CTD when Processing Module.ini

正在查看此主题的用户

状态
不接受进一步回复。

phoenixguard09

Knight at Arms
Hi guys.  I've got a problem.  Just added some new items using the same method I have every other time. 

When I went to test it, I got a CTD and Runtime Error.  Here's the RGL log. 

Starting new log file.
Version:  1.132

-- OS: Microsoft Windows Vista  Service Pack 1 (build 6001), 32-bit
-- RAM: Available physical RAM: 2077MB/2815MB
-- CPU: AMD Athlon(tm) 64 X2 Dual Core Processor 5600+ (AuthenticAMD)
- L1 cache size: 64K
- L2 cache size: 1024K
- CPU Features: FPU MMX SSE SSE2 SSE3 HTT 3DNow! Ex3DNow! MmxExt
- Number of CPUs: 2 ( Speed: ~2798MHz / ~2798MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: atiumdag.dll / Description: ATI Radeon HD 3450
- Texture Memory: 1403 ( Available Texture Memory: 1385 )


Processing Ini File {
Module_name =  Calradia
Num Hints =  12
Setting Map Min X =  -180.000000
Setting Map Max X =  180.000000
Setting Map Min Y =  -145.000000
Setting Map Max Y =  145.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.500000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  3.000000
Setting damage_interrupt_attack_treshold_mp =  1.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  2.000000
Setting melee_damage_speed_power =  2.000000
Scan Module Textures =  1
Scan Module Sounds =  0
Loading Resource  test
Loading Resource  textures_face_gen
Loading Resource  shaders
Loading Resource  textures
Loading Resource  materials
Loading Resource  materials_face_gen
Loading Resource  uimeshes
Loading Resource  meshes_face_gen
Loading Resource  helpers
Loading Resource  map_tree_meshes
Loading Resource  map_icon_meshes
Loading Resource  particle_meshes
Loading Resource  skeletons
Loading Resource  tree_meshes
Loading Resource  xtree_meshes
Loading Resource  grass_meshes
Loading Resource  plant_meshes
Loading Resource  body_meshes
Loading Resource  object_meshes
Loading Resource  object_bodies
Loading Resource  goods_meshes
Loading Resource  item_meshes1
Loading Resource  horse_a
Loading Resource  arabian_horses
Loading Resource  arabian_castle
Loading Resource  food
Loading Resource  beards
Loading Resource  armors_b
Loading Resource  armors_c
Loading Resource  armors_d
Loading Resource  armors_e
Loading Resource  armors_f
Loading Resource  armors_g
Loading Resource  armors_h
Loading Resource  armors_i
Loading Resource  boots_b
Loading Resource  boots_c
Loading Resource  helmets
Loading Resource  helmets_b
Loading Resource  village_houses
Loading Resource  village_houses_a
Loading Resource  village_houses_b
Loading Resource  hair
Loading Resource  deneme
Loading Resource  interiors_a
Loading Resource  interiors_b
Loading Resource  interiors_c
Loading Resource  arena
Loading Resource  map_icons_b
Loading Resource  castle_a
Loading Resource  dungeon
Loading Resource  stone_houses
Loading Resource  snowy_houses
Loading Resource  snowy_castle
Loading Resource  helmets_d
Loading Resource  helmets_e
Loading Resource  helmets_f
Loading Resource  castle_b
Loading Resource  square_keep
Loading Resource  anim_b
Loading Resource  shields
Loading Resource  shields_b
Loading Resource  weapon_meshes_c
Loading Resource  xtree_meshes_b
Loading Resource  map_icons_c
Loading Resource  pictures
Loading Resource  user_interface_b
Loading Resource  user_interface_c
Loading Resource  scene_encounter_spot
Loading Resource  interior_thirsty_lion
Loading Resource  scene_small_tavern
Loading Resource  weapon_meshes1
Loading Resource  weapon_meshes_b
Loading Resource  houses1
Loading Resource  wall_meshes1
Loading Resource  town_houses
Loading Resource  doors
Loading Resource  churches
Loading Resource  town_houses_b
Loading Resource  castle_c
Loading Resource  castle_d
Loading Resource  castle_e
Loading Resource  castle_f
Loading Resource  castle_g
Loading Resource  castle_h
Loading Resource  castle_i
Loading Resource  gatehouse
Loading Resource  viking_houses
Loading Resource  fake_houses
Loading Resource  town_houses_c
Loading Resource  banners
Loading Resource  map_flags
Loading Resource  map_flags_b
Loading Resource  map_flags_c
Loading Resource  map_flags_d
Loading Resource  particles_2
Loading Resource  prisons
Loading Resource  prisons_b
Loading Resource  interiors_d
Loading Resource  costumes_b
Loading Resource  costumes_c
Loading Resource  arena_costumes
Loading Resource  boots_a
Loading Resource  terrain_borders
Loading Resource  terrain_borders_b
Loading Resource  skyboxes
Loading Resource  object_b
Loading Resource  tree_e_meshes
Loading Resource  destroy
Loading Resource  xtree_meshes_c
Loading Resource  grass_meshes_b
Loading Resource  interiors_steppe
Loading Resource  grooming_horse
Loading Resource  town_houses_d
Loading Resource  horses_b
Loading Resource  ani_horse_mounted
Loading Resource  deneme2
Loading Resource  horse_skeleton
Loading Resource  steppe_fake_houses
Loading Resource  weapon_meshes_d
Loading Resource  tableau_shields
Loading Resource  heraldic_armors
Loading Resource  spear
Loading Resource  weapons_e
Loading Resource  weapons_f
Loading Resource  instruments
Loading Resource  sarranid_armors
Loading Resource  custom_banner
Loading Resource  simple_primitives
Loading Resource  ani_man_walk
Loading Resource  ani_twohanded
Loading Resource  ani_onehanded
Loading Resource  ani_death
Loading Resource  ani_stand_guardsman
Loading Resource  ani_human_mounted
Loading Resource  ani_lady_stand
Loading Resource  ani_poses
Loading Resource  ani_stand_shopkeeper
Loading Resource  ani_man_cheer
Loading Resource  ani_stand_onhorse
Loading Resource  ani_throw_stone
Loading Resource  ani_strikes
Loading Resource  ani_equip_arms
Loading Resource  ani_run_p
Loading Resource  ani_run_forward_left_right
Loading Resource  uni_strikes3
Loading Resource  ani_walk_sideways
Loading Resource  ani_run_sideways
Loading Resource  ani_stand
Loading Resource  ani_crouch_down
Loading Resource  ani_low_walk
Loading Resource  ani_turn_man
Loading Resource  ani_attacks_single
Loading Resource  ani_lancer
Loading Resource  ani_attacks
Loading Resource  ani_kicks
Loading Resource  ani_parry_attack
Loading Resource  ani_walk_backward
Loading Resource  ani_run_lookingsides
Loading Resource  ani_defends
Loading Resource  ani_walk_lookingsides
Loading Resource  ani_jump
Loading Resource  ani_wedding
Loading Resource  arabian_props
Loading Resource  uni_jump
Loading Resource  uni_stances
Loading Resource  uni_equip
Loading Resource  uni_strike
Loading Resource  uni_throws
Loading Resource  uni_fistswing
Loading Resource  uni_lord_stand
Loading Resource  uni_defence
Loading Resource  uni_sideways
Loading Resource  dart
Loading Resource  armors_new_a
Loading Resource  armors_new_b
Loading Resource  armors_new_heraldic
Loading Resource  armors_new_arena
Loading Resource  crossbows
Loading Resource  arabian_armors
Loading Resource  rock
Loading Resource  costumes_d
Loading Resource  nordic_helmets
Loading Resource  sarranid_helmets
Loading Resource  sarranid_armor
Loading Resource  raw_materials
Loading Resource  khergit_lady_dress
Loading Resource  vaegir_helmets
Loading Resource  gauntlets_new
Loading Resource  sarranid_lady_dress
Loading Resource  sarranid_boots
Loading Resource  bride_dress
Loading Resource  full_plate_armor
Loading Resource  weapon_meshes_e
Loading Resource  fur_armors_a
Loading Resource  ui_server_filter
Loading Resource  warhorse_new
Loading Resource  ship
Loading Resource  arabian_houses
Loading Resource  object_c
Loading Resource  tree_f
Loading Resource  interiors_arabian
Loading Resource  arabian_village
Loading Resource  valleyProps
Loading Resource  workshops
Loading Resource  barrier_primitives
Loading Resource  town_houses_e
Loading Module Resource  15thCenturyWeapons
Loading Module Resource  Europe1200
Loading Module Resource  IndianEquipment
Loading Module Resource  IndianWeapons
Loading Module Resource  MoreHorses

It appears that not all of the Module Resources are loading.  I also couldn't help but notice this:
- Texture Memory: 1403 ( Available Texture Memory: 1385 )
Does this mean that I've still got a little under half left, or I'm using more than I can?  For that matter, is this the problem?

Thanks in advance.
 
Not sure about this but what happens if you lower your texture details? Should save some memory and if it works you got your answere.
 
To Ritter: I did try it once with lower textures but with the same result. 
To GetAssista: Well it did but if there was something wrong with that particular Resource shouldn't it have shown up when I built the module?
 
phoenixguard09 说:
To GetAssista: Well it did but if there was something wrong with that particular Resource shouldn't it have shown up when I built the module?
No. Why should it? Compiler is not related to brfs in any way.

Most common cause of crashes is either non-quadrangulated collision mesh, or some weird mesh/texture flags (WB is notorious for this)
 
Hmmm you're right, about it not showing up in the Build_Module.  Don't know why I thought that. :razz:

So a faulty mesh you say?  Oh or a texture.  Hmmmm so it must be either stuff from the 1.011 Europe 1200 horses or the Battle for Hindustan horses. 

Before anyone says anything, I do have permission to use the stuff. :grin:

Right I'll go off and see what I can find. Thanks GetAssista.  Very appropriate name. :wink:

OK went through the couple of errors I have in the BRF's and none of them had anything to do with MoreHorses. So I now have a new question: How would I tell non-quadrangulated collision mesh apart from a quadrangulated collision mesh?
 
The following is only of use if you haven't figured out yet which file is causing the crash.  If you have already worked that out, ignore the rest of my post. :smile:



While the log file is a start, you don't know for sure that the issue is with that BRF file.  In my experience Warband and Co. can be a bit interesting with regards to accuracy when reporting faults during a crash to the desktop -- I had all sorts of inaccuracies pop up in its reporting while working on my last (now abandoned) mod.  Or maybe I'm the only one who has experienced that...

In any case you need to work out if that is indeed the issue.  So, this is what I'd do if I was you -- and how far you go depends on how many things you've added since the last time the game ran fine.

Comment out the file you think is causing the problem.  Run Warband.  If it doesn't crash, you've found your problem file and can concentrate on it.

However, if it still crashes you need to check the log file and see which file was the last it attempted to load.  Comment that out and run Warband again.  Keep doing this until the game stops crashing.  If you have had to comment out more than one file, then you will need to backtrack to work out which files are causing the issue.  This means uncommenting one file, running Warband and taking note of whether or not it causes a crash.  Commenting that file out again, uncommenting the next file that you suspect and running Warband again.  Keep doing this until you have tested all the files you have commented out.  Make sure that you never have more than one of the suspect files uncommented (ie. attempting to load) in your 'module.ini' file at once otherwise the whole exercise becomes pointless.

It's a lot of work, but it may be the best way to make sure that the file you think is the problem is indeed the one to look at before you start repeatedly whacking your head against a brick wall to work out why it's causing the crash.  Believe me, I've wasted plenty of time on code over the years to find out I was looking in the wrong place for the crash simply because I failed to isolate it first and make double sure I was looking at the right potential problem.

Hope that makes sense, it's pretty late here atm.
 
Thanks Hatonastick.  That was quite helpful.  Off to go and spend a couple of hours staring at screen trying to isolate the file.  And then whack my head aginst a brick wall and try to think of why this is happening. :razz:
 
phoenixguard09 说:
Thanks Hatonastick.  That was quite helpful.  Off to go and spend a couple of hours staring at screen trying to isolate the file.  And then whack my head aginst a brick wall and try to think of why this is happening. :razz:
Congratulations and welcome to the wonderful world of programming!  :grin:

J/k.  Though bugs are a pain.  I've been whacking my head against a wall almost all night trying to get my hair texture to display properly in-game.  A fun process of setting a shader, running the game, quitting the game, setting another shader etc.
 
Hatonastick 说:
Congratulations and welcome to the wonderful world of programming!  :grin:

J/k.  Though bugs are a pain.  I've been whacking my head against a wall almost all night trying to get my hair texture to display properly in-game.  A fun process of setting a shader, running the game, quitting the game, setting another shader etc.

Lol thanks.  Glad I'm here.  Won't be quite so glad when my head's bleeding... :razz:

And your shader problem sounds like...fun.  Lots and lots of...fun. 

So when you say comment it out, that's just put a hash in front of "load_module_resource = XXXX" right?  Sorry I just call it making it red. I'm largely self taught. :razz:
 
Yup, hash denotes a comment so whack that in front of anything in a Warband py or ini file that you want commented out and it should ignore everything after it.

Not that this is necessary here, but comment liberally when coding.  Seriously.  It will save you a lot of time in the future if you find you have to come back to it after a break.  Nothing worse than staring at code and wondering if it's what you changed, or not, and what the heck it was for.  Especially when you go to transfer your module from the current Warband patch level to the next one -- assuming they are still patching it. :smile:
 
Yeah already learnt that one the hard way mate. :grin:  How was I to know that TW would release a 1.134.  :oops:  Then going back through the files for my 1.132 version and changing it all.  Turns out that 1.132 mods are still compatible with 1.134 anyway.  That was an infuriating 3 weeks. :grin: 

Thanks GetAssista and Hatonastick.  I deleted the line in module.ini that loads the MoreHorses resource and it loaded without problems.  Now to find which horse is causing the problem. Luckily it really only comes down to about 5 to choose from.  Thanks a lot guys. :grin:

Thread locked.
 
状态
不接受进一步回复。
后退
顶部 底部