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Developer Errors

Developer Errors

What the hell does that mean?

http://soase.x90x.net/?i=modding/Dev_Errors.html

Moderated by myfist0Seleuceia and GoaFan77.

Post your errors here and let's see if we can't get them resolved.
Every error has an error number which will link to the web pages bookmark (anchor) and will be listed in order. Mouse-over the error number to confirm it matches your error.

If the error is not listed, please post it here.  

 

 

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Window/Screens/MainMenuScreen.cpp(18)
false

A game update changed the main menu, the older file in the mod is probably missing a section that was added. These are hard coded and are required.

 

 

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Galaxy/GalaxyOrientation.cpp(23)
Vector3::IsNormalized(m_orientation.GetCross())

Explosions on a bad model.

The error is caused by lines in the model that were not polys, the explosion attaches to one of the lines it spits the error. And when a lot of models have it, trying to run test games is a real nightmare.

 

Have to raycast select all the polys and hide them, get a section done like above and delete the lines, unhide and weld everything where the lines were to get proper tangent lighting.

  

Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAntiMatterPool.cpp(107)
antiMatterAmount >= 0.0f

This occurs when a capital ship (and possibly titan?) has used up some antimatter, levels up, but does not get an AM reserve stat boost from leveling up. Fix this by giving the capital ship an AM reserve stat boost for all levels (value as small as 0.000100 will suffice).

  

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/DataStructures/DynamicArray.h(128)
i < size

One example of getting this error would be to set "totalMaxResourceAsteroids 5" and then having the min counts for metal at 3 and crystal at 3.
There are other areas that also have modifiers like this that will give same error.

  

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(140)
m_weaponEffectsDef.weaponType == m_WeaponType

  

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(144)
m_TravelSpeed <= 0.f

  

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAttacker.cpp(163)
m_owner->GetIPlayerOwnedPtr()->GetPlayer()->GetIPlayerPtr()->IsEnemy(target)

Happens when our Borg ships assimilate an enemy ship that is casting an ability,
does not cause any bad side effects that are known yet.

Same as E212 but maybe a different abitity type.

  

Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187)
squad != 0

IIRC...This occurs when a unit, such as a carrier, is given the minelayer roletype but not any squadrons that can turn into mines. Error will only occur when AIs are involved.

  

Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IChangeMesh.h(195)
false

My guess is there's something wrong with an entity file that changes its mesh after research
or an upgrade.

 

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAttacker.cpp(212)
m_owner->GetIPlayerOwnedPtr()->GetPlayer()->GetIPlayerPtr()->IsEnemy(target)

Happens when our Borg ships assimilate an enemy ship that is casting an ability,
does not cause any bad side effects that are known yet.
Same as E163 but maybe a different abitity type.

 

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(679)
params.lastSpawner != NULL

  

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Render/MoveToRenderer.cpp(711)
info.m_firstControllableEntity != 0 && info.m_firstControllableEntity->GetIOrderPtr() != 0

 

 

See Also:

Annotated Guide to the Developer.exe

by  GoaFan77

352,378 views 105 replies
Reply #51 Top

Quoting Seleuceia, reply 50

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/ITitan.cpp(272)

m_UnspentUpgradePoints > 0

I keep getting it as my titan levels naturally in the dev.exe...I also seem to get infinite ability points....

Did you turn on ignore slot restrictions in the dev.exe?

Reply #52 Top

Yes, via quickplay...

Reply #53 Top

Quoting Seleuceia, reply 50

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/ITitan.cpp(272)

m_UnspentUpgradePoints > 0

I keep getting it as my titan levels naturally in the dev.exe...I also seem to get infinite ability points....

You do realize some asserts are more like debug statements and not actually errors. 

Reply #54 Top

Quoting Seleuceia, reply 52

Yes, via quickplay...

Yeah, I've gotten stuff like that with ignore slot restrictions on too. If it doesn't show up in normal gameplay don't worry about it.

Reply #55 Top

Quoting ZombiesRus5, reply 53
You do realize some asserts are more like debug statements and not actually errors.

I do...but why not put it here for completeness?

Reply #56 Top

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(1201)

buff->GetIBuffPtr()->GetFirstSpawner() != NULL

I don't think this has been posted...if it has, oh well...got this while playing a large game running unofficial gfx patch, inclining me to think it is an issue with the base game since I don't really do anything with abilities or leveling up.....

Reply #57 Top

Quoting Seleuceia, reply 56

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(1201)

buff->GetIBuffPtr()->GetFirstSpawner() != NULL

I don't think this has been posted...if it has, oh well...got this while playing a large game running unofficial gfx patch, inclining me to think it is an issue with the base game since I don't really do anything with abilities or leveling up.....

This is probably related to a fix for a null pointer issue that used to exist if you called the apply buff to first spawner and the spawner was no longer alive. 

Reply #58 Top

Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187) squad != 0

Possible solution...

 

 

 

 

Reply #59 Top

~

 

 

Reply #60 Top

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Render/Particle/ParticleAffector_RotateAboutAxis.cpp(90)

Math::IsFinite(particle->m_LinearAcceleration.GetLengthSquared())

Issue with base game...VL and AR titans were present, could be related to them...

Reply #61 Top

Quoting Seleuceia, reply 60
Issue with base game...VL and AR titans were present, could be related to them...

Well, both of them have a lot of crazy particle stuff going on. Desperation, Will of the Fallen, Maw, Unyielding will. I wouldn't be surprised at all.

+1 Loading…
Reply #62 Top

Could not extract Image Info from Texture: .\Textures\PlanetVolcanic01-cl.dds

Does the file exist?

 

Getting errors like this a lot in the dev.exe since the last update...it happens for a variety of textures (this just happened to be the one I copied) even though they are all clearly in the textures directory....

 

 

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/Render/Texture/FileTexture.cpp(460)

DirectXAssert: [!FAILED(dxVerifyHR)] Context: Can't create texture: .\Textures\PlanetVolcanic01-cl.dds HR: (E_OUTOFMEMORY)-Ran out of memory

 

Sometimes they are followed by this error....seems like a memory issue, but why now?

Reply #63 Top

Quoting Seleuceia, reply 62
Sometimes they are followed by this error....seems like a memory issue, but why now?

When you get that the game really has ran out of memory, in my personal experience this can be caused by not having a paging file on the drive that Sins is on.

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Reply #64 Top

Well...apparently my paging file size was around 1 GB...that just doesn't seem right, I seriously doubt that's the default yet I have no idea why it would have changed on its own...set it to 4GBs now where it should be....

Reply #65 Top

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/Render/Mesh/Mesh.cpp(275)

!isLoaded || g_Game.debugMenu->hotloadTextures

Harmless error I think...got it when removing a texture from a mesh while the game was running....

Reply #66 Top

Quoting Seleuceia, reply 65
Harmless error I think...got it when removing a texture from a mesh while the game was running....

Ya, I get this everytime I reload a mesh on the fly.

Reply #67 Top

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DirectX/DynamicIndexBuffer.h(136)

!m_IsLocked

 

Reply #68 Top

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

 

Hi there can't for the life of me figure out what is going on.

 

The debug readout says the following:

D3D9 - ChangeDevice...
  DeviceType.......... HAL
  AdapterOrdinal.......0
  AdapterFormat....... X8R8G8B8
  BehaviorFlags....... HARDWARE_VERTEXPROCESSING
  BackBufferSize.....  1920 x 1080
  BackBufferFormat.... A8R8G8B8
  DepthStencilFormat.. D24X8 (Enabled)
  MultiSampleType..... IDSMultisampleEightSamples (Quality=0)
  IsWindowed.......... 0
  ChangeDevice Result. success
Setup:DataFileSystem
Added 4 Fixed Data File paths
> .\Rebellion
> .\Diplomacy
> .\Entrenchment
> .
Found 1 Available Mods in C:\Users\Ben\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.51 Dev
> SOA2
Found 1 Enabled Mods in C:\Users\Ben\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.51 Dev\EnabledMods.txt
> SOA2
D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\Particle_MeshShadowed.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll

D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedAsteroid.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll

D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(206,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(208,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(208,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(116,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll

*** TextureSystem could not find file () within TextureSystem's working directory (Textures).
Creating player mappings ... (rand seed:1378771518)
*** Pool's Allocated Space has been used up.  new / delete is being used as a fallback. ***
D3D9 - ChangeDevice...
  DeviceType.......... HAL
  AdapterOrdinal.......0
  AdapterFormat....... X8R8G8B8
  BehaviorFlags....... HARDWARE_VERTEXPROCESSING
  BackBufferSize.....  1920 x 1080
  BackBufferFormat.... A8R8G8B8
  DepthStencilFormat.. D24X8 (Enabled)
  MultiSampleType..... IDSMultisampleEightSamples (Quality=0)
  IsWindowed.......... 0
  ChangeDevice Result. success
Window(singlePlayerButton) Button Press from CURSOR_BUTTON_0.
Window(playNewGameButton) Button Press from CURSOR_BUTTON_0.
Settings Saved: C:\Users\Ben\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
Window(RaceButton) Button Press from CURSOR_BUTTON_0.
OnChangePlayerSetupSlotCommand: 0 = Ben Status:Human PlayerId:0
Window(RaceButton) Button Press from CURSOR_BUTTON_0.
OnChangePlayerSetupSlotCommand: 0 = Ben Status:Human PlayerId:0
Window(RaceButton) Button Press from CURSOR_BUTTON_0.
OnChangePlayerSetupSlotCommand: 0 = Ben Status:Human PlayerId:0
Window(RaceButton) Button Press from CURSOR_BUTTON_0.
OnChangePlayerSetupSlotCommand: 1 =  Status:AI PlayerId:0
Window(RaceButton) Button Press from CURSOR_BUTTON_0.
OnChangePlayerSetupSlotCommand: 1 =  Status:AI PlayerId:0
Window(RaceButton) Button Press from CURSOR_BUTTON_0.
OnChangePlayerSetupSlotCommand: 1 =  Status:AI PlayerId:0
Window(startGameButton) Button Press from CURSOR_BUTTON_0.
Starting Game...
SetActivePlayerIndex:-1
Game: CreateGame.
SetActivePlayerIndex:0
TimeSystem: GameTime Set. [Tick=0] [Seconds=0.00]
Creating player mappings ... (rand seed:510532975)
scenario player 0 -> scenario team -1
scenario player 1 -> scenario team -1
setup player 0 -> setup team 0
setup player 1 -> setup team 1
setup team 0 -> scenario team -1 (diff: -1)
setup team 1 -> scenario team -1 (diff: -1)
pass

I have reverted all the changes I made before this bug started but it has not helped. The game works without the mod being active.

Reply #69 Top

Quoting Jefferies, reply 68
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

That's a pretty harmless one, that I think may be in the stock files as well. Causes the mouse to lose focus I think and you just need to click on an object to get the mouse to move normal again.

Reply #70 Top

does anyone know what error this is it is crashing the game when i spawn a unit in 

C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine\DataStructures\FixedArray.h(127): assert! [i >= 0]

Reply #71 Top

now what the hell is this

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/ISquadOwner.cpp(613)

squadTypeIndex != -1

Reply #72 Top

D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\DataStructures\FixedArray.h(127): assert! [i >= 0]

is caused by not setting recommended game type in galaxy forge.

Reply #73 Top

Quoting MajorVader111, reply 70
C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine\DataStructures\FixedArray.h(127): assert! [i >= 0]

That error is a fatal error and there are several things that can cause it...I one time had this error because I gave a SC too many mesh points labeled as exhaust...

Reply #74 Top

Quoting Seleuceia, reply 73
That error is a fatal error and there are several things that can cause it...I one time had this error because I gave a SC too many mesh points labeled as exhaust...

It's not fatal. SoGE has tons of them on boot and they don't crash the game.

Reply #75 Top

Quoting Seleuceia, reply 73


Quoting MajorVader111, reply 70C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine\DataStructures\FixedArray.h(127): assert! [i >= 0]

That error is a fatal error and there are several things that can cause it...I one time had this error because I gave a SC too many mesh points labeled as exhaust...

 

ok well then its one of the reasons for the error