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CC crashes without error on weird gun
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Author:  blargiefarg [ Wed Oct 06, 2010 4:53 am ]
Post subject:  CC crashes without error on weird gun

http://cortex.pastebin.com/LLuW5Q7R

just what it says: cc starts, mods begin to load, on above ini, cc crashes without an error, making it impossible to debug. help?

Edit: I decided to wait it out by working on other aspects of the mod, and in making a shape charge proximity mine, I came across a similar crash.

Edit: I fixed the mine, which may lead to fixing the gun.

Author:  Roast Veg [ Wed Oct 06, 2010 5:58 pm ]
Post subject:  Re: CC crashes without error on weird gun

Had a quick look, seems to me you have your mass to too many decimals. Try spreading them out and setting some as less than zero to balance it, then see if it still does the same.

Author:  blargiefarg [ Wed Oct 06, 2010 8:46 pm ]
Post subject:  Re: CC crashes without error on weird gun

Could you rephrase that? I don't know what you mean by "spreading them out"

Author:  Roast Veg [ Wed Oct 06, 2010 8:49 pm ]
Post subject:  Re: CC crashes without error on weird gun

e.g: instead of having one object as 0.001 and the other as 0.001
change to: the first object as 1 and the other as -1

Provided the two are attached.

Author:  blargiefarg [ Thu Oct 07, 2010 1:10 am ]
Post subject:  Re: CC crashes without error on weird gun

ok i tried that, to no avail... im basing it off of the turret acrab template, if that helps anything...

Author:  Major [ Thu Oct 07, 2010 8:06 am ]
Post subject:  Re: CC crashes without error on weird gun

I've just taken a look through, haven't found the problem...But 14 emitters emitting rockets and dropships at a rate of 1024 a minute isn't gonna do good things for the game.

EDIT: I think I may have found the problem:
Code:
115.                        Path = Onigiri Corp.rte/Actors/CrabTurret Template.rte/Sounds/Teleport.wav


Don't put an .rte in an .rte.

Author:  blargiefarg [ Fri Oct 08, 2010 7:18 am ]
Post subject:  Re: CC crashes without error on weird gun

but then wouldn't it crash on the first file it tries to load?

Author:  Major [ Fri Oct 08, 2010 8:55 am ]
Post subject:  Re: CC crashes without error on weird gun

I don't know. :???: But I'm assuming that that's the problem.

Author:  blargiefarg [ Fri Oct 08, 2010 9:01 am ]
Post subject:  Re: CC crashes without error on weird gun

I just tried that with no luck... this is so annoying! I really want this to work. This is one of the few things I've never seen in the cc forums

Author:  Major [ Fri Oct 08, 2010 9:16 am ]
Post subject:  Re: CC crashes without error on weird gun

I don't think the .ini can actualy crash the game like that. It has to be something else with the .rte.

Author:  blargiefarg [ Fri Oct 08, 2010 10:47 am ]
Post subject:  Re: CC crashes without error on weird gun

http://flic.kr/p/8HgFK6
it crashed at about line 100 (it didn't make a screendump, so i printscreened)
i checked there, but it's nothing that would make such a crash

Author:  dutchsmoker [ Sat Oct 09, 2010 9:14 am ]
Post subject:  Re: CC crashes without error on weird gun

Code:
FilePath = Onigiri Corp.rte/Actors/ CrabTurret Template.rte/Sounds/ReloadStart.wav

could this maybe be the problem ?
that space before crabturret

and i noticed your not using tabs , but instead spaces , am i right ?
or it could just be how pastebin shows it.
this is a bad habbit in my opinion , as ini needs proper tabbing.

Author:  Roast Veg [ Sat Oct 09, 2010 11:15 am ]
Post subject:  Re: CC crashes without error on weird gun

dutchsmoker wrote:
ini needs proper tabbing.


Or else it can 360 no-scope slap CC. .ini can indeed silent crash the game, God knows I've done it a few times.

Author:  411570N3 [ Sat Oct 09, 2010 11:31 am ]
Post subject:  Re: CC crashes without error on weird gun

Yeah there are a lot of errors that go uncaught or otherwise send rather obtuse errors, from improper tabbing to certain incorrect structuring, etc.

Author:  Petethegoat [ Sat Oct 09, 2010 6:35 pm ]
Post subject:  Re: CC crashes without error on weird gun

His tabbing is correct; if you look in the 'make amendments' box, it is as it should be.

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