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Campaign IE
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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Oct 15, 2014 5:48 pm    Post subject:  Campaign IE
Subject description: Free Rebel Commander
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Heyo.

When starting the Free Rebel Commander (Original TS Nod Mission 3 or 4 depending on your choice) I get an almost instant IE. Other campaign missions seem to work fine.

I tried looking at my backup rules.ini files and started testing the old backups to see where the problem started occuring. It turns out it was during a backup where I gave the GASILO a new image. I tried giving GASILO its old image back but it still gave out an IE.

I am currently at a lack of ideas for what could be the source, you guy got any ideas? Is there something in particular that makes this mission give out an IE when modded?

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Oct 15, 2014 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I bet almost no-one can tell you what happened if you don't show us the except.txt file.

If you added more stuff you could've easily broken some list, it's more helpful if you show us the except file.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Oct 15, 2014 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sure thing, here's the except.txt file.



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  20.75 KB
 Downloaded:  11 Time(s)


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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Oct 15, 2014 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

A weapon has no valid Projectile set. Check the weapons you changed before this started to happen, or the Projectiles you might have renamed.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Thu Oct 16, 2014 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Thing is, the only weapon I added/changed with the version that started messing it up was this one:

[MinigunElite]
Damage=10
ROF=26
Range=4
Burst=3
Projectile=Invisible
Speed=100
Warhead=SA
Report=INFGUN3

I don't see anything wrong with it.

Could the issue stem from something else, like a part of the map code not wanting to work with the rules.ini?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Oct 16, 2014 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you maybe alter any Primary=, Secondary= or other (global) weapon tags? It could be that a typo caused a new weapon type to be created, which would then be uninitialized. This could be in any ini file that has been loaded: rules.ini, firestrm.ini (only in Firestorm mode), map or scenario, and also the language inis.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Oct 16, 2014 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you start the missions from an earlier savegame after modifications, it might cause IE.
Start afresh from campaign list after changes are made.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Oct 16, 2014 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
If you start the missions from an earlier savegame after modifications, it might cause IE.
Start afresh from campaign list after changes are made.

Even if you do ESC -> Abort Mission -> Restart after loading?

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Thu Oct 16, 2014 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a working savegame that I start to test this mission.

I load the working savegame, then restart (since then it uses the new rules.ini settings) and it has resulted in an IE every time.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Oct 16, 2014 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

First post mentions almost instant IE, so thought there may not be time to abort -> restart.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sun Oct 19, 2014 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I had the same problem once, it caused edited Light Infantrys weapon in rules.ini.

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Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sun Oct 19, 2014 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Navy SEAL wrote:
I had the same problem once, it caused edited Light Infantrys weapon in rules.ini.


After experimenting with this I've found the source of the issue. It has to do with editing the Elite= tag of the E1 (light infantry). When I upgraded veterancy and elite bonuses I changed the Elite weapon of the E1 which caused the crash.

Editing the Primary= or Secondary= of the E1 doesn't cause any crashes. It's only tied to the Elite= tag.

As long as the E1 has Elite=M1Carbine the mission loads fine, regardless of if M1Carbine has its original stats or not.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sun Oct 19, 2014 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I remember that I changed the LI Elite weapon name and after that Free Rebel Commander mission crashed.

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https://www.moddb.com/mods/tiberian-sun-205

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sun Oct 19, 2014 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Might be because the map specific INI edit on that map changes the weapon of SLAV (that rebel commander infantry) to M1Carbine, so if it dosen't exist and map still looks for it then it might be what causes it.

Changing it to a other weapon in the map's INI might fix it.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Oct 19, 2014 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agent Z wrote:
Changing it to a other weapon in the map's INI might fix it.

Or including the original M1Carbine code in the map.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Oct 20, 2014 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

If you don't want to touch the nod3b.map and not make M1Carbine as E1's Elite, then give
M1Carbine to any other in rules.ini so that its code is recognized as a weapon by the game.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Oct 20, 2014 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, does WEEDGUY have any slots still left open?
You can put 'em there, problem solved!

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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