Internal Error: Difference between revisions
tank bunker/sell unit stuff. DCoder, will send you some excepts later. Re the irony: lol that was intended, but please remove the sentence if you think it is inappropriate |
trying to figure out the ElitePrimary IEs |
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! {{Anchor|006F352E|eip}} | ! {{Anchor|006F352E|eip}} | ||
| A unit has an {{TTL|ElitePrimary}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank, and that unit just got promoted to Elite status. | |||
|- | |||
! {{Anchor|006F72EF|eip}} | |||
| A unit has an {{TTL|ElitePrimary}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank, and that unit just got promoted to Elite status. | | A unit has an {{TTL|ElitePrimary}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank, and that unit just got promoted to Elite status. | ||
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! {{Anchor|006F40A2|eip}} | ! {{Anchor|006F40A2|eip}} | ||
| Started construction of a unit whose {{TTL|Primary}} weapon does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank. | | Started construction of a unit whose {{TTL|Primary}} weapon does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank. | ||
|- | |||
! {{Anchor|0070031E|eip}} | |||
| A unit has an {{TTL|ElitePrimary}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank, and that unit just got promoted to Elite status. | |||
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! {{Anchor|007120F7|eip}} | ! {{Anchor|007120F7|eip}} | ||
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! {{Anchor|00772A98|eip}} | ! {{Anchor|00772A98|eip}} | ||
| | | A unit has an {{TTL|ElitePrimary}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|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.'' | |||
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! {{Anchor|90900004|eip}} | ! {{Anchor|90900004|eip}} | ||
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<br>''(Marshall retested this and found that the EIP for a missing secondary weapon is actually 006F352E (see above). Not sure what is meant by "you just selected" as the IE will occur the instant the unit is created/promoted. Please can someone else confim that EIP 006F3481 is incorrect and remove this entry if so. Although, it begs the question of where this EIP came from? - it was added by DCoder on 2008-03-04 (id 14195))'' | <br>''(Marshall retested this and found that the EIP for a missing secondary weapon is actually 006F352E (see above). Not sure what is meant by "you just selected" as the IE will occur the instant the unit is created/promoted. Please can someone else confim that EIP 006F3481 is incorrect and remove this entry if so. Although, it begs the question of where this EIP came from? - it was added by DCoder on 2008-03-04 (id 14195))'' | ||
:I'm sorry, I made a mistake analyzing that one. I saw it at [http://www.cannis.net/forum/index.php?s=&showtopic=8560&view=findpost&p=170096 C-GEN] and analyzed it. But in fact it was caused by the ''ElitePrimary'' being wrong, not EliteSecondary. (Though 006F352E in your comment has "ElitePrimary" as the cause as well, I assume you meant 004D5108.) Just cause a certain EIP causes an IE, doesn't mean another EIP cannot cause an IE for the same reason - there are quite a lot of code paths in the game, and under certain circumstances the first EIP doesn't get hit. <br>I just reanalyzed the function which both these EIPs fall under, and I can say this: 006F3481 IEs if (Elite)Secondary is broken, 006F352E - if (Elite)Primary is. The function is responsible for selecting which weapon a unit should use against a certain target in idle mode, the EIP you reported above for (Elite)Secondary (004D5108) is correct, but is only hit if the unit is in Guard mode scanning for targets when promotion happens. [maybe this part should go off to a talk page?] ''//[[User:DCoder|DCoder]]'' | :I'm sorry, I made a mistake analyzing that one. I saw it at [http://www.cannis.net/forum/index.php?s=&showtopic=8560&view=findpost&p=170096 C-GEN] and analyzed it. But in fact it was caused by the ''ElitePrimary'' being wrong, not EliteSecondary. (Though 006F352E in your comment has "ElitePrimary" as the cause as well, I assume you meant 004D5108.) Just cause a certain EIP causes an IE, doesn't mean another EIP cannot cause an IE for the same reason - there are quite a lot of code paths in the game, and under certain circumstances the first EIP doesn't get hit. <br>I just reanalyzed the function which both these EIPs fall under, and I can say this: 006F3481 IEs if (Elite)Secondary is broken, 006F352E - if (Elite)Primary is. The function is responsible for selecting which weapon a unit should use against a certain target in idle mode, the EIP you reported above for (Elite)Secondary (004D5108) is correct, but is only hit if the unit is in Guard mode scanning for targets when promotion happens. [maybe this part should go off to a talk page?] ''//[[User:DCoder|DCoder]]'' | ||
''(Just tested this a bit more and got several new EIPs for when the unit was promoted (added in this revision), can't seem to get any consistent results - will need to test this further. //[[User:Marshall|Marshall]]'' | |||
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Revision as of 22:41, 6 April 2008
The Internal Error (often just written short-hand as IE) is a general error returned by the Tiberian Sun engine and its derivates. The message itself gives no information about what the error actually was or what went wrong, thus leaving it to the modder to know what could have caused the error and to find the cause in their mod's changes.
If you experience an Internal Error, you should:
- Check if the EIP reported in your except.txt file matches an EIP for which the IE cause is known (see below).
- Think about whether a distinctive event immediately preceeded the error (e.g. a unit being built, a weapon being fired, etc.). If this was the case then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.
- Carefully check your latest modifications, with the help of a diff between the current rules set and the previous, working rules if possible (for this reason, and in case you mess up your code beyond repair, you should always keep recent backups of working code).
Remember that the more code you add at the same time, the more likely it is to introduce multiple bugs and IE causes (and just because you found one mistake in your code, that doesn't mean there can't be another).
Except.txt
If your game crashes because of an Internal Error, a file named except.txt is generated in your game folder. This file is a dump of certain runtime-data from the game at the moment the error occurred and could potentially tell you exactly what went wrong if you knew the engine code.
Due to his research into the game's binary and his efforts to develop the RockPatch, pd has occasionally been able to indicate the area of the engine where the error occurred (for example, an error occurring in the voxel-loading routines may indicate a problem with a custom voxel).
However, pd has other commitments and should not be treated as the go-to guy for any IEs you may have. Further more, pd may not neccessarily be able to help - without the source code or a comprehensive understanding of the game's binary the file is of little use. (cp. SYNCx.txt)
According to an early version of Except.txt (which now redirects here), this file includes the full structure and a stack dump of a CONTEXT element.
IEs that share the same cause also share the same EIP: value in except.txt, so knowing that value might help you determine the cause of your IE. See the list of known IE causes (below) which also includes the corresponding EIP.
Known causes of Internal Errors and their EIPs
Since "Internal Error" is the game's response to almost any fatal error, its causes are diverse. Most common are causes related to weapons and warheads, with a missing warhead probably being the most commonly reported cause.
Specific game versions
Yuri's Revenge 1.001
EIP | Cause |
---|---|
004242DB | Using a TrailerAnim on an animation but not setting a TrailerSeperation (or setting Template:TTL). This is because the default TrailerSeperation is zero, and that number is used as a divisor. |
00424A14 | An Animation with Template:TTL set was played, where X was greater than the number of list entries in Template:TTL or less than 0. |
0042E7AF | A Construction Yard not having Template:TTL set when the owning side's AI is present in a game. |
00441C28 | You have set ShakeScreen to zero. |
004593BB | See Tank Bunker / Sell Unit IEs |
0046650D | You have a shrapnel weapon which isn't assigned to a dummy object (see broken-reference causes, below). |
00471CA4 | A unit has a Template:TTL weapon whose Template:TTL has Template:TTL set. Triggered by one of the following events:
|
004895C7 | You have a warhead with a Template:TTL greater than 11. |
004D5108 | A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank. Examples:
|
004F8CCD | You've listed less than 3 BuildingTypes at BuildConst= in [AI] Section and lost or sold your last listed Construction Yard while on low power. If you've already lost it, the IE will trigger when you run out of power after that. |
00505E41 | An MCV turns neutral: If a player's MCV was mind-controlled by an enemy, that player is killed, and the MCV is then released from mind-control, an IE will occur. The cause is probably due to the Civilian house not being designed to handle MCVs. The only workaround is to make MCVs immune to mind-control (this is done in the YR 1.002 UMP). Neutral Construction Yards do not seem to cause a problem. |
0050CD20 0050CD44 0050CD79 0050CDA2 0050CDCC 0050CDF0 0050CE14 0050CE38 0050CE5C 0050CEA2 0050CECC 0050CF15 0050CF2A |
The AI is trying to pick a target for the Nuclear Missile or Weather Storm superweapon but is missing target weighting values for a certain object that exists on the map. You need to uncomment/restore one of the [[[:Template:TTL]]] → Template:TTL lines.
|
005D7387 | Not having at least one valid InfantryType with Template:TTL (default) for each house. |
0062B662 | Having an animation with Template:TTL which does not point to a valid ParticleSystem (see broken-reference causes, below). |
0064003C | 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. |
006AEBB8 | Your ra2md.ini file lists a combination of mpmode/map which the game cannot satisfy. |
006F352E | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank, and that unit just got promoted to Elite status. |
006F72EF | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank, and that unit just got promoted to Elite status. |
006F40A2 | Started construction of a unit whose Template:TTL weapon does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank. |
0070031E | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank, and that unit just got promoted to Elite status. |
007120F7 | You have a BuildingType (which is click-repairable) with Template:TTL or Template:TTL below [[[:Template:TTL]]]→Template:TTL. |
0071AF4D | Detonating a Template:TTL warhead under one of the following conditions:
|
0073B0C9 | 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. |
00772A98 | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL 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. |
90900004 | Generic exception, for example, raised when you are missing the snowmd.ini median fix. |
? | Warheads that are not listed under [Warheads] have been reported to cause an IE, although the exact details are not established. It is not neccessary for every warhead to be listed (for example, removing the Grand Cannon warhead from the list appears to have no effect on the game), however there is no reason not to list every warhead. |
? | If a falling paratrooper (who has nearly reached the ground) is killed by an area-effect mutation weapon. Point based mutations seem to be okay (the falling paratrooper explodes) and the Genetic Mutator seems incapable of killing falling paratroopers. If you have an area-effect mutation weapon, you should ensure that all paratroopers are immune to it (this also means that you can't have a buildable paradrop plane and an area-effect mutation weapon in the same mod). |
? | Omitting Template:TTL on InfDeath 9's animation (Template:TTL) can sometimes cause an IE. See MakeInfantry for more information. |
? | Setting Template:TTL. Default value is -1, positive values do not cause an IE. |
? | If an overlay type with Template:TTL is destroyed and the Template:TTL tag is blank or missing. |
? | Placing two buildings on a map so that they overlap (in the map editor), and then destroying or garrisoning one of them (in-game). Use FinalAlert's Options → Show Building Outline feature to see the actual areas taken up by buildings, since there are a lot of buildings whose foundation is different from their visual size. |
Tiberian Sun 2.03
EIP | Cause |
---|---|
00415698 | You used a TrailerAnim on an animation but forgot to set a TrailerSeperation. |
004C6428 | AI does not have any buildings available for it to build. Check Template:TTL=, Template:TTL= etc. |
006703D4 | WaveClass Sonic exception, normally triggered by a unit with a weapon that has IsSonic=yes set, firing to the south of the screen and the user scrolling up. No certain fix for this as we know, it is a possible error with the games code. |
0067159B | WaveClass Sonic exception. Not sure if this is code related, could be end user. |
006717CB | WaveClass laser exception. No certain fix for this as we know, it is a possible error with the games code. |
90900004 | Generic exception, for example, raised when you are missing the snowmd.ini median fix. |
Unverified / lacking information
EIP | Cause |
---|---|
004145BD | An InfantryType has been given a spawn weapon (such as ASWLauncher). (Real reason appears to be the spawned aircraft with a corrupted HVA. Needs verification.) |
? | Adding a new harvester for a 4th side/faction and not making an AI Trigger for it. (Possibly RockPatch only, or possibly not the real reason. Need an except to resolve.) |
? | Removing a building from the PrerequisitePower= list, while it exists in one of the (GDI/NODRegular/Third)PowerPlant= lists will cause an IE the moment any of your Power buildings get destroyed or sold as long as you own a Construction Yard. YR mods that remove Yuri's side from the game, should not remove YAPOWR from PrerequisitePower=.
|
? | Calling for an animation that is not listed under [Animations] might trigger an IE.
|
? | Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.
|
006F3481 | The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see broken-reference causes, below).
(Just tested this a bit more and got several new EIPs for when the unit was promoted (added in this revision), can't seem to get any consistent results - will need to test this further. //Marshall |
Broken-reference Causes
- Most of the flags that point to an object type do not verify that the object type exists and will try to invoke it anyway. This includes pointers to weapons, projectiles, warheads, particles, particle systems and infantry/unit/aircraft/building types, among other things.
- All object types must be parsed in order for them to be invoked successfully. For example, a weapon must be parsed by being referenced by a unit in the main rules (weapons used in a game mode that aren't referenced in the main rules will not have been parsed, nor will shrapnel weapons that haven't been referenced by a dummy unit).
- Note that all weapons have to specify a Template:TTL tag and the tag must not be blank otherwise an IE will occur. However if the specified Template:TTL does not exist then that will not cause an IE, as the game will use default warhead settings.
- Your object type may not be 'missing' as such, you may just have mis-spelled its ID (e.g. "MagenticBeam" as opposed to "MagneticBeam"). Always check your typing carefully to make sure you don't any words out.
Tank Bunker / Sell Unit IEs
- There are two IEs that can occur after using a 'Sell Unit' superweapon on a tank-bunkered unit.
- The first occurs the instant you sell the unit. Strangely, this doesn't always happen despite following the exact same replication steps. Even more strangely, the IE yields different EIP values, seemingly at random (no pattern has yet been established). EIP values that have been seen include: 00000000, 0000005E, 654C010 and F08689FF.
- If the above IE does not occur then the Tank Bunker will have been rendered unusable as the walls are still up. If the 'broken' Tank Bunker is sold or destroyed then an IE will occur (this IE does always happen). This IE has also been known to yield seemingly random EIP values, however it tends to yield 004593BB most frequently. EIP values that have been seen include: 00000000, 004593BB and 0713D8DC.
- The only way to prevent these IEs is to make sure a player never has access to both the Sell Unit superweapon and the Tank Bunker at the same time. (To achieve this, the building that provides the superweapon must be uncapturable and immune to mind-control and, unless both buildings are country specials, you will need to remove MCVs from crates and make Construction Yards uncapturable and immune to mind-control too.)
Footnotes
1 ↑ The RockPatch does allow higher values (depending on version).
Software used to find Internal Errors
- INI Checker (can check your rules, art and sound files for syntactic errors like typos and missing references)
- ExceptChecker (primarily for RockPatch-related IEs, it analyzes except.txt, tries to find references to code added by the patch or known routines, and might then be able give a direction)
- Debugger (if you know assembler)