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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

352,385 views 105 replies
Reply #76 Top

Quoting Lavo_2, reply 74
It's not fatal. SoGE has tons of them on boot and they don't crash the game.

Mine have always been fatal, so I only assumed they must be...there are a lot of different things that can cause that error though, and for me at least they have always resulted in CTDs...

Since OP's errors aren't fatal and neither are SOGE's, Lavo probably can help you more than I can...

Reply #77 Top

I know a bunch of SoGE's are related to how the mod intentionally causes a ton of galaxy file errors. Namely that it removes the moveAreaRadius and hyperspaceExitRadius lines to force the game to take said values from a star/planet's own entity file. Other than those ones however, I'm at a total loss on how to find the source for this sort of error. It appears to be a sort of "catch all" error to me; anything that doesn't have a specific error is lumped into this one.

Reply #78 Top

D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(377): assert! [NeedsSingleTarget()]

Need a little assist on this one.

Reply #79 Top

Quoting rjhughes67, reply 78
Need a little assist on this one.

Pretty sure I get that one all the time, hasn't caused me any noticeable problems though.

Reply #80 Top

needsToFaceTarget FALSE

 

You have a file where this is TRUE and there's no target being picked to face.

+1 Loading…
Reply #81 Top

Quoting psychoak, reply 80
You have a file where this is TRUE and there's no target being picked to face.

That was it! Thanks

k1

Reply #82 Top

if anyone can tell me what this error means gets k4 .

 D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\DataStructures\DynamicArray.h(134): assert! [i >= 0]

Reply #83 Top

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/FixedVector.h(157)

m_CurrentSize < MAX_SIZE

 

Is there anyone know this? I just put another copy of titan for TEC.

Reply #84 Top

 D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\DataStructures\DynamicArray.h(134): assert! [i >= 0]

 

That error can pop up for a multitude of reasons. It would be nice to know what you were working on.

1 example is having more max crystal or metal mines than the total. Or a random list like planet names containing a name beyond the the max character  limit.

If you did a big pile of changes without testing, I suggest you live with it or start over.

Reply #85 Top

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/FixedVector.h(157)

m_CurrentSize < MAX_SIZE

Is there anyone know this? I just put another copy of titan for TEC.

Pretty sure only one titan allowed in the player file.

A lttle more info for the guys that read this that added a second titan. I never did, I remove them only.

Reply #86 Top

i have already fixed the asteroids, but this error is very random have not pinned it yet, if you want myfist i can give you a svn link for the mod for you to have a look at.

Reply #87 Top

Sorry, all my modding time is allocated to SOA2 at the moment.

Runs some AI only game on 8x with 1 race only against the same race. You can run multiple test games at once. So for finding an old error is soa2 I would run 5 games, 1 with fed vs fed. 1 with kli vs kli, etc. If the error pops up in most of your games, chances are it is a planet, gsd, or to long a string, make a few quick custom maps and repeat the process.

You probably already know, but just in case

A > D > B    will turn your player to AI player, then just minimize and start another DEV exe and repeat

Reply #88 Top

Quoting myfist0, reply 85


Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/FixedVector.h(157)

m_CurrentSize < MAX_SIZE

Is there anyone know this? I just put another copy of titan for TEC.

Pretty sure only one titan allowed in the player file.

A lttle more info for the guys that read this that added a second titan. I never did, I remove them only.

 

But two is OK, three or more is error, how to explain this?

Reply #89 Top

still having a problem with this error D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(85): assert! [rangeSize > 0] any help would be nice

Reply #90 Top

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83)

result == 1

 

I got this one. I pinpointed it down to my modding in the planet-files.

Sadly I have 2 possible explanations:

1) I changed the numbers of the resource roids

2) I gave all Planets an ability

 

After redoing the changes the error is gone, meaning either a typo with the resource roids or I fubared the Copy-Paste of the Ability somewhere.

Reply #91 Top

Planet abilities MUST be passive as far as I know...

As for resource roids, make sure you don't have any contradictions (like a min value higher than a max value)...

But, your error could be more generic...a quotation mark could have been forgotten somewhere, or an extra space/tab was put somewhere it shouldn't be....

Reply #92 Top

Since the links no longer work, could anyone tell me what this one means?

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(140)

m_weaponEffectsDef.weaponType == m_WeaponType

Reply #93 Top

Quoting Requiem-Myre, reply 92

Since the links no longer work, could anyone tell me what this one means?

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IWeapon.cpp(140)

m_weaponEffectsDef.weaponType == m_WeaponType

 

Since the error has "Effect" in the name, I would look at the type of particle you have attached to the weapon in the entity. Beams and missiles particles are quite different. Just a guess though.

 

Posted the dead webpage to the OP, but no bookmarks anymore. Easiest way to find would be to use find [ctrl+F] on the page now. Try searching the number.

 

Mephistopheles

Reply #94 Top

Quoting SoaSE_Modders, reply 93


Since the error has "Effect" in the name, I would look at the type of particle you have attached to the weapon in the entity. Beams and missiles particles are quite different. Just a guess though.

 

Posted the dead webpage to the OP, but no bookmarks anymore. Easiest way to find would be to use find [ctrl+F] on the page now. Try searching the number.

 

Mephistopheles

That was it, thank you much! forgot to change the weapon type from "Projectile" to "Missile" when i switched weapons!

Reply #95 Top

Does anyone remember what the cause of "Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(679)
params.lastSpawner != NULL" was?

Reply #96 Top

Quoting GoaFan77, reply 95

Does anyone remember what the cause of "Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(679)
params.lastSpawner != NULL" was?

Soa2 still has this error as well, it is mostly harmless.

By chance, is your mod converting ships from one race to another like the Borg Assimilation? Because I have a theory that a buff cannot terminate properly on a converted ship. I know there are terminations, but just one buff may be missing it.

 

Reply #97 Top

Man, I should check this thread more often huh..

 

params.lastSpawner != Null is when you have an ApplyBuffToLastSpawner trigger and the spawner is already dead.  I'm pretty sure I cleaned them all out of SOA2, but we still get them on occasion, not sure what's up.  Last/first work just fine with other applications even after owner switches, so it shouldn't be a change in ownership causing the rare occurrence.

Reply #98 Top

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/Math/MathLibrary.h(624)

! IsNear( ( time0 - time1 ), 0.0f, 0.0001f )

This can pop up if both fullVisibilityDistance and fullAlphaDistance are equal to the same value in DustCloudDef....I would imagine that this error could pop up in similar situations where two values that represent different thresholds are not intended to be equal...

Reply #99 Top

That's probably the particle engine complaining about trying to make particles visible and invisible at the same time.

Reply #100 Top

It seems you can't have more than 2 textures per emitter in particles without getting an error....can anyone confirm or is there something else at play?