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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Loading Crash, no errorsOk, this is an error I cannot pin down. The code is crashing CC under startup, no error code, no abortscreen. Commenting out the includefile for it stops the crash. The code has no dependancies that are not already defined, the issue must be syntax, or act of god. Someone wanna whack me in the head with an answer?http://pastebin.com/m7d2b2651
 
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			| Fri Nov 27, 2009 9:19 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Loading Crash, no errorsTry inserting gibberish lines to see if the error occurs before that line. Continue until you find the exact line of the error.Also, try adding wounds or <Exit/Entry>Wound = None.
 
 
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			| Fri Nov 27, 2009 12:43 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Loading Crash, no errorsI have NO idea if this would affect anything, but is there a specific reason you define AtomGroup twice? 
 
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			| Fri Nov 27, 2009 3:14 pm | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Loading Crash, no errorsMaybe he means deepgroup? That might be the problem actually. 
 
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			| Fri Nov 27, 2009 3:23 pm | 
					
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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: Loading Crash, no errorsBAH.I fixed the double-AtomGroup, that was a copypasta relic.
 Then using the "insert gibberish" method, I have tracked the error to the Parent Offset's numbers.
 Not sure why that would ever cause a crash though.
 For anyone not wanting to go dig into the code from the link above, I'll put it here, it's three lines.
 
 ParentOffset = Vector
 X = 0
 Y = −5
 lkjabaklshfg = asdfaisgh //crashes before gibberish, which anywhere above ParentOffset gives an error.
 If I remember right, that's copied directly from the Dreadnought. By my understanding, it ought to work. Obviously I am wrong about that.
 
 
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			| Sat Nov 28, 2009 8:28 pm | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Loading Crash, no errorsIf an actor that can have limbs doesn't have walkpaths and foot and/or hand atomgroups, it crashes. 
 
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			| Sun Nov 29, 2009 12:52 am | 
					
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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: Loading Crash, no errorsI've removed all the code defining any limbs or attachments, but it still needs paths? 
 
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			| Sun Nov 29, 2009 1:31 am | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Loading Crash, no errorsYes. 
 
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			| Sun Nov 29, 2009 7:25 pm | 
					
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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: Loading Crash, no errorsArgh.I've stuck in the Dreadnought's walk paths, but it still crashes with no errors.
 This is the most evil debugging system ever, worse than print-tests in lua.
 
 
 I'm going to insert gibberish and see where it is crashing.
 Edit:
 Screw that, I am going to define some null-based legs for it.
 Starting from scratch.
 Thanks for the help guys, I'll post here when I inevitably mess up again.
 
 
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			| Sun Nov 29, 2009 9:11 pm | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Loading Crash, no errorsGive it some invisible and unhittable legs, like the ones in the Dummy turret. 
 
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			| Sun Nov 29, 2009 9:22 pm | 
					
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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: Loading Crash, no errorsIt's butt ugly, but it works now.After evaluating what was different, I found my file was missing number of things, let alone limb paths. Stuck what was missing in, and it worked.
 Thanks!
 
 This will need a lot more work, but it's closer to release. (By 200 lines of code and 2 hours of my life)
 
 
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			| Sun Nov 29, 2009 9:50 pm | 
					
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