Some wrong in mod.

You have tested TA3D, share your experience /
Vous avez testé TA3D, venez partager votre expérience
Post Reply
hirsoft
Posts: 75
Joined: Tue Sep 23, 2008 8:33 am

Some wrong in mod.

Post by hirsoft » Mon Mar 23, 2009 5:15 am

taac:
BUILD memo wrong.
Image
This is 1024*768 menu,and had multi direction factory .
Air factory couldn't show all,thus it coundn't build big air.
heavy unit had some wrong,their weapon don't work,and shot bomb near body,the enemy all well.
a car that offer nuclear bombs coundn't give any attack,the nuclear bomb,then nothing happen.

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Mon Apr 27, 2009 3:57 pm

Utasp5 feed crash when load GUI:
log file
http://pastebin.com/f6a202c16

File can download from here
http://cid-bea8e11585a6c083.skydrive.li ... Mods/UTASP
OR
http://www.namipan.com/d/f73f1aa5e1088a ... 901e06ec01

Look like some tag analyze wrong.

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Mon Apr 27, 2009 5:54 pm

Yeah the unit and weapon loaders didn't use our generic TDF parser so they are not as robust. These parsing bugs should be gone in 0.6. Can you test it with 0.6 ?
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Tue Apr 28, 2009 1:00 pm

:(
I could select UASP5 in 0.6.After chance UASP5 and press "OK",ta32 print
[Wed Apr 29 14:34:12 2009] [debug] [audio] Reading: Done.
[Wed Apr 29 14:34:14 2009] [debug] [menu::introduction] Done.
[Wed Apr 29 14:34:14 2009] [debug] [menu::main] Entering...
[Wed Apr 29 14:34:14 2009] [debug] loading gui/modern.skn
[Wed Apr 29 14:34:15 2009] [debug] loading gui/modern.skn
[Wed Apr 29 14:34:21 2009] [debug] [AI] AI script found : scripts\ai\testai.lua
[Wed Apr 29 14:34:25 2009] [debug] leaving game room
then keep in option menu,keep die.

I copy all mod file to ta3d path,load as no mod(only with totala1.hpi),this is log:
http://pastebin.com/f272b5694

I compress floden utasp5\gamedata to Rev31.gp3 and delete units.ufo\@#$!@$@#$.lnk,then menu ok.

I simple compress all file to a usp.ccx,it crash in load GUI(without delete cache):
http://pastebin.com/f38ebc941

Look like crashed by empty Gui file. :P

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Tue Apr 28, 2009 4:12 pm

hm, strange, I'll release a new beta package for 0.6 soon so you can retest with fresh code :)
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Tue Apr 28, 2009 5:03 pm

I think unknow file format cause that menu bug.

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Fri May 01, 2009 6:37 pm

This 3dm is Rhino format,is OTA suppent it?I think this mod crash because not-640*400 GUI.

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Fri May 01, 2009 7:02 pm

As far as I know, TA doesn't support Rhino format. TA is known to crash when resolution is too small to display all GUI, that may be the case
=>;-D Penguin Powered

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Sat May 02, 2009 12:26 am

I think the bug was due to some empty files being around ...
I just noticed TA3D didn't like loading empty files ...
It's fixed in last SVN, but for me it was crashing, now I have it loaded just fine.
I think that bug should be fixed (I'm going backport this fix to 0.5 branch)
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Sat May 02, 2009 6:09 am

Fixed!
I find 3 cases:
1.There are some unit couldn't sho,(Or couldn't show apart)like tombking/fat shrew/cormkl,may because scripts suppent.
And a Gui wrong,doesn't load menu pictures by GUI selected size,but fully picutres.A com wrong,arm com is wrong.
A new crash,a old version be able to load this map,but newest svn version crash.
map:http://cid-dd761cec1c1d3498.skydrive.li ... metctr.rar
Assertion failed: index >= 0 && index < (int)feature.size() && "Out of bounds", file f:/mingw/home/Administrator/ta3d/src/tdf.h, line 222

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
Some unit couldn't load script,or some tag load wrong,they Maintain static when moved,and they couldn't climbing
And some units attack wrong section,they alway aimed too far or too hign to attack.

Test in svn version and ta33a mod. :mrgreen:

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Sat May 02, 2009 11:35 am

I noticed several files were not decoded correctly (maybe they are corrupt). I don't know how TA handles these special cases, this could make all the differences. Also there are several bugs (like memory management errors) which can have strange side effects. 0.6 code is currently suffering heavy modifications (see the SVN log, 64 commits in less than 3 days), so it may behave strangely sometimes (especially in case of errors in resource files)
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Sat May 02, 2009 2:57 pm

Can you tell me the file that not decoded correctly?
Thus i can try to follow the OTA handles
Reverse analysis is my best,i alway try to check TA3D in ollydbg but not watch src.:P

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Sat May 02, 2009 3:00 pm

hm, I don't remember the name and now that it doesn't crash it won't tell me. I think there was a file named something like armch1.gaf that crashed HPIView too
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Sat May 02, 2009 4:04 pm

My hpiview work fine in armch*.gaf and corch*.gaf
There are some multi Direction Build.
I think that was GUI wrong,ta3d don't suppent 1024*768 menu,yet.I test tamec first,the menu's build icon be Upside down,then i test 40f/tawp/Utasp5,their menu hide apart in OTA,but ta3d show fully menu,thus some interesting wrong.
The units couldn't show i think it because ta3d reject the excess tag when a file had a tag wrong.
That Units no action when move may as a result of incomplete script suppent.
Goto sleep,i need take Train in tomorrow 9:00 a.m ,and back home in the afternoon :D

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Sat May 02, 2009 4:46 pm

have a nice journey :)

Currently lots of work is being done on 0.6 code that affects stability (our String class seems to be the source of lots of problems ...), so I think it's useless to focus on this now, just wait for those problems to be fixed so that we can target the real problem :D.
=>;-D Penguin Powered

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Sun May 03, 2009 7:52 pm

I backed!Late due to sucked no enough tickets selled
Keep move,i download some lua explanation for AI

xpoy
Posts: 669
Joined: Mon Sep 22, 2008 3:55 am

Re: Some wrong in mod.

Post by xpoy » Sat Jun 06, 2009 11:24 am

http://cc.tauniverse.com/cobalt/
This is the 3rd Moder API, I think it helpful in Model couldn't show
And a COB doc
COB Files and Handling Code in TotalA EXE.rar
(26.81 KiB) Downloaded 814 times
And , great great great!
(2009-06-06 19:20:48) 小男孩[龙牙]<744656554>
http://zwzsg.hosted.luckz.de/img/OP_C-1 ... opping.gif

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Some wrong in mod.

Post by zuzuf » Sat Jun 06, 2009 12:25 pm

this can be useful :)
=>;-D Penguin Powered

Post Reply

Who is online

Users browsing this forum: No registered users and 39 guests