dunno if this is the problem or what....
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lav_coyote25
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dunno if this is the problem or what....
found in the std.err file a great number of entries. have a look and see if you can make sense of it.
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.
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KukY
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Re: dunno if this is the problem or what....
Looked at the logs, and found a possible anwser: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.![]()
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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.
- Your beloved EditWorld is placing stuff on places where they can't be placed.
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drgnrdr
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Re: dunno if this is the problem or what....
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
drgnrdr
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KukY
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Re: dunno if this is the problem or what....
That is true and that is Lav's errordrgnrdr wrote:The first error says your trying to build something on a spot that's already occupied.
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.
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lav_coyote25
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Re: dunno if this is the problem or what....
nope. i have found an even larger log. and it is

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lav_coyote25
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Re: dunno if this is the problem or what....
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.
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lav_coyote25
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Re: dunno if this is the problem or what....
nope. isnt that. is the Ai trying to place items. not me. and do not be condecending about editworld.KukY wrote:Looked at the logs, and found a possible anwser: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.![]()
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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.
Try compiling the map using flaME, if it will succed in opening the LND...
- Your beloved EditWorld is placing stuff on places where they can't be placed.
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lav_coyote25
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Re: dunno if this is the problem or what....
KukY wrote:That is true and that is Lav's errordrgnrdr wrote:The first error says your trying to build something on a spot that's already occupied.
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.
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'
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lav_coyote25
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Re: dunno if this is the problem or what....
where in the source is map.h and has someone been fooling with this file?? 
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drgnrdr
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Re: dunno if this is the problem or what....
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
drgnrdr
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Powzone
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Re: dunno if this is the problem or what....
I see the code... I read the code... I saw the code before... BUT I'm no coder also!
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.
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
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vexed
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Re: dunno if this is the problem or what....
Means the AI was trying to build at that location, but another unit started to build the other thing at that location.error |03:29:02: [buildStructure] Player 6 (AI): is building A0PowerGenerator at (210, 140) but found A0CyborgFactory already at (210, 140)
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 |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 what it says.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
Ahh, so that is one of them...error |05:44:42: [visibleObject] Assert in Warzone: ../../../src/visibility.c:461 (0), last script event: '15 (CALL_DROID_DESTROYED)'
AI bug. Which AI do you use ?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
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.
Super busy, don't expect a timely reply back.
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lav_coyote25
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Re: dunno if this is the problem or what....
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.
which is why i am
will attach the map here: also : i have pared gateways to minimum. as for those that suggest editworld is at fault. nope. not happening. 
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Zarel
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Re: dunno if this is the problem or what....
Really shouldn't be an error, then.vexed wrote:Means the AI was trying to build at that location, but another unit started to build the other thing at that location.
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.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.
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lav_coyote25
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Re: dunno if this is the problem or what....
ok sure... well, its back then. 