Bug Reports - Help wanted
Talk about anything related to old versions of Armada.
posted on September 12th, 2011, 4:34 am
Seems to me like the hardpoints for your mining weapons aren't corresponding to the hardpoints on the model.
posted on September 12th, 2011, 8:40 pm
Dominus_Noctis wrote:Seems to me like the hardpoints for your mining weapons aren't corresponding to the hardpoints on the model.
I don't know how that is possible, because the weapons that are firing at what is suppose to be mined share the same hardpoints on the Gorn Freighter, yet the mining beams aren't firing. They work on all the other freighters in the game but right on the Gorn freighter.
Take alook at the Phaser Array's on the Gorn Freigher, they correspond to the hardpoints for the Dilithium Mining Beam. The Heavy Plasma Torpedos correspond to the hardpoints for the Metal Mining Beam & the Latinum Mining Beam.
If the weapons are firing on the freighter, the process of elimination here suggests that the hardpoints exist and correspond to a section on the model, yet the Mining Beams are the only thing that doesn't work.
gfreight.odf
- Code: Select all
#include "freight.odf"
//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
physicsFile = "trek_snoncombat2phys.odf"
rangeScan = 1150.5f
avoidanceClass = 6
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Dilithium Freighter"
//Tooltips
tooltip = "Dilithium Freighter"
verboseTooltip = "Mines Dilithium from Dilithium Moons and also Metal and Latinum and delivers it to the Mining Station."
//Race which can build ship & starting race of ship
race = "tpact"
//Amount of time required to build ship
buildTime = 45.0
//Number of officers required to build this ship
officerCost = 2
//Number of crew required to build ship & Starting crew
crewCost = 115
//Dilithium Cost to build
dilithiumCost = 215
//Metal Cost to build
metalCost = 9
//This is the cargo capacity of the freighter
maxMetal = 800
// which resources can this station process?
resourcesCanHandle = "dilithium" "metal" "latinum"
//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 368
// Hitpoints
shieldGeneratorHitPoints = 110
enginesHitPoints = 70
weaponsHitPoints = 52
lifeSupportHitPoints = 62
sensorsHitPoints = 42
//Rate at which shield recharges (points per second... we think)
shieldRate = 1.9
//Maximum Value of Special Energy
maxSpecialEnergy = 2400
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10
//**********************************************************************
// Ship's full throttle forward speed when under impluse power.
combatSpeed = 27
impulseSpeed = 78
warpSpeed = 0
//*********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"GNS Ragnarok" "GNS Ikbar" "GNS Llanos" "GNS Rodan"
"GNS Gojira" "GNS Thod" "GNS Bilbok" "GNS Nicthar"
"GNS Lerok" "GNS Bejok" "GNS Grossth" "GNS Holk"
"GNS Githzar" "GNS Niszzak" "GNS Banwier" "GNS Sakina"
"GNS Furtules" "GNS Mazzakar" "GNS Voidsaa" "GNS Raptorkan"
"GNS Kublakan" "GNS Ritklass" "GNS Buthlaza" "GNS Surazza"
"GNS Vidgan" "GNS Bolivar" "GNS Mihmok" "GNS Bibvazz"
"GNS Chabeksz" "GNS Hrugros"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Dilithium Mining Beam
weapon1 = "gmineDilithium"
weaponHardpoints1 = "hp01" "hp02"
// Metal Mining Beam
weapon2 = "gmineMetalBorg"
weaponHardpoints2 = "hp03" "hp10"
// Latinum Mining Beam
weapon3 = "gmineLatinum"
weaponHardpoints3 = "hp03" "hp10"
// Heavy Phaser Array
weapon4 = "kc12phas"
weaponHardpoints4 = "hp01" "hp02"
// Heavy Plasma Torpedos
weapon5 = "plasma"
weaponHardpoints5 = "hp03" "hp10"
// Enveloping Plasma Weapon
weapon6 = "genvplas"
weaponHardpoints6 = "hp01"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp11" "hp13"
lifeSupportTargetHardpoints = "hp04" "hp05" "hp06"
weaponsTargetHardpoints = "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp04" "hp05" "hp06"
sensorsTargetHardpoints = "hp04" "hp05" "hp06"
hullTargetHardpoints = "hp07" "hp08" "hp09" "hp14"
criticalTargetHardpoints = "hp04" "hp05" "hp06"
//We Have A Latinum Spray
latinum_spray_hardpoint = "hp14"
//**********************************************************************
//Message & Sound Sound Parameters
//**********************************************************************
eventSelect = "GornSelect"
eventAcknowledge = "GornAcknowledge"
eventAttack = "GornAttack"
eventRedAlert = "GornRedAlert"
eventYellowAlert = "GornYellowAlert"
eventGreenAlert = "GornGreenAlert"
eventStop = "GornStop"
eventMove = "GornMove"
eventRepair = "GornRepair"
eventDecommission = "GornDecommission"
//**********************************************************************
// Tara additions for context sensitive menus
alert = 1
combat = 1
can_sandd = 1
// Explosion to use
fireball = "gxplod12"
posted on September 18th, 2011, 8:46 pm
Alright, first I want to report that the Gorn Mining Freighter is all of a sudden mining its targets that it is directed to mine instead of attacking them. I did nothing to the ODF file to change it and it is finally doing its job. That is a good thing.
Here though are 2 new Bugreports from the Gorn-Tholian Alliance Race. I have commented out the Biomatter Costs and left in the Metal and Dilithium costs for the Tholian ships since this alliance race is using the Gorn GUI and the Amount of Biomatter doesn't show up on the screen and apparently doesn't increase either when it was gathered.
I have also edited the Tholians so that they don't need certain stations and starbases, instead, they rely on the Gorn's stations now, only shipyards and research stations have been left to the Tholians besides some ships.
On one small note, I still haven't solved the Romulan Crash yet that I was first posting Bug Reports about, instead since I have multiple saved tech1 files for testing the other races, I have ingnored the Romulan problem for now. Will be going back to that, so if anyone is still looking at the earlier Bug Reports that I mention is involving the Romulans, thank you.
Here though are 2 new Bugreports from the Gorn-Tholian Alliance Race. I have commented out the Biomatter Costs and left in the Metal and Dilithium costs for the Tholian ships since this alliance race is using the Gorn GUI and the Amount of Biomatter doesn't show up on the screen and apparently doesn't increase either when it was gathered.
I have also edited the Tholians so that they don't need certain stations and starbases, instead, they rely on the Gorn's stations now, only shipyards and research stations have been left to the Tholians besides some ships.
On one small note, I still haven't solved the Romulan Crash yet that I was first posting Bug Reports about, instead since I have multiple saved tech1 files for testing the other races, I have ingnored the Romulan problem for now. Will be going back to that, so if anyone is still looking at the earlier Bug Reports that I mention is involving the Romulans, thank you.
Attachments
Bugreport - Unknown Crash 1.txt
- (21.69 KiB) Downloaded 293 times
Bugreport - Unknown Crash 2.txt
- (21.9 KiB) Downloaded 260 times
posted on September 20th, 2011, 10:40 pm
I am now working on my Federation part of my mod and yet again I am getting some crashes. There major crash is the one that the game doesn't load and crashes to the desktop and then I get no bugreports and I also get the Blackscreen Error.
I still don't know why I get the black screen and totally lose my desktop's background and I haven't found any of these type of crashes in the Starbase 34's Crash Correction Cheklist nor through the Guide here entitled "Bug/Crash Checklist".
Here are three different Bug Reports that I got after trying the game out after going through the tech1 file and after I got the Black Screen problem.
I still don't know why I get the black screen and totally lose my desktop's background and I haven't found any of these type of crashes in the Starbase 34's Crash Correction Cheklist nor through the Guide here entitled "Bug/Crash Checklist".
Here are three different Bug Reports that I got after trying the game out after going through the tech1 file and after I got the Black Screen problem.
Attachments
Bugreport - Federation - Crash On Loading - (First Time No Bug Report but did cause Black Screen Error Also Occured) 1.txt
- (21.45 KiB) Downloaded 266 times
Bugreport - Federation - 2.txt
- (21.41 KiB) Downloaded 242 times
Bugreport - Federation - 3.txt
- (21.32 KiB) Downloaded 259 times
posted on September 21st, 2011, 3:39 am
Have you edited the interface at all?
posted on September 21st, 2011, 9:54 pm
Adm. Zaxxon wrote:Have you edited the interface at all?
I believe you are talking about the Federation GUI_Interface?
I have a new one in the game, but it has been there since last October and has always worked. I also haven't edited it, the interface also works in the Map Editor as well. The Map Editor doesn't crash or cause the Black Screen Problem (where my desktop background is replaced by a black background instead).
The GUI_Interface is also the same for the STFM-Federation Race (Pre-TOS - TOS), but that is in its self a different playable race.
I'll attach the files GUI file for the Federation from the Misc file and also the one from the Sprites file.
Attachments
[The extension has been deactivated and can no longer be displayed.]
[The extension has been deactivated and can no longer be displayed.]
posted on September 25th, 2011, 8:20 pm
I have re-worked the Federation's ships and stations ODF files since last Tuesday when attempting to play as them froze the game on loading and also caused my desktop's traditional background to vanish and become all black.
I have removed some ships and stations, others I have made upgradeable through a special weapon for that purpose (thanks to the 1.2.5 Patch).
I am hoping that with these changes, the game will finally load for the Federation and not turn my screen black again. I am going to test this slowly though by taking sections from the tech1 file for the eras and testing it like that (starting with the Enterprise Era) and seeing if the game will load. This way combing out the offending Era will be easier and then I can work that one by ships and stations. This idea worked well for figuring out what ship was causing the problem for my Dominion Alliance Race so it should help here.
Well I am attaching the smaller version of the tech1 file for the Federation, as in this file only holds techtree coding for the Federation, thus should be easier to find any errors. I have looked it over already, but would like an extra set of eyes to also look it over.
I have removed some ships and stations, others I have made upgradeable through a special weapon for that purpose (thanks to the 1.2.5 Patch).
I am hoping that with these changes, the game will finally load for the Federation and not turn my screen black again. I am going to test this slowly though by taking sections from the tech1 file for the eras and testing it like that (starting with the Enterprise Era) and seeing if the game will load. This way combing out the offending Era will be easier and then I can work that one by ships and stations. This idea worked well for figuring out what ship was causing the problem for my Dominion Alliance Race so it should help here.
Well I am attaching the smaller version of the tech1 file for the Federation, as in this file only holds techtree coding for the Federation, thus should be easier to find any errors. I have looked it over already, but would like an extra set of eyes to also look it over.
Attachments
[The extension has been deactivated and can no longer be displayed.]
posted on September 27th, 2011, 4:46 pm
Last edited by jetnova16 on September 27th, 2011, 8:33 pm, edited 1 time in total.
I have managed to fix the problem with the Federation for the Black Screen error with my desktop, but the strange thing is it was being caused by research pods from the Birth of the Federation Mod. I have been using these research pods in all of my races (Federation, Klingon, Romulan & Dominion Alliance). I have found though that for the Federation, the Klingons and the Romulans, they cause the Black Screen error. The except is with the Dominion Alliance, the pods that I have choosen to use don't cause any problems.
Well here is the newest problem from testing split up tech1 files for the Federation by Eras. The Enterprise Era must have a tech1 file era because it freezes on loading. For the rest of the Eras, (TOS - TNG-DS9) the game won't even load, it just crashes to the desktop but I am getting Bug Reports for it though. Note: even though this is happening for split tech1 files for testing, the crashing error involving TOS - TNG-DS9 is always giving me the exact same Bug Report.
*****
Addition:
I just wanted to state for those that might think that I am asking some to fix my Federation Techtree by the name of the attached file (Fix The Federation techtree), that isn't what the title of the document means. It was saved under that for my purposes alone well trying to solve the problems with the race. The same can name is being used with the others with only the word "Federation" replaced.
Well here is the newest problem from testing split up tech1 files for the Federation by Eras. The Enterprise Era must have a tech1 file era because it freezes on loading. For the rest of the Eras, (TOS - TNG-DS9) the game won't even load, it just crashes to the desktop but I am getting Bug Reports for it though. Note: even though this is happening for split tech1 files for testing, the crashing error involving TOS - TNG-DS9 is always giving me the exact same Bug Report.
*****
Addition:
I just wanted to state for those that might think that I am asking some to fix my Federation Techtree by the name of the attached file (Fix The Federation techtree), that isn't what the title of the document means. It was saved under that for my purposes alone well trying to solve the problems with the race. The same can name is being used with the others with only the word "Federation" replaced.
Attachments
[The extension has been deactivated and can no longer be displayed.]
Don't Use These Research Pods - Possible Crash & Black Screen Cause.zip
- (4.71 KiB) Downloaded 279 times
bugreport - Federation - NEW.txt
- (21.21 KiB) Downloaded 253 times
posted on September 27th, 2011, 11:48 pm
I couldn't seem to find anything wrong with the first file. I looked over the whole thing and it looks good to me, but a second opinion might be helpful. 

posted on September 28th, 2011, 2:55 am
Adm. Zaxxon wrote:I couldn't seem to find anything wrong with the first file. I looked over the whole thing and it looks good to me, but a second opinion might be helpful.
I was thinking that the exact same thing with the techtree. I have an idea to see if all the files mentioned are in the game. I did delete the odf files of ships I didn't want to use and their SODs as well. Maybe during that stage of editing part of the techtree never got edited to reflect that.
A third set of eyes looking at it would be a good idea.
I was hoping that Dominus_Noctis could possibly take alook at the Bug Reports for me to help me figure tehm out. I know he moved a question I had on reading them from another thread of its own but he (and no one else) answer the question though.
I know the newest Bug Report mentions TechtreeObject but I don't get what they could mean when I haven't found any errors in it. All I really know how to read on the Bug Reports is the Stack Dump and that is if it names a specific file. Like what it says now, I am totally lost and confused.
posted on September 29th, 2011, 2:32 am
I would really like some help on this problem.... please. If the Devs or someone with exsperience reading Bug Reports can help me figure this problem out?
I just got another Bug Report earlier and this one seems to mention something different.
I have tried:
1) Checking the Tech1 file (both the one only for the Federation that I have posted before) and the one with the new fixed information put into it. There appear to be no errors.
2) I have replaced the tech1 file with the original stock one and that loaded, so I know that this crash and problem can't be related to the GUI or the Interface for the Federation.
3) I have put different tech trees with only one of the eras in. All the eras crash on loading (don't even move on the load screen) and I mostly get the same Bug Report. The exception to this is the Enterprise Era which doesn't crash, it just freezes on loading.
4) The Bug Reports seem to mention something about "techtreeobject" near the top of the file, except this newest one, it mentions
The ending of these Bug Reports in the Stackdump section seem to mention the same thing all the time though.
I just got another Bug Report earlier and this one seems to mention something different.
I have tried:
1) Checking the Tech1 file (both the one only for the Federation that I have posted before) and the one with the new fixed information put into it. There appear to be no errors.
2) I have replaced the tech1 file with the original stock one and that loaded, so I know that this crash and problem can't be related to the GUI or the Interface for the Federation.
3) I have put different tech trees with only one of the eras in. All the eras crash on loading (don't even move on the load screen) and I mostly get the same Bug Report. The exception to this is the Enterprise Era which doesn't crash, it just freezes on loading.
4) The Bug Reports seem to mention something about "techtreeobject" near the top of the file, except this newest one, it mentions
- Code: Select all
Main ($1550):
76779d01 +000015 kernel32.dll
7677d9ca +0023d2 kernel32.dll LCMapStringW
77ad0f7b +00002f msvcrt.dll __crtLCMapStringA
77b3ebe3 +00001d msvcrt.dll _strlwr_s_l
77b09b2d +02821d msvcrt.dll _strlwr
00534430 +0001f0 Armada2.exe ParameterDB.obj
00534583 +000343 Armada2.exe ParameterDB.obj
005346c2 +0000e2 Armada2.exe ParameterDB.obj
0053414c +00002c Armada2.exe ParameterDB.obj
004cd26b +00007b Armada2.exe GameObjectClass.obj
004aa41a +00007a Armada2.exe ProducerClass.obj
004ab299 +000029 Armada2.exe ShipyardClass.obj
004ab48e +00003e Armada2.exe ShipyardClass.obj
004cd331 +000141 Armada2.exe GameObjectClass.obj
004aa41a +00007a Armada2.exe ProducerClass.obj
004a815b +00002b Armada2.exe ConstructionRigClass.obj
004a83fe +00003e Armada2.exe ConstructionRigClass.obj
004cd331 +000141 Armada2.exe GameObjectClass.obj
004aa41a +00007a Armada2.exe ProducerClass.obj
004ab299 +000029 Armada2.exe ShipyardClass.obj
004ab750 +000040 Armada2.exe StarbaseClass.obj
004cd331 +000141 Armada2.exe GameObjectClass.obj
004aa41a +00007a Armada2.exe ProducerClass.obj
004a815b +00002b Armada2.exe ConstructionRigClass.obj
004a83fe +00003e Armada2.exe ConstructionRigClass.obj
004cd331 +000141 Armada2.exe GameObjectClass.obj
00488bcc +00011c Armada2.exe Program.obj
00485399 +0004e9 Armada2.exe Program.obj
004858a5 +000125 Armada2.exe Program.obj
00487246 +000166 Armada2.exe Program.obj
00486b44 +000544 Armada2.exe Program.obj
0047608d +000023 Armada2.exe ArmadaWin.obj
00476042 +0000d2 Armada2.exe ArmadaWin.obj
006734f4 +22507c Armada2.exe savegame.obj
7677d307 +000010 kernel32.dll BaseThreadInitThunk
The ending of these Bug Reports in the Stackdump section seem to mention the same thing all the time though.
Attachments
exception.txt
- (22.16 KiB) Downloaded 257 times
posted on September 29th, 2011, 2:14 pm
the last crash report looks like you have a formatting error in one of your shipyard odfs
posted on September 29th, 2011, 7:01 pm
Last edited by jetnova16 on September 29th, 2011, 8:27 pm, edited 1 time in total.
DOCa Cola wrote:the last crash report looks like you have a formatting error in one of your shipyard odfs
Ok, I think I found a shipyard that had a problem, a missing " after a ship to build, one I never added to the yard or anything, it was one I put into the game if I was going to need it but it never caused a "Out of Memory: Increase Swap File Size" Error either.
Even with that, I am still having the same problems and I am also still getting the black screen taking over my background at times.
***************************************************************************
First just alittle update on the things I have attempted to do to fix the crash that I have reported and also some more information on the problem:
1) I have been attempting to find out what is still causing the crashing problem that is mentioning the techtree but I still haven't found out what could be causing it. I am also still getting that blackscreen error that when the game crashes, my desktop background vanishes and is replaced with nothing but black and my desktop icons. First the icons from the top of the screen to halfway (or to the center of the screen show up). Run Armada II again and then the rest of the icons appear but the background stays as a black screen until the computer is restarted. I thought I solved this because other times this has stopped after removing the Research Pods that came from "The Birth of the Federation Mod". This might be happening now because the SOD file for the "fspod01" are the SOD file for Era Research Pods (I am looking for a SOD that doesn't show up in the game (or is extreamly small that you don't see it and also doesn't look like it actually belongs to a true Special Weapon. That is why I choose this pod's SOD.)
2) At times I have gotten the Map Editor to run and test out the Eras. I also have completely tested the split up version techtrees and all except the Enterprise Era load right to the game and then play. The Enterprise Era seems to have a problem with its colony ship (fDY500.odf) but I can't figure out what the problem could be when it is saying something about AI process and "Function Entry Point" in the Bug Report. I have done all that I can think of to attempt to fix this problem but it hasn't helped. This could also be the problem causing the Enterprise Era to crash and turn my desktop background all black.
3) I think the game is being tempormental or something. After restarting my computer to fix the Black Screen problem, I went back to test the game through the Map Editor. The game then crashed to the desktop and gave me the black background all over again. Here is where it gets strange, without changing anything in the techtree, I went back and re-launched the Map Editor and the game loaded right to the Map Editor. (Note: I have confirmed that there is nothing wrong with the Federation or any other races GUI Interface because all the races at least load or their GUI Interfaces end up showing up for use in the Map Editor.)
4) I am attaching alot of Bug Reports as attachments with this posting. Some of them appear to have the same information others don't. Some are involving different crashes. There are at least 2 or 3 that mention "ShieldRemodulationClass.obj", I think this is occuring when the "Hull Polarization" special weapon activates by the AI after I send some ships with it to attack or they get attacked by the enemy. This Special Weapon used to totally work without any problems and I haven't changed anything for it, yet. It uses the textures for the Borg Regeneration special weapon but I don't like how it looks so eventually, I want to give it "No Texture/Seen Effect" if at all possible.
5) There was one problem that I fixed that wasn't allowing me to use the Map Editor, so I commented out many different ships and stations through the Federation's Map Editor and then I found out that my Vulcan ships that used to work in the game were causing a problem. Their (#include ".odf") actually after some editing I did included themself instead of a file like ("#include "cruise1.odf"). That problem is now fixed and I didn't know it existed.
(Note: The file named fDY500.odf actually is the one that goes with the Bug Report above it, the fFY500 is a typing error that I just noticed)
(Note: It is possible that the first 2 Bug Reports are related to the Vulcan Ships that I previously said in the above text. 4 - 8 are the newest Bug Reports.)
Attachments
exception 2.txt
- (21.25 KiB) Downloaded 291 times
exception 3.txt
- (20.85 KiB) Downloaded 252 times
exception 4.txt
- (21.53 KiB) Downloaded 258 times
exception 5.txt
- (21.67 KiB) Downloaded 285 times
exception 6 - See fFY500.odf.txt
- (22.16 KiB) Downloaded 285 times
[The extension has been deactivated and can no longer be displayed.]
exception 7.txt
- (20.8 KiB) Downloaded 275 times
exception 8.txt
- (20.94 KiB) Downloaded 257 times
posted on September 29th, 2011, 8:26 pm
I don't think that anyone would read this through. That's the main reason why you have to check your game after every modification you made, or you end up in a mysterious crash-loop like that.
In cases like that I do the following:
1. If I have problem with a shipyard somewhere, I remove it from the game with all of its buid options (delete from the techtree is enough) and see if it crashes. YES: It wasn't the shipyard. NO: Continue
2. Put back the shipyard and remove the buildlist. Check if it crashes. YES: You have a problem with the shipyard's ODF. NO: Continue.
3. Place a shipyard in the mapeditor Crashes? YES: Problem with the yard's ODF or with the weapons ODFs used by the shipyard. NO: Continue
4. Put back every construction option one by one and repeat points 2 and 3 every time.
5. Once you've found the ODF you can check it line by line. You may have to remove weapons of ships just as you did with the construction options to find the bug.
Time costly indeed, but it's better than asking for help hopelessly for days...
In cases like that I do the following:
1. If I have problem with a shipyard somewhere, I remove it from the game with all of its buid options (delete from the techtree is enough) and see if it crashes. YES: It wasn't the shipyard. NO: Continue
2. Put back the shipyard and remove the buildlist. Check if it crashes. YES: You have a problem with the shipyard's ODF. NO: Continue.
3. Place a shipyard in the mapeditor Crashes? YES: Problem with the yard's ODF or with the weapons ODFs used by the shipyard. NO: Continue
4. Put back every construction option one by one and repeat points 2 and 3 every time.
5. Once you've found the ODF you can check it line by line. You may have to remove weapons of ships just as you did with the construction options to find the bug.
Time costly indeed, but it's better than asking for help hopelessly for days...
posted on September 29th, 2011, 8:35 pm
Is your Remodulation weapon a self-targeting weapon: if so, that is your problem. A2 cannot deal with self targeting weapons for the AI or special weapons autonomy.
Who is online
Users browsing this forum: No registered users and 2 guests