Staredit Network > Forums > Modding Assistance > Topic: Does anyone thinks FG exe edit is instable?
Does anyone thinks FG exe edit is instable?
Jan 2 2009, 5:27 pm
By: Angle Lock  

Jan 2 2009, 5:27 pm Angle Lock Post #1



OK... here is what I have done:
I changed carrier's capacity in exe.edit...
and i also changed carrier and interceptor's grp

and I ran my mod, built a carrier, built interceptors, and it attacked fine...
from this point u can tell the iscript and grp works fine..

but after a while it just crashes out of nowhere, and when I start a game and didn't build carrier, it doesn't crash...
do yo think that it's FG's exe.edit that caused the problem?



None.

Jan 2 2009, 5:29 pm Devourer Post #2

Hello

When does it crash? when the target is destroyed? when they fly back? or when they are back in hanger again?

Or does it crash when you built more than 8 interceptors (stnadart max.)?



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Jan 2 2009, 5:31 pm FlyingHat Post #3



Some of the FireGraft .exe edits ARE unstable. This has been known for some time.

But I'm not so sure about editing carrier capacity, I've been able to use that .exe edit for a while without crashing, but that might be another .exe edit I'm remembering.



None.

Jan 2 2009, 6:40 pm poiuy_qwert Post #4

PyMS and ProTRG developer

I don't think its the EXE edits fault. Like FlyingHat said some of the EXE edits are unstable/incorrect (DoA can't always be perfect), but I think that one is correct. My guess is an iscript problem, try building the carrier then not looking at any units, then just let the game set for a while to see if it still crashes when nothing is in view. And as DeVouReR said, try and narrow down when it crashes.




Jan 2 2009, 6:42 pm Angle Lock Post #5



no everything works fine...(99.9% sure)

there is no particular special thing to notice when the game is crashed...

it's just suddenly after a while, boom...

and FTS, i know ur looking at this post right now, we tested my mod together, remember? it crashed out of absolutely NO, WHERE...



None.

Jan 2 2009, 6:57 pm poiuy_qwert Post #6

PyMS and ProTRG developer

Just try the things that I said, it doesn't matter what you think is wrong, you might be incorrect in your assumption that its working fine. It doesn't matter if it crashes out of nowhere, it can still be an iscript issue.




Jan 2 2009, 7:14 pm Angle Lock Post #7



OK... I am back with more info...

I always kept a copy of Non-FG exe, and i ran it... and it initially works fine... i used a fleet of carriers and cleared out half of the entire map of enemies in a campaign map... but then... out of nowhere again.. boom..

now I am sure it's not FG...
but how can it be iscript if i used it and attacked for like 10 min with every move working fine including killing a unit, become a hangar, releasing interceptors, move across the map...


EDIT: I think I will abandon my mod and start a clean one if this problem persists...



None.

Jan 2 2009, 7:35 pm bajadulce Post #8



Quote from Angle Lock
I think I will abandon my mod and start a clean one if this problem persists...
I can't stress enough how important it is to keep backups for new changes so that you can rollback until you find the culprit. A lot of times, the problem isn't discovered until much further down the road. Having multiple earlier versions will only help facilitate a speedy recovery and help isolate troubles. Troubleshooting is all about isolating variables. Having only one or two .exes that house your entire project and all the modifications to the game you've made, makes crashes very very hard to find.

Anywhoo.. Good luck with your mod.. and be religious in your backups even if others laugh at the notion! Hey, we all have plenty of space on our modern hard-drives now! just routinely copy your .exe and rename it something like Mymod_Jan1.exe .. MyMod_Jan3.exe ...



None.

Jan 2 2009, 7:47 pm poiuy_qwert Post #9

PyMS and ProTRG developer

If you do the opposite of what i told you before then you could probably narrow it down to which unit is the problem. Make a simple UMS map where its just you and a comp, and you have one of your units. Just watch your unit for a while until you are satisfied its not crashing the game while doing nothing. Go through each unit like that, then if you don't have a crash, redo the test but with another unit that you can attack with your unit or attack your unit with. Might take a while but it should find the problem unit.




Jan 2 2009, 8:07 pm Angle Lock Post #10



qwert... I am 100% sure it's carrier...

I did ur test, lol



None.

Jan 2 2009, 11:37 pm modmaster50 Post #11



Is there anything else you edited besides the iscript, grp, and the carrier capacity exe edit? Problems in the DAT files can also cause crashes. Look for any data that might have not been accessed in the first 10 minutes of the game (which is when you said your mod worked fine).

Lol, maybe I should go back and do that unit test on my old mod. It was plagued by crashes ><.



None.

Jan 2 2009, 11:43 pm Hercanic Post #12

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Make a fresh test mod with just the Carrier EXE edit. If you get a crash, then you know that's the cause.




Jan 3 2009, 1:17 am Angle Lock Post #13



what would possibly cause crash in DAT...?

I just can't think of one...

Maybe it would help if I post carrier and inter's iscript on here for yo to check... since it's not FG.. it prolly has to be iscript..

.headerstart
IsId 151
Type 21
Init CarrierInit
Death CarrierDeath
GndAttkInit [NONE]
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell [NONE]
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking CarrierWalking
WalkingToIdle CarrierWalkingToIdle
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
Built [NONE]
Landing [NONE]
LiftOff [NONE]
IsWorking [NONE]
WorkingToIdle [NONE]
WarpIn CarrierWarpIn
.headerend
# ----------------------------------------------------------------------------- #

CarrierInit:
imgulnextid 0 42
playfram 0x00 # frame set 0
goto CarrierWalkingToIdle

CarrierWalkingToIdle:
wait 125
goto CarrierWalkingToIdle

CarrierDeath:
playsndbtwn 595 596 # Protoss\Carrier\PCaDth00.WAV, Protoss\Carrier\PCaDth01.WAV
imgol 333 0 0 # TerranBuildingExplosionMedium (thingy\tBangL.grp)
wait 3
end

CarrierWalking:
imgol 114 0 0 # CarrierGlow (thingy\pcaGlow.grp)
goto CarrierLocal00

CarrierLocal00:
wait 125
goto CarrierLocal00

CarrierWarpIn:
imgol 115 0 0 # Unknown115 (protoss\carrier.grp)
goto CarrierLocal00

# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Thu Oct 23 16:49:19 2008
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 120 ShuttleGlow (thingy\pshGlow.grp)
# 114 CarrierGlow (thingy\pcaGlow.grp)
.headerstart
IsId 290
Type 12
Init CarrierEnginesInit
Death CarrierEnginesDeath
GndAttkInit CarrierEnginesDeath
AirAttkInit CarrierEnginesDeath
Unused1 [NONE]
GndAttkRpt CarrierEnginesDeath
AirAttkRpt CarrierEnginesDeath
CastSpell CarrierEnginesDeath
GndAttkToIdle CarrierEnginesDeath
AirAttkToIdle CarrierEnginesDeath
Unused2 [NONE]
Walking CarrierEnginesInit
WalkingToIdle CarrierEnginesDeath
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #

CarrierEnginesInit:
engset 0
wait 1
engset 1
wait 1
goto CarrierEnginesInit

CarrierEnginesDeath:
wait 1
end

(oh and, i changed the grp of carrier's engine overlay, but it moves fine)

# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Sun Nov 09 12:37:47 2008
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 116 Interceptor (protoss\Intercep.grp)
.headerstart
IsId 155
Type 12
Init InterceptorInit
Death InterceptorDeath
GndAttkInit InterceptorGndAttkInit
AirAttkInit InterceptorGndAttkInit
Unused1 [NONE]
GndAttkRpt InterceptorGndAttkInit
AirAttkRpt InterceptorGndAttkInit
CastSpell [NONE]
GndAttkToIdle InterceptorGndAttkToIdle
AirAttkToIdle InterceptorGndAttkToIdle
Unused2 [NONE]
Walking InterceptorWalking
WalkingToIdle InterceptorWalkingToIdle
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #

InterceptorInit:
imgul 117 0 42 # InterceptorShad (protoss\Intercep.grp)
playfram 0x00 # frame set 0
goto InterceptorWalkingToIdle

InterceptorWalkingToIdle:
setvertpos 1
waitrand 8 10
setvertpos 2
waitrand 8 10
setvertpos 1
waitrand 8 10
setvertpos 0
waitrand 8 10
goto InterceptorWalkingToIdle

InterceptorDeath:
playsnd 317 # Terran\TANK\TTaDth00.WAV
imgol 555 0 0 # EMP
wait 1
imgol 556 0 0 # EMP
imgol 555 0 0 # EMP
wait 1
imgol 556 0 0 # EMP
wait 3
end

InterceptorGndAttkInit:
wait 1
attackwith 1
playfram 0x11 # frame set 1
wait 1
playfram 0x00 # frame set 0
gotorepeatattk
goto InterceptorGndAttkToIdle

InterceptorGndAttkToIdle:
wait 125
goto InterceptorGndAttkToIdle

InterceptorWalking:
playfram 0x00 # frame set 0
setvertpos 0
goto InterceptorGndAttkToIdle

and that's all...



None.

Jan 3 2009, 4:53 am Angle Lock Post #14



I made the interceptor both unclickable and can't be selected in a group, would that be a problem that causes crash?



None.

Jan 3 2009, 6:21 am modmaster50 Post #15



Theres plenty of ways you can make a unit crash in DAT. Like putting in weird data that doesnt work (most of DATEdit's descriptions will tell you a few examples of ways to crash ur dat like putting 0 for cooldown, or a number bigger than 11 for sight range).

Im sure the FG EXE edit works fine. Because I used it to make a carrier build 255 intercepters. Didnt crash at all.



None.

Jan 3 2009, 5:33 pm Angle Lock Post #16



no my carrier doesn't crash right away...
it attacks fine, it's just the game goes on for after a while, boom...

if you use FG and modify it to 255 interceptors, actually use it in a game, and use it to sweep the entire map without a problem, THEN you can conclude that it doesn't crash..



None.

Jan 6 2009, 2:30 am modmaster50 Post #17



Quote from Angle Lock
if you use FG and modify it to 255 interceptors, actually use it in a game, and use it to sweep the entire map without a problem, THEN you can conclude that it doesn't crash..

Carrier capacity is not one of the broken exe edits. Its got to be caused by something else (or a combination of things that dont work well together). I filled the carrier to max capacity, got them all to deploy (took a long time), and kicked ass with it. No problems at all.



None.

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