Internal Error/YR: Difference between revisions
004F0FEC cause discovered: Unexisting Primary |
MustaphaTR found these: 007C9B92, 006F9DB6. Link: http://www.ppmforums.com/viewtopic.php?p=542119 |
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| Weapon | | Weapon | ||
| A unit has an {{f|ElitePrimary|link}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{f|Warhead|link}} tag is missing or set to blank, and that unit just got promoted to Elite status. | | A unit has an {{f|ElitePrimary|link}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{f|Warhead|link}} tag is missing or set to blank, and that unit just got promoted to Elite status. | ||
|- | |||
! {{Anchor|006F40A2|eip}} | |||
| 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. | |||
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! {{Anchor|006F72EF|eip}} | ! {{Anchor|006F72EF|eip}} | ||
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| A unit has an {{f|ElitePrimary|link}} weapon specified which 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, and that unit just got promoted to Elite status. | | A unit has an {{f|ElitePrimary|link}} weapon specified which 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, and that unit just got promoted to Elite status. | ||
|- | |- | ||
! {{Anchor| | ! {{Anchor|006F9DB6|eip}} | ||
| | | ??? | ||
| | | This is similar to 007120F7 but this happens with Serice Deports and Vehicles. | ||
|- | |- | ||
! {{Anchor|0070031E|eip}} | ! {{Anchor|0070031E|eip}} | ||
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* If {{Tt|006DD5D2}} or {{Tt|006DD009}} appear near the top of the stack dump - Map contains a malformed [[Maps/Actions|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 {{Tt|006DD5D2}} or {{Tt|006DD009}} appear near the top of the stack dump - Map contains a malformed [[Maps/Actions|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 {{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 if you manually increase NodeCount: in House section of FA2. In this case last Nodes gets empty. Be sure NodeCount= matches with real count of Nodes. | |||
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! {{Anchor|007CAF66|eip}} | ! {{Anchor|007CAF66|eip}} |
Revision as of 16:15, 11 March 2016
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 |
---|---|---|
004145BD | Art | An AircraftType has a corrupted HVA.
Shows the file type as "unknown" in the XCC Mixer. 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. |
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. |
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. |
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 |
0045EC90 | Misc | Multiple reasons, depending on the stack dump in the except: |
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 shrapnel weapon does not exist (see broken-reference causes, below). |
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:
|
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. |
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:
|
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:
|
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:
|
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. |
004F65BF | Misc | Some House cannot build anything from [General]→BaseUnit= . |
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:
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. |
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. |
0054AF0E | Object | A unit's Secondary points to a non-existent weapon. |
00567B43 | Object | An Object has a negative sight. |
0056D388 | Object | An InfantryType or VehicleType does not have a valid movement zone. |
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. |
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.) |
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. |
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. |
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. |
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. |
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 | ??? | This is similar to 007120F7 but this happens with Serice Deports and Vehicles. |
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. |
007120F7 | Misc | You have a BuildingType (which is click-repairable) with Strength=0 or Strength below [General]→RepairStep=. |
0071AF4D | Warhead | Detonating a Temporal=yes warhead under one of the following conditions:
|
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. |
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. |
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 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. |
007C9B92 | Malformed input | Multiple reasons, depending on the stack dump in the except:
Another reason: A country has empty nodes in a campaign map. It may happen if you manually increase NodeCount: in House section of FA2. In this case last Nodes gets empty. Be sure NodeCount= matches with real count of Nodes. |
007CAF66 | Malformed input | Multiple reasons, depending on the stack dump in the except: |
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:
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. |
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:
|