Need help narrowing down an error!

Hello,

 

I've created a ship that uses "AbilityTransferAntimatter" and "AbilityRepairDroids", has 0 guns with large amount of antimatter max and regeneration. For some reason it is causing a minidump that gives no errors. Does anyone know where this error might be coming from? I've had two versions of this ship. The last one is basically a subverter without any guns and the changes to stats + abilities. 

I really can't figure out what is causing this dump at all. It seems to just happen randomly after about 10 minutes into the game. The reason I know it's this ship is because when I remove it from the mod then I can play a complete game without failure.  

Any ideas what might be the cause? the abilities it's using are being used on other ships as well with no problems. I'm just perplexed why this combination would cause a dump :(

 

Thanks for any help! 

5,557 views 17 replies
Reply #1 Top

When exactly does it cause a dump (what are you doing at the time?) and try using developer...  There is some setting that will tell you what line of code is causing the problem, but I don't know where because it doesn't seem to work on my computer...

Reply #2 Top

It's random. That's the problem. I've jumped them into other systems, had them use their abilities, move them around a grav well and it's fine. Then it'll just crash out of nowhere. No clue what's doing it. 

 

Developer doesn't work on my computer either.

Reply #3 Top

Yay for the program that is supposed to get rid of bugs and yet is itself buggy...  Horah for irony...

 

Anyways, post the code, more than likely, it'll be some typo.  If not and it is a logic error rather than syntax, it will probably be caused by something else referring to your data.  If you modified one of those, then when your enemy uses the ability, it could throw the errors...

I don't know...  From what I've heard, the issues with dev has to do with a defective dll

Oh, and for the record, does Particle Forge work for you?

Reply #4 Top

Yeah I'll post the code in a bit. 

 

haven't tried any Particle Forge stuff. My 3d modeling skills are bottom of the barrel. I'm more into coding.

Reply #5 Top

Open user.setting, set showErrors to TRUE, and it'll give you the exact line in the file that's causing the crash. No guesswork and hair pulling needed.

Honestly, Ironclad should just make it the default >_>

Reply #6 Top

"haven't tried any Particle Forge stuff. My 3d modeling skills are bottom of the barrel. I'm more into coding."

Hmm...  Well, just mess around with XSI until you get something cool...  You can get the hang of it pretty quickly...

 

 

"Open user.setting, set showErrors to TRUE, and it'll give you the exact line in the file that's causing the crash. No guesswork and hair pulling needed."

That is the thing I was thinking of...  And yeah, they should make it the default...

 

Reply #7 Top

Quoting Annatar11, reply 5
Open user.setting, set showErrors to TRUE, and it'll give you the exact line in the file that's causing the crash. No guesswork and hair pulling needed.

Honestly, Ironclad should just make it the default
End of Annatar11's quote

 

Yes I have showErrors turned on. It doesn't always show an erorr though, and that is the case this time :(.

 

 

WAIT!

 

 

When I tried turning developer on, would it automatically change the showErrors file to FALSE?

Reply #8 Top

Yes, developer.exe overwrites the settings file with its own. Use the regular Sins executable with showErrors.

Reply #9 Top

YIPPEE!!! that explains it. Thanks homy.

Reply #10 Top

Side note, I'm getting "Weapons Index out of bounds" errors. They dont' crash the game but they cause an error to show up. It says something about meshes.. but i'm using Sins original models...

 

Any idea what that means?

Reply #11 Top

It sounds like a generic warning, probably something to do with firing points on the meshes or whatnot.

Basically, in programming there are things called arrays that can store multiples of the same kind of data. So, say, you can have an array of numbers {1,2,3} with the first number being at index 0, and the last at index 2. Array indexes is how you can tell your code which element of the array to use. An index of 3 in this case is out of bounds for the array, because it only has 3 elements.

Hopefully that makes sense :) I have no idea where and what that particular warning is complaining about, but it's nothing you did :P

Reply #12 Top

EDIT(Yeah, Annatar, that's exactly the error I was talking about. Thanks!)

 

Yeah, the minidump occurs without an error, even with showErrors set to TRUE. This time it happened when two ships jumped into my grav well (though it could be the ai doing someting somewhere else.

 

I'm pretty sure those ships aren't the problem though because I've played with them before with no problems. The only time this error occurs is when my new ship is in the game.

 

Here is the ship code:

TXT

entityType "Frigate"

defaultAutoAttackRange "GravityWell"

defaultAutoAttackOn FALSE

prefersToFocusFire FALSE

usesFighterAttack FALSE

autoJoinFleetDefault TRUE

canBomb FALSE

typeCount 1

frigateRoleType "Support"

statCountType "FrigateUtility0"

mainViewIcon "MAINVIEWICON_FRIGATE_PHASEUTILITY0"

picture "PICTURE_FRIGATE_PHASEUTILITY0"

NameStringID "IDS_FRIGATE_EMPIRESUPPLYSHIP_NAME"

DescriptionStringID "IDS_FRIGATE_EMPIRESUPPLYSHIP_DESCRIPTION"

counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_NONCOMBAT"

basePrice

credits 1200.000000

metal 80.000000

crystal 100.000000

slotCount 15.000000

BuildTime 30.000000

hasLevels FALSE

ExperiencePointsForDestroying 0.000000

MaxHullPoints 2500.000000

MaxShieldPoints 800.000000

HullPointRestoreRate 0.000000

ShieldPointRestoreRate 0.500000

BaseArmorPoints 4.000000

maxMitigation 0.650000

Prerequisites

NumResearchPrerequisites 0

numRandomDebrisLarge 1

numRandomDebrisSmall 7

numSpecificDebris 0

armorType "Capital"

hudIcon "HUDICON_FRIGATE_PHASEUTILITY0"

smallHudIcon "HUDICONSMALL_FRIGATE_PHASEUTILITY0"

infoCardIcon "INFOCARDICON_FRIGATE_PHASEUTILITY0"

minZoomDistanceMult 1.000000

NumWeapons 0

m_weaponIndexForRange 0

firingAlignmentType "Default"

TargetCountPerBank:FRONT 0

TargetCountPerBank:BACK 0

TargetCountPerBank:LEFT 0

TargetCountPerBank:RIGHT 0

canOnlyTargetStructures FALSE

hasWeaponLevels FALSE

mass 2000.000000

ShieldMeshName "Shield_FrigatePhaseUtility0"

maxAccelerationLinear 100.000000

maxAccelerationStrafe 10.000000

maxDecelerationLinear 200.000000

maxAccelerationAngular 1.650000

maxDecelerationAngular 9.999996

maxSpeedLinear 600.000000

maxRollRate 2.000000

maxRollAngle 35.000000

squadTypeEntityDef:0 ""

squadAntiMatterCost:0 0.000000

squadTypeEntityDef:1 ""

squadAntiMatterCost:1 0.000000

squadTypeEntityDef:2 ""

squadAntiMatterCost:2 0.000000

squadTypeEntityDef:3 ""

squadAntiMatterCost:3 0.000000

maxNumCommandPoints 0

NumSoundsFor:ONATTACKORDERISSUED 3

SoundID "FRIGATE_PHASESUBVERTER_ONATTACKORDERISSUED_0"

SoundID "FRIGATE_PHASESUBVERTER_ONATTACKORDERISSUED_1"

SoundID "FRIGATE_PHASESUBVERTER_ONATTACKORDERISSUED_2"

NumSoundsFor:ONCREATION 1

SoundID "FRIGATE_PHASESUBVERTER_ONCREATION"

NumSoundsFor:ONGENERALORDERISSUED 3

SoundID "FRIGATE_PHASESUBVERTER_ONGENERALORDERISSUED_0"

SoundID "FRIGATE_PHASESUBVERTER_ONGENERALORDERISSUED_1"

SoundID "FRIGATE_PHASESUBVERTER_ONGENERALORDERISSUED_2"

NumSoundsFor:ONSELECTED 3

SoundID "FRIGATE_PHASESUBVERTER_ONSELECTED_0"

SoundID "FRIGATE_PHASESUBVERTER_ONSELECTED_1"

SoundID "FRIGATE_PHASESUBVERTER_ONSELECTED_2"

NumSoundsFor:ONSTARTPHASEJUMP 1

SoundID "FRIGATE_PHASESUBVERTER_ONSTARTPHASEJUMP_0"

MeshNameInfoCount 1

MeshNameInfo

meshName "Frigate_PHASEUTILITY0"

criteriaType "None"

meshNameIncreasedEffectName ""

meshNameDecreasedEffectName ""

ExhaustParticleSystemName "Exhaust_FrigatePhaseUtility0"

ExplosionName "Frigate0"

HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"

HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"

EngineSoundID "ENGINE_PHASECAPITALSHIP"

ability:0 "AbilityTransferAntiMatter"

ability:1 "AbilityRepairDroids"

ability:2 ""

ability:3 ""

ability:4 ""

MaxAntiMatter 1350.000000

AntiMatterRestoreRate 4.000000

cargoType "Invalid"

maxCargoCapacity 0.000000

formationRank 2

minShadow 0.150000

maxShadow 1.200000

Reply #13 Top

Hmmm, dumps without errors have been caused by AIs in the past. I would send it to IC support, I know they've looked at them before. showErrors catches anything that's caused by the gameInfo data directly, so now I don't think that's it.

Reply #14 Top

So basically the AI is having a problem? Something I've introduced is affecting it's logic kind of thing?

 

 

Maybe I'll explain what I'm doing. I've basically set all ships in this one faction to have 0 antimatter restore, then created a "supply ship" that has the transfer antimatter ability and high antimatter restore rates.  It seems to crash when the supply ship is in action, where without it, there are no problems.

 

Also, I have a capital ship that has the same ability and similar characteristics. It doesn't seem to be having any problems.

 

 

although.. i took the colonize ability off that ship just recently even though it's listed as a colonize capital ship type... I'm pretty sure I was getting this error before I took the colonize ability off.

Reply #15 Top

The only thing that jumps out in that entity file is that you gave it 0 weapons but a Support role type. The only ship that exists with no weapons is the carrier cruiser, which uses the Carrier role type. I would guess that the AI looks at these role types to figure out what to do with the ship, and it probably expects Support to be able to attack.

So maybe that's why. When you're using the ship there's no AI involved so it works fine, but maybe the AI is trying to attack with it and failing spectacularly in a minidumping fashion? Try setting its roletype to Carrier, or giving it a peewee gun would be my first suggestion.

Reply #16 Top

Sounds like a plan!  I'll try it out.

Reply #17 Top

Neither of those seemed to work. I'll try taking it out again. Maybe it isn't that ship and it was a fluke that it didn't minidump when it wasn't in the mod.