News:

Please help making MegaGlest rock-stable by testing the pre-release snapshots.

Main Menu

Crash: Problems when loading two very big factions

Started by ChupaReaper, 24 February 2011, 02:20:50

ChupaReaper

With the latest GIT Master I'm having problems loading both factions for my mod the Necribus and the Hyperion. Both work fine on their own but together the game loads to 100%, renders then before the game world loads it just closes.

I looked at the AI Log which I'm not fully sure what everything means but it looks like there's a problem:
[spoiler]Glest Advanced Engine: AI log file.

AI: 0 [invalid value] Frame: 0, : Frame: 0, faction: 0: Glest::Plan::GlestAiInterface::GlestAiInterface Faction index: 0, Type:hyperion Random seed: 100261
AI: 0 [MILITARY] Frame: 39, : Frame: 39, faction: 0: Base is not stable
AI: 0 [invalid value] Frame: 79, : Frame: 79, faction: 0: Executing rule: Worker stopped => Order worker to harvest
AI: 0 [MILITARY] Frame: 79, : Frame: 79, faction: 0: Base is not stable
AI: 0 [MILITARY] Frame: 119, : Frame: 119, faction: 0: Base is not stable
AI: 0 [invalid value] Frame: 159, : Frame: 159, faction: 0: Executing rule: Worker stopped => Order worker to harvest
AI: 0 [MILITARY] Frame: 159, : Frame: 159, faction: 0: Base is not stable
[/spoiler]

Also a minor bug: When you try and start a network game whilst not everyone has connected a message pops up saying Not all network players have joined yet or whatever, but the mouse cursor becomes invisible/isn't drawn or whatever.

hailstone

Are you sure the crash report is recent? It's dated 20 days ago and it looks like it's caused by using left click to issue a command then something happens with requirements.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

ChupaReaper

#2
Quote from: hailstone on 24 February 2011, 07:19:29
Are you sure the crash report is recent? It's dated 20 days ago and it looks like it's caused by using left click to issue a command then something happens with requirements.
Oops lol you're right, I used date modified to check if it was the right date, mustn't of noticed 04/02/2011 amongst all the 24/02/2011.
Network games between two players work fine, so it has something to do with the AI I think.

Edit: After cleaning up some of my texture maps I tried to launch a game with two factions and now I'm getting this message in the AI Log (there were too many textures for GAE to handle with massive normal and specular maps so I've reduced them all to 128x128-256x256 down from 512x512-1024x1024).
[spoiler]Glest Advanced Engine: AI log file.

AI: 1 [invalid value] Frame: 0, : Frame: 0, faction: 1: Glest::Plan::GlestAiInterface::GlestAiInterface Faction index: 1, Type:hyperion Random seed: 487155
[/spoiler]

hailstone

#3
The AI log is normal. It's just that the invalid value is being used as the component unless you meant something else. It should probably be changed to general or misc or something.

Quote
LOG_AI(aiInterface->getFactionIndex(), AiComponent::INVALID, 2, "Executing rule: " << (*it)->getName());

Added ticket 309
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

ChupaReaper

#4
Ahh I see, then I wonder why 2 of my factions wont load the game, ther crash report isn't updating and I can't find errors anywhere.

Edit: I did a test where one by one I removed a unit from my second faction until after removing 6 units both factions will finally load again. I resolved this problem by reducing the amount of animation frames in all of my models but now each model has around 15-30 frames and all models are low poly. All I can do now is either cripple all my animations or remove units and this is with only having two factions where one faction is still around 10 units from being complete.
3D mdoels don't have to be big with skeletal based animations but a new model format can be a lot to implement.