ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Internal Error"

From ModEnc
Jump to: navigation, search
m (Tweaking anchors)
(Retested missing weapons/warheads, updated broken-reference causes, updated 471CA4, and flagged an EIP for removal)
Line 51: Line 51:
 
|-
 
|-
 
! {{Anchor|0046650D|eip}}
 
! {{Anchor|0046650D|eip}}
| You have a shrapnel weapon which isn't assigned to a dummy object (see 'broken-reference causes' below).
+
| You have a shrapnel weapon which isn't assigned to a dummy object (see [[#Broken-reference_Causes|broken-reference causes]], below).
 
|-
 
|-
 
! {{Anchor|00471CA4|eip}}
 
! {{Anchor|00471CA4|eip}}
| The actual event that triggers the IE is not clear however the cause is due to having a unit whose {{TTL|Secondary}} weapon's {{TTL|Warhead}} has {{TTL|MindControl|yes}} set. Only tested with [[InfantryTypes]] thus far.
+
| A unit has a {{TTL|Secondary}} weapon whose {{TTL|Warhead}} has {{TTL|MindControl|yes}} set. Triggered by one of the following events:
Examples of triggers:
+
*Unit was selected by the user and the user moused-over a potential target.
*Simply having the unit finish construction and pop out of the Barracks (although unit may have been under the mouse cursor).
+
*Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
*Moving the unit around - tends not to happen immediately but rather after the unit has moved a few cells.
 
*Deploying the unit in order to fire the {{TTL|Secondary}} weapon (if unit has to deploy to fire, then the aforementioned triggers seem not to apply).
 
 
|-
 
|-
 
! {{Anchor|004895C7|eip}}
 
! {{Anchor|004895C7|eip}}
 
| You have a warhead with a {{TTL|CellSpread}} greater than 11.
 
| You have a warhead with a {{TTL|CellSpread}} greater than 11.
 +
|-
 +
! {{Anchor|004D5108|eip}}
 +
| A unit's secondary weapon does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank. Examples:
 +
*The offending weapon is the unit's {{TTL|Secondary}} weapon, and the unit just finished constructing.
 +
*The offending weapon is the unit's {{TTL|EliteSecondary}} weapon, and the unit just got promoted to Elite status.
 
|-
 
|-
 
! {{Anchor|004F8CCD|eip}}
 
! {{Anchor|004F8CCD|eip}}
Line 120: Line 123:
 
| Your ra2md.ini file lists a combination of mpmode/map which the game cannot satisfy.
 
| Your ra2md.ini file lists a combination of mpmode/map which the game cannot satisfy.
 
|-
 
|-
! {{Anchor|006F3481|eip}}
+
! {{Anchor|006F352E|eip}}
| The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see [[#Broken-reference_Causes|broken-reference causes]], below).
+
| A unit has an {{TTL|ElitePrimary}} weapon specified which does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank, and that unit just got promoted to Elite status.
 
|-
 
|-
 
! {{Anchor|006F40A2|eip}}
 
! {{Anchor|006F40A2|eip}}
| Started construction of a unit that has been assigned a weapon/warhead that does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below).
+
| Started construction of a unit whose {{TTL|Primary}} weapon does not exist (see [[#Broken-reference_Causes|broken-reference causes]], below), or the weapon's {{TTL|Warhead}} tag is missing or set to blank.
Examples:
 
*The weapon referenced by the unit has not been defined (e.g. because of a typo).
 
*The weapon does exist, but references a warhead that does not.
 
*A weapon is defined in the main rules and has been assigned to a unit in a game mode override file, but hasn't been assigned to a dummy unit in the main rules.
 
 
|-
 
|-
 
! {{Anchor|007120F7|eip}}
 
! {{Anchor|007120F7|eip}}
Line 218: Line 217:
 
| Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.
 
| Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.
 
<br>''(Does this really happen? Sounds more like the mix editor crapping up than simply "game should blow up because you changed stock files".)''
 
<br>''(Does this really happen? Sounds more like the mix editor crapping up than simply "game should blow up because you changed stock files".)''
 +
|-
 +
! {{Anchor|006F3481|eip}}
 +
| The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see [[#Broken-reference_Causes|broken-reference causes]], below).
 +
<br>''(Marshall retested this and found that the EIP for a missing secondary weapon is actually 006F352E (see above). Not sure what is meant by "you just selected" as the IE will occur the instant the unit is created/promoted. Please can someone else confim that EIP 006F3481 is incorrect and remove this entry if so. Although, it begs the question of where this EIP came from? - it was added by DCoder on 2008-03-04 (id 14195))''
 
|}
 
|}
  
Line 223: Line 226:
 
*Most of the flags that point to an object type do not verify that the object type exists and will try to invoke it anyway. This includes pointers to weapons, projectiles, warheads, particles, particle systems and infantry/unit/aircraft/building types, among other things.
 
*Most of the flags that point to an object type do not verify that the object type exists and will try to invoke it anyway. This includes pointers to weapons, projectiles, warheads, particles, particle systems and infantry/unit/aircraft/building types, among other things.
 
*All object types must be parsed in order for them to be invoked successfully. For example, a weapon must be parsed by being referenced by a unit in the main rules (weapons used in a game mode that aren't referenced in the main rules will not have been parsed, nor will shrapnel weapons that haven't been referenced by a dummy unit).
 
*All object types must be parsed in order for them to be invoked successfully. For example, a weapon must be parsed by being referenced by a unit in the main rules (weapons used in a game mode that aren't referenced in the main rules will not have been parsed, nor will shrapnel weapons that haven't been referenced by a dummy unit).
 +
*Note that all weapons have to specify a {{TTL|Warhead}} tag and the tag must not be blank otherwise an IE will occur. However if the specified {{TTL|Warhead}} does not exist then that will not cause an IE, as the game will use default warhead settings.
 +
*Your object type may not be 'missing' as such, you may just have mis-spelled its ID (e.g. "MagenticBeam" as opposed to "MagneticBeam"). Always check your typing carefully to make sure you don't any words out.
  
 
===Footnotes===
 
===Footnotes===

Revision as of 15:03, 6 April 2008

Tiberian Sun's Internal Error
Red Alert 2's Internal Error
Yuri Revenge's Internal Error
RockPatch's Internal Error

The Internal Error (often just written short-hand as IE) is a general error returned by the Tiberian Sun engine and its derivates. The message itself gives no information about what the error actually was or what went wrong, thus leaving it to the modder to know what could have caused the error and to find the cause in their mod's changes.

If you experience an Internal Error, you should:

  1. Check if the EIP reported in your except.txt file matches an EIP for which the IE cause is known (see below).
  2. Think about whether a distinctive event immediately preceeded the error (e.g. a unit being built, a weapon being fired, etc.). If this was the case then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.
  3. Carefully check your latest modifications, with the help of a diff between the current rules set and the previous, working rules if possible (for this reason, and in case you mess up your code beyond repair, you should always keep recent backups of working code).

Remember that the more code you add at the same time, the more likely it is to introduce multiple bugs and IE causes (and just because you found one mistake in your code, that doesn't mean there can't be another).

Except.txt

If your game crashes because of an Internal Error, a file named except.txt is generated in your game folder. This file is a dump of certain runtime-data from the game at the moment the error occurred and could potentially tell you exactly what went wrong if you knew the engine code.
Due to his research into the game's binary and his efforts to develop the RockPatch, pd has occasionally been able to indicate the area of the engine where the error occurred (for example, an error occurring in the voxel-loading routines may indicate a problem with a custom voxel). However, pd has other commitments and should not be treated as the go-to guy for any IEs you may have. Further more, pd may not neccessarily be able to help - without the source code or a comprehensive understanding of the game's binary the file is of little use. (cp. SYNCx.txt)

According to an early version of Except.txt (which now redirects here), this file includes the full structure and a stack dump of a CONTEXT element.

IEs that share the same cause also share the same EIP: value in except.txt, so knowing that value might help you determine the cause of your IE. See the list of known IE causes (below) which also includes the corresponding EIP.

Known causes of Internal Errors and their EIPs

Since "Internal Error" is the game's response to almost any fatal error, its causes are diverse. Most common are causes related to weapons and warheads, with a missing warhead probably being the most commonly reported cause.

Specific game versions

Yuri's Revenge 1.001

EIP Cause
00000000 Unknown what causes this. I have seen this EIP when replicating two different IE causes that were already known - I should have received the known EIPs but instead, got all zeroes.
004242DB Using a TrailerAnim on an animation but not setting a TrailerSeperation (or setting Template:TTL). This is because the default TrailerSeperation is zero, and that number is used as a divisor.
00424A14 An Animation with Template:TTL set was played, where X was greater than the number of list entries in Template:TTL or less than 0.
0042E7AF A Construction Yard not having Template:TTL set when the owning side's AI is present in a game.
00441C28 You have set ShakeScreen to zero.
004593BB Using the 'Sell Unit' super weapon on a tank-bunkered unit breaks the Tank Bunker. Attempting to sell or destroy the broken Tank Bunker causes an IE. The only way to prevent this is to make sure a player never has access to both the Sell Unit Super weapon and the Tank Bunker at the same time (so unless both buildings are country specials, that means removing MCVs from crates and making Construction Yards uncapturable and immune to mind-control).

See also: EIP 0713D8DC

0046650D You have a shrapnel weapon which isn't assigned to a dummy object (see broken-reference causes, below).
00471CA4 A unit has a Template:TTL weapon whose Template:TTL has Template:TTL set. Triggered by one of the following events:
  • Unit was selected by the user and the user moused-over a potential target.
  • Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
004895C7 You have a warhead with a Template:TTL greater than 11.
004D5108 A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank. Examples:
  • The offending weapon is the unit's Template:TTL weapon, and the unit just finished constructing.
  • The offending weapon is the unit's Template:TTL weapon, and the unit just got promoted to Elite status.
004F8CCD You've listed less than 3 BuildingTypes at BuildConst= in [AI] Section and lost or sold your last listed Construction Yard while on low power. If you've already lost it, the IE will trigger when you run out of power after that.
00505E41 An MCV turns neutral: If a player's MCV was mind-controlled by an enemy, that player is killed, and the MCV is then released from mind-control, an IE will occur. The cause is probably due to the Civilian house not being designed to handle MCVs. The only workaround is to make MCVs immune to mind-control (this is done in the YR 1.002 UMP). Neutral Construction Yards do not seem to cause a problem.
0050CD20 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and an InfantryType with Template:TTL exists on the map.
0050CD44 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and an InfantryType with Template:TTL exists on the map.
0050CD79 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with Template:TTL exists on the map.
0050CDA2 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with Template:TTL and Template:TTL exists on the map.
0050CDCC You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with a positive Template:TTL value exists on the map.
0050CDF0 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with Template:TTL exists on the map.
0050CE14 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with Template:TTL exists on the map.
0050CE38 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with Template:TTL exists on the map.
0050CE5C You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType with Template:TTL exists on the map.
0050CEA2 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a BuildingType listed in [[[:Template:TTL]]] → Template:TTL exists on the map.
0050CECC You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a VehicleType with Template:TTL exists on the map.
0050CF15 You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a VehicleType with a positive Template:TTL value exists on the map.
0050CF2A You need to uncomment/restore the [[[:Template:TTL]]] → Template:TTL line.
Usually happens when the AI is picking a target for a Nuclear Missile/Weather Storm and a VehicleType which Template:TTL a building listed in [[[:Template:TTL]]] → Template:TTL exists on the map.
005D7387 Not having at least one valid InfantryType with Template:TTL (default) for each house.
0062B662 Having an animation with Template:TTL which does not point to a valid ParticleSystem (see broken-reference causes, below).
0064003C If you have a buildable Construction Yard, start its construction, and then cancel it, an IE will occur. Construction Yards should not be buildable - they should only be deployed from vehicles.
006AEBB8 Your ra2md.ini file lists a combination of mpmode/map which the game cannot satisfy.
006F352E A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank, and that unit just got promoted to Elite status.
006F40A2 Started construction of a unit whose Template:TTL weapon does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank.
007120F7 You have a BuildingType (which is click-repairable) with Template:TTL or Template:TTL below [[[:Template:TTL]]]→Template:TTL.
0071AF4D Detonating a Template:TTL warhead under one of the following conditions:
  • Firing weapon was a shrapnel weapon.
  • Firing weapon was an urban combat weapon (fired from an occupied building).
  • Warhead has a non-zero Template:TTL set.
0073B0C9 The concept known as "Infantry Linking" can result in an IE, occuring when the linked infantry was modified in a subsequent game mode override file or a map and a human player scrolls their battlefield view to a place on the map where an AI-owned War Factory is located. Don't do Infantry Linking.
00772A98 Firing a weapon that has no projectile (see broken-reference causes, below).
0713D8DC Using the 'Sell Unit' super weapon on a tank-bunkered unit will often cause an instant IE. See also: EIP 004593BB
90900004 Generic exception, for example, raised when you are missing the snowmd.ini median fix.
? Warheads that are not listed under [Warheads] have been reported to cause an IE, although the exact details are not established. It is not neccessary for every warhead to be listed (for example, removing the Grand Cannon warhead from the list appears to have no effect on the game), however there is no reason not to list every warhead.
? If a falling paratrooper (who has nearly reached the ground) is killed by an area-effect mutation weapon. Point based mutations seem to be okay (the falling paratrooper explodes) and the Genetic Mutator seems incapable of killing falling paratroopers. If you have an area-effect mutation weapon, you should ensure that all paratroopers are immune to it (this also means that you can't have a buildable paradrop plane and an area-effect mutation weapon in the same mod).
? Omitting Template:TTL on InfDeath 9's animation (Template:TTL) can sometimes cause an IE. See MakeInfantry for more information.
? Setting Template:TTL. Default value is -1, positive values do not cause an IE.
? If an overlay type with Template:TTL is destroyed and the Template:TTL tag is blank or missing.
? Placing two buildings on a map so that they overlap (in the map editor), and then destroying or garrisoning one of them (in-game). Use FinalAlert's OptionsCc apply.pngShow Building Outline feature to see the actual areas taken up by buildings, since there are a lot of buildings whose foundation is different from their visual size.

Tiberian Sun 2.03

EIP Cause
00415698 You used a TrailerAnim on an animation but forgot to set a TrailerSeperation.
004C6428 AI does not have any buildings available for it to build. Check Template:TTL=, Template:TTL= etc.
006703D4 WaveClass Sonic exception, normally triggered by a unit with a weapon that has IsSonic=yes set, firing to the south of the screen and the user scrolling up. No certain fix for this as we know, it is a possible error with the games code.
0067159B WaveClass Sonic exception. Not sure if this is code related, could be end user.
006717CB WaveClass laser exception. No certain fix for this as we know, it is a possible error with the games code.
90900004 Generic exception, for example, raised when you are missing the snowmd.ini median fix.

Unverified / lacking information

EIP Cause
004145BD An InfantryType has been given a spawn weapon (such as ASWLauncher).
(Real reason appears to be the spawned aircraft with a corrupted HVA. Needs verification.)
? Adding a new harvester for a 4th side/faction and not making an AI Trigger for it.
(Possibly RockPatch only, or possibly not the real reason. Need an except to resolve.)
? Removing a building from the PrerequisitePower= list, while it exists in one of the (GDI/NODRegular/Third)PowerPlant= lists will cause an IE the moment any of your Power buildings get destroyed or sold as long as you own a Construction Yard. YR mods that remove Yuri's side from the game, should not remove YAPOWR from PrerequisitePower=.


(Could not be reproduced thus far.)

? Calling for an animation that is not listed under [Animations] might trigger an IE.


(That can be caused by multiple issues at various EIPs.)

? Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.


(Does this really happen? Sounds more like the mix editor crapping up than simply "game should blow up because you changed stock files".)

006F3481 The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see broken-reference causes, below).


(Marshall retested this and found that the EIP for a missing secondary weapon is actually 006F352E (see above). Not sure what is meant by "you just selected" as the IE will occur the instant the unit is created/promoted. Please can someone else confim that EIP 006F3481 is incorrect and remove this entry if so. Although, it begs the question of where this EIP came from? - it was added by DCoder on 2008-03-04 (id 14195))

Broken-reference Causes

  • Most of the flags that point to an object type do not verify that the object type exists and will try to invoke it anyway. This includes pointers to weapons, projectiles, warheads, particles, particle systems and infantry/unit/aircraft/building types, among other things.
  • All object types must be parsed in order for them to be invoked successfully. For example, a weapon must be parsed by being referenced by a unit in the main rules (weapons used in a game mode that aren't referenced in the main rules will not have been parsed, nor will shrapnel weapons that haven't been referenced by a dummy unit).
  • Note that all weapons have to specify a Template:TTL tag and the tag must not be blank otherwise an IE will occur. However if the specified Template:TTL does not exist then that will not cause an IE, as the game will use default warhead settings.
  • Your object type may not be 'missing' as such, you may just have mis-spelled its ID (e.g. "MagenticBeam" as opposed to "MagneticBeam"). Always check your typing carefully to make sure you don't any words out.

Footnotes

1 The RockPatch does allow higher values (depending on version).

Software used to find Internal Errors

  • INI Checker (can check your rules, art and sound files for syntactic errors like typos and missing references)
  • ExceptChecker (primarily for RockPatch-related IEs, it analyzes except.txt, tries to find references to code added by the patch or known routines, and might then be able give a direction)
  • Debugger (if you know assembler)

See also