Pillars of Hercules Theater Beta 0.8.0 RELEASED
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I think I can fix this crash on exit, it may need all campaign files present , even if some are blank.
I just did that for another theater that had only one campaign file in it. It would crash on exit every time. After I added in unit empty- objective full campaign files for 0,1, and 2,
no more crash on exit.If the campaign files are not present and they are specified to be there via the proper files, the game will crash on start up, not on exit.
Edit: Also, there doesn’t need to be any campaigns present for a theater to run. It can have none, one, two, or three. As long as the files that show they’re there or not are correct, there should be no issues.
Whatever you did in the other theater to alleviate that CTD couldn’t have been that. Somehow you did something else that you may have forgotten that or did not know stopped it from happening.
C9
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@Nuno Santos
Do you have a file I can check out??
C9
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@Chiang:
Good morning!
When the official POH theather will be released?
ThanksC9
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@Nuno:
Guys, the CTD upon exit is due to some battalion that is probably fubared somehow in the DB.
That I already know for a fact, because I’ve made a new campaign and was able to make some trials when adding battalions.
Now I just need to have some free time and pinpoint which of the batallions is the guilty one.I fixed the campaign, and it wasn’t a unit!!!
C9
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While flying the f18-e after some missions I got an CTD after finishing the mission.(I always restart between missions so its a ‘clean’ start mission)After reloading the same mission and flying it again I got the same CTD again after landing and as soon as pressing exit.Not sure if its related but I could assume maybe because of a unit Nuno was mentioning or something else that has to be loaded after exit?Btw it was after patrol mission some 5 missions into campaign.Cheers Obi1
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Do you have a crash log??
There are some other issues with the campaign that have to be fixed once I talk to Joe. But those are not something that would just randomly cause a CTD.
C9
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@Cloud:
I fixed the campaign, and it wasn’t a unit!!! [emoji14]
C9
So… What was it?
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@Cloud:
An overflow CTD caused by excessive ground links in 28 objectives.
C9
Good help!
Nikos. -
Thank you so much.
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@Cloud:
An overflow CTD caused by excessive ground links in 28 objectives.
C9
Thanks C9.
Could you please state the max number of links allowed by now.
Links are one of the most important things in this Campaign to make it work as it will… thus I will have to stick to the limitation (whatever it is) and find work arrounds if needed.I´m still curious about this bug. In my tests the CTD happens on BMS exit, only after using the campaign (if you use Instant action or TE there is not a problem).
Also tried with a clean (of ground units) version of it, and it also exited correctly… only when adding a single ground unit it will CTD on BMS exit.That overflow only happens if the engine has to deal with ground units vs links calculations? Only in Camps and not in TE?
You also mentioned “I fixed the campaign”… are there any/many other mistakes/bugs I have to get rid of?
Thanks in advance and sorry for bothering. Your help is much apreciated and this CTD was around for too long already.
I´ll report/confirm the fix as soon as I proceed with the changes.Thanks again.
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I´m still curious about this bug. In my tests the CTD happens on BMS exit, only after using the campaign (if you use Instant action or TE there is not a problem).
Also tried with a clean (of ground units) version of it, and it also exited correctly… only when adding a single ground unit it will CTD on BMS exit.That overflow only happens if the engine has to deal with ground units vs links calculations? Only in Camps and not in TE?
You also mentioned “I fixed the campaign”… are there any/many other mistakes/bugs I have to get rid of?
There is no dynamic campaign engine in TE or IA, therefore the objectives/units and other history calculations and other assorted information, aren’t unloaded/offloaded and saved/stored into .his and .frc files, as they are in Campaign files only.
The errors still exist in the Instant.cam and the te_new.tac and should still be removed just to clean then up.(although mine are fixed).
Also, the TE_new.tac file has 5837 objectives whereas the save0.cam, and the Instant.cam contain 5835 objectives.
All files, the save0.cam(and future campaign files, save1.cam/save2.cam), the te_new.tac and Instant.cam should contain the exact same objectives which I assume would be 5837 that are contained in the te_new.tac as being correct. It’s just a matter of Exporting the objectives into a .csv file from the te_new.tac into the other files.(although changes of ownership will still have to be made).
I will PM you the specifics of the objectives that have the errors and the few other things that are wrong with the files.
Cheers,
C9
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Here is a better explanation, with pics of the .CSV file.
This is a the CSV file of the exported objectives of save0.cam in POH.
Row#2(below row1 which is green) are the various boxes that define information of the file, Name, Type, Subtype, ID, Objective, X, Y, etc…yet:
When you scroll over to column AA, (Green), the “More Fields-27” begins in the CSV:
If you continue to scroll over you will notice that the Fields end at Column CV Field #100(Green), that is the last field that any information can be contained in the files.
And lastly, this shows several objectives exceeding Field #100:
When the game is exiting, it has to write these files into the .frc/.his files, if any of the fields exceed Column #100, the code will choke and the CTD will happen while trying to write the file on exit.
The max # of ground links is 7.
C9
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Its very generous and rare in this comunity to go in such effort to explain the errors.
Is a great pleasure to hear cristal clear explanations, and not the usual “Yoda-ish” enigma answer.
Very much appreciated Cloud9.
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@Cloud:
The max # of ground links is 7.
C9
Ohh dear! Only 7! That will be a problem in the actual architecture for Camp evolution porpuses… Fixable of course… but it will requie a way higher number of Objectives for the walkarround. That will be another problem (Max number of objectives). Is there a confirmed limitation on the Max number of Objectives?. Just to start making numbers and raise the Question to Joe (POH Chief) on wether or not fix this CTD bug, if the solution will lead us to another CTD bug (maybe exceeding max number of Objectives, for example).
Regarding the coherence between instant, Te_new and Camps… yes, completely agree. I only work in Camps and as I didn´t want to leak any detail on the Camp structure, I just provided a downgraded quickly mutilated version of it for TE purposes… Don´t really know why they are different (as I know that the guys transfering the objectves to Instant knows the dance). Regarding the campaign, it may be related to the fact that was unofficial release by an external comunity member (by the way, thanks again budy!).
Willing to hear about more camp troublemaker dertails on your PM, Thanks one more time.
Vr,
3Balls -
Its very generous and rare in this comunity to go in such effort to explain the errors.
Is a great pleasure to hear cristal clear explanations, and not the usual “Yoda-ish” enigma answer.
Very much appreciated Cloud9.
Enviado desde mi CHC-U01 mediante Tapatalk
Big time YES, indeed!
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Ohh dear! Only 7! That will be a problem in the actual architecture for Camp evolution porpuses… Fixable of course… but it will requie a way higher number of Objectives for the walkarround. That will be another problem (Max number of objectives). Is there a confirmed limitation on the Max number of Objectives?. Just to start making numbers and raise the Question to Joe (POH Chief) on wether or not fix this CTD bug, if the solution will lead us to another CTD bug (maybe exceeding max number of Objectives, for example).
Vr,
3BallsIt won’t require a way higher number of objectives. The majority of ground links I fixed did not impact the ground link structure. In a few instances where objectives had 10, 11 or 12 ground links and needed to be reduced to 7, just a little playing around still kept the ground links in a sound condition, but needed changes. There should only be a few where a little work and an addition of an intersection or something similar should be fine.
Remember, only 28 objectives exceeded the max amount of links.
C9
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Regarding the coherence between instant, Te_new and Camps… yes, completely agree. I only work in Camps and as I didn´t want to leak any detail on the Camp structure, I just provided a downgraded quickly mutilated version of it for TE purposes… Don´t really know why they are different (as I know that the guys transfering the objectves to Instant knows the dance). Regarding the campaign, it may be related to the fact that was unofficial release by an external comunity member (by the way, thanks again budy!).
Willing to hear about more camp troublemaker dertails on your PM, Thanks one more time.
Vr,
3BallsHi Guys and a big thank you to Cloud 9 for pointing us all in the right direction.
I’m keen to learn from this as well so if there are things that I missed or didn’t do right in the unofficial campaign then please would someone let me know?
Cheers
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@Cloud:
@Nuno Santos
Do you have a file I can check out??
C9
Sure, I’ll send it to you once I get home this evening.
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@Cloud:
I fixed the campaign, and it wasn’t a unit!!!
C9
That’s great to hear, thanks alot for assisting on this, C9!
I still notice that, once I erase some GUs from the save0.cam, the CTD no longer happens.
In this case, is it correct to assume that one of those units was probably assigned to one of those 28 objectives that you mentioned having an overflow of links?
Because, in my case, the CTD doesn’t happen all the time, I don’t need to erase all of the GUs from the file, only some for the CTD to cease.