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- FreeSpace 1/2 MODs Discussion (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=40)
-- Bobboau's thread of despair: for all there head from frustration (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=9961)


Posted by Bobboau on 04-26-2002 04:23 AM:

Bobboau's thread of despair: for all there head from frustration

here is a thread for people who are having probelms

like me, this should be easy for you who have some idea what you are doing (unlike me)

found the answer to my problem

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Posted by EdrickV on 04-26-2002 04:42 AM:

This appears to be where the error is occuring:

code:

// SWARM, CORKSCREW and FLAK should be mutually exclusive
if(weaponp->wi_flags & WIF_FLAK){
Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
}
if(weaponp->wi_flags & WIF_CORKSCREW){
Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
}
if(weaponp->wi_flags & WIF_SWARM){
Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
}



At a guess, a weapon in the MOD has a Swarm plus flak or corkscrew type and FS2's saying that shouldn't happen. Don't have BWO so I can't check the tables for you.

Edit take 2: Just looked at the code again and it looks like a flak or swarm conflict with corkscrew. That's the line that was quoted. (Probably a corkscrew swarm missile.)

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Posted by ltnarol on 04-26-2002 04:49 AM:

Tornadoes are corkscrew and swarm are they not? i think its the flak tag

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Posted by Bobboau on 04-26-2002 04:53 AM:

well corscrew works like swarm in there is a swarm effect, but you can't controle how many swarm out, I wanted a missle to spiral like the corkscrew flag but only fire one, so I set
$swarm: 1
I guess I could just remove it for now it isn't that importent

__________________
Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 04-26-2002 04:55 AM:

wait I had another one with it too

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Posted by BabProj Team on 04-26-2002 04:58 AM:

Yeah I picked that out of the BWO tables

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- The Babylon Project Team


Posted by Bobboau on 04-26-2002 05:07 AM:

there seems to be something hardcoded about the multiplayer weapons, I'm getting errors about not finding them (there not in the BWO tables) then it crashes

__________________
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Posted by Bobboau on 04-26-2002 05:15 AM:

this is one of the error mesages i get about the weapons

Warning: Unable to find WEAPON_LIST_TYPE string "Subach HL-D" in stuff_int_list

Many possible sources for this error. Get a programmer!

File:\Games\projects\freespace2_public\code\Pars
e\PARSELO.CPP
Line: 1429

Call stack:
------------------------------------------------------------------
parse_ship() parse_shiptbl() ship_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() KERNEL32.DLL bff8b537()
KERNEL32.DLL bff8b3e9()
KERNEL32.DLL bff89dac()
------------------------------------------------------------------



this is the last error before it crashes

Assert: hull_percentage_of_hits > 0.0f
File: D:\Games\projects\freespace2_public\code\Ship\Ship
.cpp
Line: 1595

Call stack:
------------------------------------------------------------------
parse_shiptbl() ship_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() KERNEL32.DLL bff8b537()
KERNEL32.DLL bff8b3e9()
KERNEL32.DLL bff89dac()
------------------------------------------------------------------

__________________
Bobboau, bringing you products that work ......... In theory


Posted by EdrickV on 04-26-2002 05:37 AM:

Not really sure what is happening, but I don't believe the weapon is hardcoded. (The weapon's full name is not in the source files according to Find Files and Folders.) Might be something funky going on with the weapons.tbl. (It is a mod running under a debug build after all. ) Will try looking more later. It's trying to load the dogfight version of the weapon though. Might want to check the weapon table and see what weapons are in there. If it's not in there, you could try copying it's entry from the regular table and inserting it into the mods table.

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Posted by Bobboau on 04-26-2002 06:33 AM:

maybe it just assumes there is going to be a dogfight version for every player weapon, but I don't think it complained about any of the BWO weapons,
hrmm

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Posted by Kellan on 04-26-2002 08:05 AM:

You definitely don't need a D version for every weapon in the table.

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Posted by Bobboau on 04-26-2002 05:19 PM:

well it seems that way

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Bobboau, bringing you products that work ......... In theory


Posted by GalacticEmperor on 04-26-2002 08:32 PM:

quote:
Originally posted by Kellan
You definitely don't need a D version for every weapon in the table.


Check out the Port tables. Not a D version in sight.

__________________
Palpy uber alles!
-Woolie Wool

Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]

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Posted by DTP on 04-26-2002 11:02 PM:

nope but the msdev 6.0 dev standard compiled version, Will not work with the port table, im sorry

__________________
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Invade Space
---------
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Posted by Grey Wolf 2009 on 04-26-2002 11:12 PM:

NOOOOOOOOOOO!!!!
That is just..... not..... right.....


Posted by Alikchi on 04-27-2002 01:27 AM:

Error: Unknown lookup_type in stuff_int_list
File:C:\projects\freespace2\code\Parse\PARSELO.CPP
Line: 1420

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Upon loading FS2 or FRED 2. I haven't screwed with the code or anything, not even linked it to my installation, but this didn't happen before the code was downloaded.


Posted by Bobboau on 04-27-2002 01:48 AM:

have you compiled the code?

__________________
Bobboau, bringing you products that work ......... In theory


Posted by Corsair on 05-03-2002 05:11 PM:

__________________
Flown by the Black Sheep squadron since 1942.


Posted by BabProj Team on 05-04-2002 04:44 PM:

You CAN turn off the debugging according to Avenger.

__________________
- The Babylon Project Team


Posted by Avenger on 05-04-2002 05:25 PM:

yea the active config is set to debug, just change the active config to release and bingo its gone, that should possible fix the tbl problems, but while it is debug mode, the parselo.cpp is in full swing and not forgiving for any **** ups in the tables. When in release mode there is less emphasis in tbl checking, from what i can gather and only serious bugs are highlighted.

__________________
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Programmer for babylon Project

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