dunno if this is the problem or what....

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

dunno if this is the problem or what....

Post by lav_coyote25 »

found in the std.err file a great number of entries. have a look and see if you can make sense of it. :annoyed: :stressed: :lol2: :hmm: i have just about got the slow downs beat on the modoricam23 map. just all the entries have got me wondering what the heck is happening.
You do not have the required permissions to view the files attached to this post.
KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: dunno if this is the problem or what....

Post by KukY »

lav_coyote25 wrote:found in the std.err file a great number of entries. have a look and see if you can make sense of it. :annoyed: :stressed: :lol2: :hmm: i have just about got the slow downs beat on the modoricam23 map. just all the entries have got me wondering what the heck is happening.
Looked at the logs, and found a possible anwser:
  • Your beloved EditWorld is placing stuff on places where they can't be placed.
Try compiling the map using flaME, if it will succed in opening the LND...
drgnrdr
Trained
Trained
Posts: 78
Joined: 22 Feb 2010, 11:21
Location: Hutchinson, Ks

Re: dunno if this is the problem or what....

Post by drgnrdr »

It's either a compile error or your map is too big, is all I can come up with. The first error says your trying to build something on a spot that's already occupied. But you already know that. I could be wrong.

drgnrdr
KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: dunno if this is the problem or what....

Post by KukY »

drgnrdr wrote:The first error says your trying to build something on a spot that's already occupied.
That is true and that is Lav's error :P
The other errors indicate that there are map tiles defined, but they are placed outside of the map grid which is 0,0-250,250.
So it definetely is a kind of compile error.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

nope. i have found an even larger log. and it is :stressed: :stressed: :stressed: :stressed: :lol2:
You do not have the required permissions to view the files attached to this post.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

ok-3 files - extra large log files - if you read all the lines - there is a pattern... and i dont know what it is due to the fact i am not a code writing person.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

KukY wrote:
lav_coyote25 wrote:found in the std.err file a great number of entries. have a look and see if you can make sense of it. :annoyed: :stressed: :lol2: :hmm: i have just about got the slow downs beat on the modoricam23 map. just all the entries have got me wondering what the heck is happening.
Looked at the logs, and found a possible anwser:
  • Your beloved EditWorld is placing stuff on places where they can't be placed.
Try compiling the map using flaME, if it will succed in opening the LND...
nope. isnt that. is the Ai trying to place items. not me. and do not be condecending about editworld. :annoyed:
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

KukY wrote:
drgnrdr wrote:The first error says your trying to build something on a spot that's already occupied.
That is true and that is Lav's error :P
The other errors indicate that there are map tiles defined, but they are placed outside of the map grid which is 0,0-250,250.
So it definetely is a kind of compile error.

nope isnt that either. my map is 250 by 250. all tiles fall within that. has something to do with ( blahblah ).h whatever that is. :annoyed:

like this: --- Starting log ---
error |03:29:02: [buildStructure] Player 6 (AI): is building A0PowerGenerator at (210, 140) but found A0CyborgFactory already at (210, 140)
error |03:31:28: [mapTile] mapTile: x value is too small (-2,210) in 250x250
error |03:31:28: [mapTile] Assert in Warzone: ../../../src/map.h:290 (x >= -1), last script event: 'N/A'
error |03:31:28: [mapTile] mapTile: x value is too small (-2,210) in 250x250
error |03:31:28: [mapTile] Assert in Warzone: ../../../src/map.h:290 (x >= -1), last script event: 'N/A'
error |03:31:28: [mapTile] mapTile: x value is too small (-2,210) in 250x250
error |03:31:28: [mapTile] Assert in Warzone: ../../../src/map.h:290 (x >= -1), last script event: 'N/A'
error |03:31:28: [mapTile] mapTile: x value is too small (-2,210) in 250x250
error |03:31:28: [mapTile] Assert in Warzone: ../../../src/map.h:290 (x >= -1), last script event: 'N/A'
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

where in the source is map.h and has someone been fooling with this file?? :annoyed:
drgnrdr
Trained
Trained
Posts: 78
Joined: 22 Feb 2010, 11:21
Location: Hutchinson, Ks

Re: dunno if this is the problem or what....

Post by drgnrdr »

It's a poser. Upload map. See if the same happens again. Because I checked your first log and now the negative numbers are reversed.

drgnrdr
User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: dunno if this is the problem or what....

Post by Powzone »

I see the code... I read the code... I saw the code before... BUT I'm no coder also! :lol2:

If we find more of these, then it's a bug in WZ itself. I had something similar playing playing on Milos 4c-NoLOS map. I posted a snippet containing just 1 second full of errors here: viewtopic.php?f=10&t=4868#p63180

The full log was something around 10MB while playing about 2 hours. It is always the same error saying a position is too big or too small. And the log file is o n l y 116891 lines. The NoLOS map made WZ crash after something around 15-20 minutes on my Eee, but I managed to play to the end on my custom PC having an even bigger logfile.
Arch / Intel Core i9 12900 / 32GB RAM / NVidia RTX2070 Super
User avatar
vexed
Inactive
Inactive
Posts: 2538
Joined: 27 Jul 2010, 02:07

Re: dunno if this is the problem or what....

Post by vexed »

error |03:29:02: [buildStructure] Player 6 (AI): is building A0PowerGenerator at (210, 140) but found A0CyborgFactory already at (210, 140)
Means the AI was trying to build at that location, but another unit started to build the other thing at that location.
error |03:31:28: [mapTile] mapTile: x value is too small (-2,210) in 250x250
error |03:31:28: [mapTile] Assert in Warzone: ../../../src/map.h:290 (x >= -1), last script event: 'N/A'
Means the values are out of range. Not 100% sure what causes this, but seeing as the logs are being butchered by this assert, I am thinking we can turn this one off for now, so people don't have hundreds of megabytes log files with this warning.
error |04:45:02: [visibleObject] Assert in Warzone: ../../../src/visibility.c:461 (0), last script event: 'N/A'
error |04:45:02: [visibleObject] visibleObject: visibility checking is only implemented forunits and structures
Means what it says. :) What was doing the checking is the question. :hmm:
error |05:44:42: [visibleObject] Assert in Warzone: ../../../src/visibility.c:461 (0), last script event: '15 (CALL_DROID_DESTROYED)'
Ahh, so that is one of them...
error |06:47:05: [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error |06:47:05: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=32)
error |06:47:05: [interpRunScript] Original event ID: 110 (of 117)
error |06:47:05: [interpRunScript] Current event ID: 32 (of 117)
error |06:47:05: [interpRunScript] Call depth : 4
error |06:47:05: [scrOutputCallTrace] *** Script call trace: ***
error |06:47:05: [scrOutputCallTrace] 4: N/A (current event)
error |06:47:05: [scrOutputCallTrace] 3: N/A (return address: 0AE6E1F0)
error |06:47:05: [scrOutputCallTrace] 2: N/A (return address: 0AE6E690)
error |06:47:05: [scrOutputCallTrace] 1: N/A (return address: 0AE6E438)
error |06:47:05: [scrOutputCallTrace] 0: N/A (return address: 0AE79C80)
error |06:47:05: [interpRunScript] interpRunScript: error while executing a script
AI bug. Which AI do you use ?

There you have it, you have been vexicided! ;)
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

standard ai. on hard , with advanced bases. also tried on hard with no bases. also - every once in a while it would pause, till about 1 hour in and then the pauses got longer. so i saved game, quit, restarted that map immediately. worked fine for a bit and then went back to pausing, short amounts and then longer.... thing is this same map worked fine untill recently. :hmm: :hmm: :hmm: :hmm: :hmm: which is why i am :stressed: :annoyed: :3 :lol2: will attach the map here: also : i have pared gateways to minimum. as for those that suggest editworld is at fault. nope. not happening. XD
You do not have the required permissions to view the files attached to this post.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: dunno if this is the problem or what....

Post by Zarel »

vexed wrote:Means the AI was trying to build at that location, but another unit started to build the other thing at that location.
Really shouldn't be an error, then.
vexed wrote:Means the values are out of range. Not 100% sure what causes this, but seeing as the logs are being butchered by this assert, I am thinking we can turn this one off for now, so people don't have hundreds of megabytes log files with this warning.
Someone already fixed the bug that caused this assert in trunk a long time ago, but forgot to fix it in 2.3-branch. I fixed it in 2.3-branch a few days ago.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: dunno if this is the problem or what....

Post by lav_coyote25 »

ok sure... well, its back then. :annoyed: