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Offline loveBomber  
#1 Posted : Monday, February 6, 2017 9:29:01 AM(UTC)
loveBomber
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Hello!
I'm having a few issues with my mod:
It's a rather high money mod with fast building units. I know Generals is not necessarily made for that but still, with more or less non-stop action and a lowish unit count as a result it should still work IMO.
However, the game crashes with the default "technical issue: virus/ ..." message randomly. The (vanilla) game has always done that for me and a friend since 2003/ 2004 but right now pretty much every game is crashing at some point, even singleplayer skirmish vs AI. Some stuff/ issues that may or may not be related:

1) Units are getting stuck in the War Factory, like this: http://superku.de/zh_units_stuck.jpg
They will just never move out and it only affects some (all types, not only my custom) units, seemingly randomly. This may happen early on or at later stages of a match. Units built in those Factories can still move out. What could be the reason?

2) This is most likely related to 1) but the game starts to seriously stutter after a few minutes of playing (singleplayer skirmish vs AI, < ~100 units simultaneously). This is rather new and did not happen with the vanilla game.

3) As mentioned before the game crashes at some point during a match (oftentimes when I attack/ approach the enemy base with a bigger force). This is the most recent ReleaseCrashInfo.txt:

I've used IniChecker to look for serious mistakes. Fixed some stuff including issues from the base game. Ran IniChecker again, AFAIK no other major error remaining (like CommandSet issues/ ...).
What can I do to isolate the issue and find the cause for the crash?

4) I'm not quite sure what to put in most of the fields in the Teams editor in Worldbuilder. A big problem with my mod was that the AI enemy would put a ton of units in his base and just never attack with them. Most teams normally have "Guard Base" on create so I tried changing that to the "pre attack guard behavior" or other stuff. I've put attack scripts in the "Generic" scripts tab and tried it with "Execute associated actions" checked and unchecked. (This seemed to only work seldomly. Now I've put in a "set all of this player's units to hunt" script on an interval, this seems to work.) The scripts analyzer in IniChecker does not like any of my team changes though, "wrong script" (Generic/ on create) was the most common message.
Is there any more guidance on this topic available?

Thanks for reading!
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Offline acidbrain  
#2 Posted : Monday, February 6, 2017 9:54:53 AM(UTC)
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I think you have a scripting problem, subroutines in generic keep executing to infinity because they are not scripted as pulses.
If you put a normal [S A nd] as generic it will keep executing as long as the conditions are true, if you use a flag or counter to break the conditions your problems will be far less then they are now.
Your memory fills up with all the subroutines that are running and that causes lag and shutdowns of the game.

here is an example of some generic scripts
Code:

***IF***
Flag attack is false
*AND*
Player has units in area blabla
***THEN***
Team starts hunting
Set flag attack to True

And the reset of the flag when the area is save again...
Code:

***IF***
Flag attack is true
*AND*
Player doesnt have units in area blabla
***THEN***
Team starts guarding
Set flag attack to false


If you check the first script then the team starts attacking when the player has units in area blabla, if you don't use the flag or counter the subroutine will keep executing which will cause your units to stand still, if you immediately break the conditions with a flag or counter the script will be a pulse.

You can also use an external pulse, the EA scripts use that method, not at home atm so I cant check the exact flag they are using...Check out the EA scripts yourself...

Greetz
Panem et kirkinses
thanks 1 user thanked acidbrain for this useful post.
loveBomber on 2/6/2017(UTC)
Offline klingondragon  
#3 Posted : Monday, February 6, 2017 10:24:58 AM(UTC)
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I don't think it's that just that. The game was crashing before it was modded at all.

I suspect, the AI is building loads of units because the time is shorter and it has loads of cash. And it overuns the game with them.

I think your computer just couldn't handle it. The game would have tried to write data to temporary files in order to keep up. Eventually you'd run out of space, hence the writing to a virtual address.
I know it happened to me once: I was preparing a massive attack force on a normal, yet massive, skirmish map, once I had my force moving the game slowed down massively, and when I hit the AI's equally massive amount of defence forces, the game froze for a second and then crashed. Same crash log as shown above.
I'd not had a problem before, and I've not had a problem since.

It could also have been a bug with your installation. Have you tried reinstalling the game?
Offline acidbrain  
#4 Posted : Monday, February 6, 2017 11:03:26 AM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post

it has loads of cash.


Vtulcobra and me give the ai a million cash if we play online and it seldom gives problems, a mismatch sometimes and usually when we have the superweapon gen as opponent.
Panem et kirkinses
Offline klingondragon  
#5 Posted : Monday, February 6, 2017 11:11:02 AM(UTC)
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But do you also shorten build times? Also, how much RAM do you have? You may be able to handle it, others may not.
Offline loveBomber  
#6 Posted : Monday, February 6, 2017 11:21:14 AM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
I think you have a scripting problem, subroutines in generic keep executing to infinity because they are not scripted as pulses.


Oh right, that makes perfect sense! I've removed all those scripts and problematic setups (for one general at least) and now it seems to be working more or less fine!
Played 2 matches. It slowed down noticeably for a minute or two in the first game (maybe because there were so many units in the AI's base already before its push) and sometimes a unit seems to get stuck in the factory but only temporarily. It's playable now and working. That's great!

Regarding the crashes in the vanilla game: The game has always crashed for me, over a multitude of mediocre laptops and very powerful PCs (not only for me but on my friends' machines, too). Rarely in singleplayer, more often in online/ network games.
If this does not happen regularly for you guys I have to assume this is some issue with my localized/ censored version, hm! When I think about it... I used to have the uncut version before it got banned (and I had to buy the censored version for ZH -.-) and at some point I was playing with an ISO torrent (as the C&C CD or the installer would not work on my new machine back then - before Origin). I think the game did not crash then... might be wrong though.



EDIT: Oh, one more thing: I want my tank general to build Helix..es/ Helices (?) and optionally use them to drop tanks. However, I can't make the AI build an airfield. I copy one of the build WarFactory scripts, then click on the WarFactory option where you can choose another building but the airfield is the only one that's missing. It's there for all other Chinese generals. Where does the editor get this information from, where do I add the airfield so I can pick it there?

Edited by user Monday, February 6, 2017 11:27:38 AM(UTC)  | Reason: Not specified

Offline Zatsupachi  
#7 Posted : Monday, February 6, 2017 11:32:25 AM(UTC)
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I give the AI maximum cash at lategame.
And the Vanilla factions in my mod have quarter-priced units AND half the build time.
(mainly because I like seeing large Overlord attack groups ~7 to 9 at every path or massive waves of missile troops.)

And mostly the game crashes when the AI screws up it's pathing because of the massive amount of units. This is why I prefer to test the AI in big open maps.

Maps in vanilla like Mountain Guns crashes the game often-- even in vanilla-- because of the map's complexity.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline acidbrain  
#8 Posted : Monday, February 6, 2017 12:19:01 PM(UTC)
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@loveBomber
If you want to play maps with lots of units then i advise you to make a few maps yourself, keep the object count low and create lots of room for the ai to build and maneuver.
Panem et kirkinses
Offline loveBomber  
#9 Posted : Monday, February 6, 2017 1:10:11 PM(UTC)
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Yes thanks, that's what I already did even before modifying the INIs. I noticed that the AI does not really like some things such as plateaus where you need to move around and go up a ramp somewhere else. That map, although much open wide space otherwise, is almost unplayable. But oh well, gotta try something new every now and then and remove the stuff that doesn't work.

For now, only the airfield question (see above) remains. Thanks to you guys and this community!
Offline acidbrain  
#10 Posted : Monday, February 6, 2017 1:21:05 PM(UTC)
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Originally Posted by: loveBomber Go to Quoted Post

I can't make the AI build an airfield. I copy one of the build WarFactory scripts, then click on the WarFactory option where you can choose another building but the airfield is the only one that's missing. It's there for all other Chinese generals. Where does the editor get this information from, where do I add the airfield so I can pick it there?


On the Skirmish AI Build List in AIData.ini is the data for the buildings for the AI, if you make a build script in wb you have to add the new building to the buildlist also.
Panem et kirkinses
Offline acidbrain  
#11 Posted : Monday, February 6, 2017 1:27:30 PM(UTC)
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Here is a map i made a while ago, never posted it so would like to have some feedback...
Added some custom scripting, techbuildings respawn 2 times when destroyed...

Greetz

Edited by user Monday, February 6, 2017 1:32:33 PM(UTC)  | Reason: Secret

File Attachment(s):
Shellshock -[by acidbrain]-.rar (385kb) downloaded 32 time(s).
Panem et kirkinses
Offline klingondragon  
#12 Posted : Monday, February 6, 2017 1:35:22 PM(UTC)
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Map's fine. Timer Font: Horrible.
Offline acidbrain  
#13 Posted : Monday, February 6, 2017 1:37:47 PM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
Timer Font: Horrible.

Me like very much...Big Smile

Panem et kirkinses
Offline klingondragon  
#14 Posted : Monday, February 6, 2017 1:39:47 PM(UTC)
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It's a great font. It works in some places.
It doesn't there. And the colour doesn't help.
Offline acidbrain  
#15 Posted : Monday, February 6, 2017 1:41:10 PM(UTC)
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Lol, followed the link to your tutorial and my virus scanner went mad, found phishing...Address:http://error(DOT)hostimger(DOT)eu/?
Panem et kirkinses
Offline klingondragon  
#16 Posted : Monday, February 6, 2017 1:43:52 PM(UTC)
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It's just a free hosting site.
The only code on the actual site is written by me. Nothing malicious.

I'm only using it temporarily while I fix my home server.
Offline acidbrain  
#17 Posted : Monday, February 6, 2017 1:45:29 PM(UTC)
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Well i find it very phishy klingie...:P
Panem et kirkinses
Offline loveBomber  
#18 Posted : Monday, February 6, 2017 2:26:53 PM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
On the Skirmish AI Build List in AIData.ini is the data for the buildings for the AI, if you make a build script in wb you have to add the new building to the buildlist also.


Yeah that's what I've thought, too. I had checked that earlier, now double checked it again but the airfield was already there. I checked the Tank_ChinaAirfield stuff again in the TankGeneral.ini and found that the "side" parameter was set to "China" only, not "ChinaTankGeneral". Not sure why but now it's working, yay!
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