Internal Error
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:
1. Check if the EIP reported in your except.txt file matches an EIP for which the IE cause is known (see below).
2. 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.
3. 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.
List of known causes of Internal Errors (and their EIPs) (please expand)
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.
Yuri's Revenge 1.001 | |
---|---|
EIP | Cause |
00000000 | Unknown what causes this. I have seen this EIP when replicating two different IE causes that were already known - I should have received the known EIPs but instead, got all zeroes. |
004145BD | An InfantryType has been given a spawn weapon (such as ASWLauncher). |
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. |
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 | Using the 'Sell Unit' super weapon on a tank-bunkered unit breaks the Tank Bunker. Attempting to sell or destroy the broken Tank Bunker causes an IE. The only way to prevent this is to make sure a player never has access to both the Sell Unit Super weapon and the Tank Bunker at the same time (so unless both buildings are country specials, that means removing MCVs from crates and making Construction Yards uncapturable and immune to mind-control).
See also: EIP 0713D8DC |
0046650D | You have a shrapnel weapon which isn't assigned to a dummy object (see 'broken-reference causes' below). |
00471CA4 | The actual event that triggers the IE is not clear however the cause is due to having a unit whose Template:TTL weapon's Template:TTL has Template:TTL set. Only tested with InfantryTypes thus far.
Examples of triggers:
|
004895C7 | You have a warhead with a Template:TTL greater than 11. |
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. |
0050CD44 | An InfantryType with Template:TTL exists on the map, you need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line. Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm. |
0050CE14 | A BuildingType with Template:TTL exists on the map, you need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line. Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm. |
0050CE38 | A BuildingType with Template:TTL exists on the map, but you need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line. Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm. |
0050CE5C | A BuildingType with Template:TTL exists on the map, but you need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line. Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm. |
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. |
006F3481 | The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see 'broken-reference causes', below). |
006F40A2 | Started construction of a unit that has been assigned a weapon that does not exist (see 'broken-reference causes', below).
Examples:
|
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 | Firing a weapon that has no projectile (see 'broken-reference causes', below). |
0713D8DC | Using the 'Sell Unit' super weapon on a tank-bunkered unit will often cause an instant IE. See also: EIP 004593BB |
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. |
? | Adding a new harvester for a 4th side/faction and not making an AI Trigger for it.
FLAGGED - is this RP only? If so then I propose removing it, or having a separate section for RP. |
? | 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. |
? | Setting Template:TTL. Default value is -1, positive values do not cause an IE. |
? | 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=.
FLAGGED - I just tested this extensively and couldn't get an IE to occur after removing YAPOWR from PrerequisitePower=. Propose removing this unless someone can replicate (maybe OS-specific? - I tried on WinXP Pro) |
? | 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. |
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).
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)