
A side-effect is the soviet campaign-load palette and SovietLoad color being used for Allied missions when loading them through the load menu and then restarting them. Strangely enough, the reverse doesn't happen.
|-
! {{Anchor|00529A14|eip}}
| Map
| Game attempted to read a Campaign map as a skirmish map; [Header]>NumberStartingPoints= is corrupt. For Single-Player missions, manually set it to 0 and it'll load again.
|-
|-
! Varies, stack dump at 18D264 has {{Anchor|00722C9E|eip}}
! Varies, stack dump at 18D264 has {{Anchor|00722C9E|eip}}
| Resource
| Resource
| One or more resources have invalid resource spread/growth data which tries to access a map tile it isn't supposed to and corrupting it.
| One or more resources have invalid resource spread/growth data which tries to access a map tile it isn't supposed to and corrupting it.
|-
! {{Anchor|0128DC54|eip}}
| Unknown
| Ares crash. Circumstances unknown.
|-
! {{Anchor|0FC904D0|eip}}
| Unknown
| Ares crash. Circumstances unknown.
Stack dump starts with 006B771E: "spawned object related [...] missiles, carrier intruders"
|-
! {{Anchor|1032F871|eip}}
| Unknown
| Ares crash. Circumstances unknown.
|-
|-
! {{Anchor|90900004|eip}}
! {{Anchor|90900004|eip}}
Line 328: Line 498:
| Multiple reasons, depending on the stack dump in the except:
| Multiple reasons, depending on the stack dump in the except:
* If the stack dump starts with 006B771E then it's a variant of {{Anchor|006B7718|eip}}.
* If the stack dump starts with 006B771E then it's a variant of {{Anchor|006B7718|eip}}.
|-
! {{Anchor|FFFFFFFF|eip}}
| Unknown
| Unknown. Depends on stack dump.
|}
|}
[[Category:Bugs and Errors]]
[[Category:Bugs and Errors]]

Latest revision as of 16:16, 29 June 2024

List of known Internal Error EIPs for Yuri's Revenge 1.001

For more information on Internal Errors, see the Internal Error page.

EIP Category Cause
00000002 Unknown Uknown. Depends on stack dump
00000061 either Countries or Singleplayer This error is encountered when you launch RA2's unedited campaign missions, but have added a new country to the Countries list. This can happen if RulesMD.ini is used by RA2 instead of Rules.ini (by manually renaming the file) and you forgot to add a ';' to entry 9 (which is set to YuriCountry for YR).
004145BD Art An AircraftType has a corrupted HVA, assuming one even exists for the game to read.

Shows the file type as "unknown" in the XCC Mixer if corrupt. Also an AircraftType has image tag missing or no artmd section. This could also be caused from an aircraft with no name under AircraftTypes or the name is in the wrong section, or attempting to use SHP image for aircraft (which game cannot draw and will attempt to treat as a voxel image, leading back to the first point).

004157E3 Weapon An AircraftType used as spy plane has no Primary weapon.
00417D05 Weapon An AircraftType has fired a weapon which has Suicide=yes set.
004184AB Weapon Needs more investigation, but... It could be that a unit is trying to use a weapon that did not specify a valid projectile. If this is the case, the error happens when the weapon is first used. It could also be that a unit died but whatever DeathWeapon was supplied is somehow inadequate. This has also been reported to be the same error as 004157E3 and therefore points to a broken-reference cause relating to airplane death and/or weapon handling..
0041D9B1 ??? "something to do with ColorAdd section or LaserTargetColor [...] theres only 16 color slots in YR, you corrupted the game's memory"
004242DB Animation Using a TrailerAnim on an Animation but not setting a TrailerSeperation (or setting TrailerSeperation=0). This is because the default TrailerSeperation is zero, and that number is used as a divisor.
00424A05 Animation An Animation with MakeInfantry=X set was played, where X was greater than the number of list entries in AnimToInfantry or less than 0.

Genetic Converter calls an animation that has "MakeInfantry=0" line the global setting "AnimToInfantry=(list)" has an infantry-type listed at list position 0 which no longer exists (in this case, list position 0 was BRUTE, which no longer exists in the mod)

...so it crashes once the anim is done playing and it tries to create the infantry-type at the location of the anim
00424A14 Animation An Animation with MakeInfantry=X set was played, where X was greater than the number of list entries in AnimToInfantry or less than 0.
0042E7AF AI A Construction Yard does not have AIBuildThis=yes set and the owning side's AI was present in the game.
00441C28 Misc You have set [AudioVisual]ShakeScreen= to zero.
004593BB Misc See Tank Bunker / Sell Unit IEs
004586A9 General "What PadAircraft would you like?" ";" "You must have PadAircraft!!! I kill you!"
0045EC90 Misc Multiple reasons, depending on the stack dump in the except:
  • If 00506115 appears near the top of the stack dump - some country (present in the game at the moment, controlled by AI) cannot build anything from [General]Shipyard=.
0045ED69 Misc The [General]PadAircraft= list is empty.
0045ED71 Misc The first AircraftType in the [General]PadAircraft= list doesn't have at least one BuildingType listed as its Dock.
0046650D Weapon A unit's ShrapnelWeapon or DeathWeapon does not exist (see broken-reference causes, below).
004687E5 Weapon Most likely caused by something like assigning a Weapon value to a Warhead key, potentially on a ShrapnelWeapon (needs verification).
00469EDA Weapon Reproducible by firing a homing weapon whose projectile has Airburst=yes on the ground.
00471CA4 Weapon A unit's initial primary (Primary or Weapon1) weapon's Warhead does not have MindControl=yes set, but a weapon in some other weapon slot does. Triggered by one of the following events:
  • Unit was selected by the user and the user moused-over a potential target.
  • Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
  • An IFV or urban combat building gains a mind-control weapon via passenger entry or garrison.
0047C2E7 Map/Terrain Crash was when a cell's radar color was being retrieved from an Isometric Tile, which might be corrupt.

Can happen when loading a map that uses tiles that are not present; like when FA2 asks "map is corrupt, do you want to attempt fix?".

00482096 Unit crates Your [AI]BuildRefinery= is either invalid, missing or blank thereby the game can't find the harvesters for deciding the unit.
004895C7 Warhead You have a warhead with a CellSpread greater than 11.
0049FA09 Map Unconfirmed, but might have been happening when a team of rhinos and a siege chopper were spawned as a reinforcement team at a waypoint at the very top of the visible boundary. Replacing the team with one with just rhino tanks seems to have prevented the error.

This can also happen when reinforcements meant for a particular house are meant to arrive but there is no player or AI in the game session. Seems to also happen when you try to spawn a teamtype that doesn't exist. PROBABLY this should be classified as a TeamTypes or TriggerActions issue.

004AEE5A Scenario a YR Scenario as declared in missionmd.ini doesn't have LS800BkgdPal= defined or it's commented out.
004C445E Weapon A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. Examples:
  • The offending weapon is the unit's Secondary weapon, and the unit just finished constructing.
  • The offending weapon is the unit's EliteSecondary weapon, and the unit just got promoted to Elite status.
004C2C19 Weapon A vehicle that did not achieve complete "independent existence" launched a weapon with EBolt special effects, the game crashes due to the loss of the shooter's pointer.
  • Examples:

A vehicle, as a passenger with a vehicle with OpenTopped=true(like Battle Fortress), fires outwards.

At this point, the Battle Fortress is suddenly destroyed, which has a high chance of causing a crash.

Replacing IsElectricBolt with IsLaser can partially reduce the probability of crashing, but it still IE(0046650D), albeit with a slightly lower probability.

  • After a huge number of tests, it seems very stable if the payload is an Infantry instead of a Vehicle.
  • If we don't use any conventional weapon effects (including lasers) and instead use the Railgun particle system's laser and other particle effects, it seems to be quite stable.
004D5108 Weapon A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. Examples:
  • The offending weapon is the unit's Secondary weapon, and the unit just finished constructing.
  • The offending weapon is the unit's EliteSecondary weapon, and the unit just got promoted to Elite status.
004D81DA Malformed input A Tube expects at least an entry cell, a direction how to enter the Tube, and an exit cell.

In this case the exit cell is invalid/improperly defined. Happens when using the TS & RA2 Tunnel Drawer and then force-ending a Tube with F (since that editor then doesn't generate ending coordinates when force-ending).

004F0FEC Weapon A unit's Primary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. Examples:
  • The offending weapon is the unit's Primary weapon, and the unit just finished constructing or just got spawned.
  • The offending weapon is the unit's ElitePrimary weapon, and the unit just got promoted to Elite status.
004F65BF Misc Some House cannot build anything from [General]BaseUnit= .
004F78E4 AI A Team was created without a teamtype.
004F8CCD AI [AI]BuildConst= lists less than 3 BuildingTypes and your last [listed] Construction Yard was destroyed or sold while you were on low power, or you went into low power without owning any Construction Yards.
004F9FAD Misc A trigger is trying to perform an action that requires the trigger's house owner to be present in the game, but the country (most likely America) is not playing. The crash happens as soon as the action is executed.
00502CC4 Map A reinforcement (7) TeamType that does not have a valid House is being created (e.g. create a reinforcement on a TeamType with House: <none>).
00502CE1 Map Nobody is the House on a Trigger whose Action creates a reinforcement (7) TeamType belonging to said House.
00505E41 Misc An AI-controlled House which, due to rules(md).ini configuration, is unable to construct a base, received a Construction Yard thus triggering the AI base planning routine. Triggered by the following events:
  • If a player's MCV was mind-controlled by an enemy, that player is killed, and the MCV is then released from mind-control to the neutral side. The only workaround is to make MCVs immune to mind-control (this is done in the UMP).
  • A neutral Engineer (there's an official multiplayer map that has neutral Psychic Sensors which, on rare occasions, can leave an Engineer as a survivor) captures a Construction Yard.

More detail: The AI base planning logic kicks in at the moment a player receives a Construction Yard and generates a plan of what buildings to build, in what order. However, the game makes an assumption that any country that can actually start base construction will be able to build at least 3 different BuildingTypes. When that assumption fails (a Construction Yard is received by the civilian house, who cannot build anything), everything goes haywire. For more info on how base planning logic works, refer to the AI Base Planning System article.
Interestingly, the civilian house acquiring a Construction Yard via relinquished mind-control (in the same way as for an MCV) does not cause an IE. Clearly this effect was not taken into consideration when mind-control was added to the engine and the AI base planning routine is only called when a Construction Yard is captured or is first created.

0050CD20
0050CD44
0050CD79
0050CDA2
0050CDCC
0050CDF0
0050CE14
0050CE38
0050CE5C
0050CEA2
0050CECC
0050CF15
0050CF2A
AI The AI is trying to pick a target for the Nuclear Missile or Weather Storm superweapon but is lacking target weighting values for a certain object that exists on the map. You need to uncomment/restore one of the [General]AIIonCannonXValue= lines.
00518369 Warhead An InfantryType is taking damage from a non-existant warhead.
005213CB Weapon An InfantryType with DeployFire=yes doesn't have a Secondary weapon set, and the game crashes while retrieving the weapon's RadLevel.
0054AF0E Object A unit's Secondary points to a non-existent weapon.
0054D10A Object This happens when you re-code the Battle Fortress to have a SizeLimit bigger than 2 (i.e. can load other tanks) and then tell it to enter an amphibious transport. Of course, this isn't limited to the BFRT alone. It should be noted though that the game doesn't always crash when the enter order is issued. It's more of an occasional crash that seems to happen randomly. (confirmed for RA2)
00567B43 Object An Object has a negative sight.
0056D388 Object An InfantryType or VehicleType does not have a valid movement zone.
005B36EB AI Programming (Script Actions) The internal error happens when a team tries to execute the "11. Change Mission" script action when the parameter is invalid or missing.
005D7387 Misc Not having at least one valid InfantryType with AllowedToStartInMultiplayer=yes (default) for each house.
005DA453 Network A crash occurred with the network code around an object called FirewallHelper.
005F4F88 Animation An Animation has TiberiumSpawnType=SOME_OVERLAY and SOME_OVERLAY is one of the three last entries in [OverlayTypes].
Link to original report
005F5155 Misc You tried to construct a BuildingType with HasSpotlight=yes. Yuri's Revenge 1.001 doesn't support this, only patched versions do.
00629FE7 Weapon/Unit Parasite=yes on the warhead, but no other Parasite settings. The thing that manages the parasite has no owner. Weapon will manage to fire several times without crashing, though.
0062B662 Animation Having an animation with SpawnsParticle which does not point to a valid ParticleSystem (see broken-reference causes, below).
0062DCD2 Misc An overlay type with Explodes=yes set has been destroyed, random dice roll determined that the particle specified in BarrelParticle should be displayed, but that flag is blank OR you're firing a weapon with UseSparkParticles=yes/UseFireParticles=yes/IsRailgun=yes without a valid AttachedParticleSystem= set.
0064003C Misc If you have a buildable Construction Yard, start its construction, and then cancel it, an IE will occur. Construction Yards should not be buildable - they should only be deployed from vehicles.
006407A6 Misc You've made a MapShot "Not ScreenShot" that was saved as Map****.yrm and is in your Directory. Game is trying to load map during initial startup. Remove these MapShots from the directory to prevent this from happening.
0065B73F Weapon You have a Weapon whose RadLevel is less than [Radiation]RadLightDelay=. (Cause: Integer division is performed on those two values, which yields zero in this case, and then another value is divided by the result - division by zero.)
00691520
006915D6
AI Programming (Script Actions) An invalid parameter was supplied to the script action, for example:
  • A Script that tries to change into an invalid script. (You probably used the script ID instead of the script index, e.g. 01000484 in 37=01000484, but you should have used 37.)
  • An Attack... with a parameter for a building type, such as 64 or 131134.
  • Jumping to an invalid script action.
0069ACC6 Map A PKT file's [MultiMaps] section declares a map which doesn't have its own section to define the parameters, or lacks the CD entry in the section.
00697F29 Misc The game can't find a valid gamemode. Your mpmodesmd.ini is corrupted.
006ABF96 Misc This IE is encountered immediately after loading up. This was tested for skirmish with the XWIS Multiplayer-only components.

This crash happens when the resolution is set to higher than 2560x1600.

006AEBB8 Misc Your ra2md.ini file lists a combination of game mode/map which the game cannot satisfy. This can happen if the range of valid combinations changes between one game session and the next (i.e. because you changed what maps were valid for which game modes in your mod, or you activated a different mod to the one that was active previously).

LaunchBase works around this by saving and restoring the game's configuration on a per-mod basis.

006B7987 Object A garrisonable building has non-existing weapons.
006B7D30 Object An object has a weapon with Spawner=yes, but it doesn't have Spawns=yes. The latter part is what tells the game to initialize the Spawn Manager for this unit when it's instantiated, the former part tells the game to try and access the Spawn Manager (and it doesn't check if it's been initialized properly).
006B7718 Object A Spawned=yes attempted to fly over the map border instead of landing, thus crashing the game. A known reason for this issue is Selectable=no on AircraftTypes that use aircraft Locomotor.
006C1D28 Object A unit has Turret=yes despite unittur.vxl not existing. What's interesting is that the game won't crash because of this if no VXL or HVA for this unit exists at all.
006DE99D Map A Trigger has an Action that references the Trigger's House, but said House does not exist. For example, a Trigger on Iraq exists that grants Iraq a Superweapon and sets the charge to 100 will only crash if Iraq isn't playing.
006EA6AE AI/Map You coerced the game into creating an instance of a TeamType that is not defined, either through Map Triggers or through AI Script Actions.
006F1FC6 AI programming A TeamType has been defined without assigning it a TaskForce, or a TeamType is being referenced without being defined at all.
006F352E Weapon A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.
006F40A2 Weapon Started construction of a unit whose Primary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. This also applies to turret changers, for instance if Weapon1 is not a valid weapon.
006F72EF Weapon A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.
006F9DB6 Techno The game tried to check an ownerless unit's owner. Reported case was Service Depot's allegiance check.
006FC655 Weapon A unit has an EliteWeaponX weapon specified which does not exist (see broken-reference causes, below), and that unit just got promoted to Elite status..
0070031E Weapon A unit has a weapon specified which does not exist in the INI (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. (Common reason - that unit just got promoted to Elite status and one of the Elite weapons is misdefined.)
00702330 Anim A building has missing or non-existing DebrisTypes. Like DebrisTypes=CRYSTAL1.
0070DF8A Weapon A unit with IsGattling=yes is either missing WeaponX/EliteWeaponX entries, or WeaponCount is less than 2 times WeaponStages. For example, if WeaponStages=2, WeaponCount must equal 4, and you must have accompanying Weapon1-4/EliteWeapon1-4 entries. IE occurs at the time the IsGattling unit is firing and would advance to the missing Weapon Stage.
007120F7 Misc You have a BuildingType (which is click-repairable) with Strength=0 or Strength below [General]RepairStep=.
0071ADE9 Weapon Deploying an elite unit that does not have the elite secondary weapon.
0071AF4D Warhead Detonating a Temporal=yes warhead under one of the following conditions:
  • Firing weapon was a shrapnel weapon.
  • Firing weapon was an urban combat weapon (fired from an occupied building).
  • Warhead has a non-zero CellSpread set.
0071B173 Warhead Firing a death weapon using a Temporal=yes warhead.
00442832
00442892
004428DE
Warhead Using Sparky=yes warhead without three valid animations defined in [AudioVisual]OnFire=. Crash happens when damaging a building into yellow or red health.
0071C661 Warhead Using Sparky=yes warhead without two valid animations defined in [AudioVisual]TreeFire=. Crash happens when damaging a wooden terrain object.
0072652D Map There is a trigger in the map that wants to change a house's non-existant object to another house.
00684E55 Map There is a trigger which requires a house, either because its events, actions or attached triggers require a house. The house on the trigger is not set.
00728F08 Object Something's wrong with this building's Secondary (missing/invalid)
007387EB Art [AudioVisual]ShakeScreen= is missing or set to zero.
0073B0C9 Misc The concept known as "Infantry Linking" can result in an IE, occuring when the linked infantry was modified in a subsequent game mode override file or a map and a human player scrolls their battlefield view to a place on the map where an AI-owned War Factory is located. Don't do Infantry Linking.
0073B692 Unknown "crashed drawing a voxel"
0073C762 Art The artmd.ini entry specified by a Voxel-using VehicleType's Image tag is missing - the game defaults to Voxel=no in this case and attempts to load and draw a non-existant SHP.
00756B2D Art The specified ShadowIndex on an AircraftType or a voxel VehicleType adresses a section that does not exist.
00772A98 Weapon A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.

Also reported to be due to "firing a weapon that has no projectile". This needs testing - missing projectile may be an alternative reason to all 'missing weapon' IEs. This EIP also appears when trying to build a custom building using the Korean flag Image after giving it a secondary weapon similar to the GGI MissileLauncher.

007C9B92 Malformed input Multiple reasons, depending on the stack dump in the except:
  • If 006DD5D2 or 006DD009 appear near the top of the stack dump - Map contains a malformed Map Action, while parsing it, a number was expected, something else or end-of-line was found instead. Map Actions expect well-formed input.
  • If 00843EEC appears in the stack - RefinerySmokeOffsetThree is not set to a valid value.

Another reason: A country has empty nodes in a campaign map. It may happen NodeCount has a value different than the actual amount of nodes. Make sure the amount of base nodes exactly match the value of NodeCount. Alternatively, the action's input goes beyond column 512, where the INI parser cuts off (spread trigger actions on multiple triggers then).

007CAF66 Malformed input Multiple reasons, depending on the stack dump in the except:
  • If 0075DE19 appears near the top of the stack dump - A Warhead whose Verses could not be processed. EBP value says how many values remained to be parsed when an error occurred - (11 - EBP) is the 0-based index of the problematic value.
007CFD30 Misc - memory management If line 20 of the stack dump includes 61108B, and line 23 includes 610CA0, you are likely trying to use RockPatch's "Place Urban Areas" feature without applying the necessary snowmd.ini fix. Please check the RockPatch Help for more info.
Varies, stack dump starts with 0051BB7D Warhead A unit was being erased by a chrono weapon but the object that started the erase process no longer exists. When a unit is being erased, an instance of the TemporalClass is linked to it. This class references the object that is doing the erasing. If the object breaks the link under 'normal' circumstances (e.g. the firer is destroyed or moved) then the attack order is cancelled and the TemporalClass is removed. In some rare cases the link to the firer's TemporalClass is not removed and therefore points to garbage memory.

Examples of how the IE may occur:

  • Ore harvester with a chrono weapon started an attack but then transformed whilst unloading ore at a refinery before the target was destroyed. Don't give ore harvesters chrono weapons.
  • A vehicle was being erased but then got picked up by a carryall. This is very difficult to replicate - it has only been reported once.

The IE occurs when the unit would have been erased.

Varies, stack dump starts with 00520FC8 Warhead A building was being erased by a chrono weapon after infantry recieved the order to occupy it. When the building is erased before the infantry reaches it, an IE occurs. This is because the TemporalClass removes the building without marking it as dead, thus the occupying infantry is not informed its destination is gone. The IE occurs when the infantry unit updates its position. There is another TemporalClass related bug similar to this one – EIP address 00521BB6, which lies inside the same function, can be seen near the top on a stack of this exception.
0052976F Campaign RA2 1.003 doesn't like it when its battle.ini is overriden by another one outside of local.mix. Whether or not putting it in an expandxx.mix fixes this is unknown.

The game crashes when your start a new campaign during loading. You get a blank screen during loading. A side-effect is the soviet campaign-load palette and SovietLoad color being used for Allied missions when loading them through the load menu and then restarting them. Strangely enough, the reverse doesn't happen.

00529A14 Map Game attempted to read a Campaign map as a skirmish map; [Header]>NumberStartingPoints= is corrupt. For Single-Player missions, manually set it to 0 and it'll load again.
Varies, stack dump at 18D264 has 00722C9E Resource One or more resources have invalid resource spread/growth data which tries to access a map tile it isn't supposed to and corrupting it.
0128DC54 Unknown Ares crash. Circumstances unknown.
0FC904D0 Unknown Ares crash. Circumstances unknown.
Stack dump starts with 006B771E: "spawned object related [...] missiles, carrier intruders"
1032F871 Unknown Ares crash. Circumstances unknown.
90900004 Misc Generic exception, for example, raised when you are missing the snowmd.ini median fix.
FEEEFEEE Misc Multiple reasons, depending on the stack dump in the except:
  • If the stack dump starts with 006B771E then it's a variant of 006B7718.
FFFFFFFF Unknown Unknown. Depends on stack dump.