Error... then KABOOM!

Hey all. I've only been able to dig up vague bits and pieces of info on this error, and I'm still at a complete loss as to what I'm supposed to be doing. My mod [ranamed to Sins Of Apotheosis] will not enable in Vanilla SOASE v1.191. When I attempt to enable it, the following error comes up:

Assert @ c:\gs\main\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

And the game then crashes. I've updated ALL of the .entity and the .str files with v1.191 versions so they're of the right file version. What does this mean??

 

Thanks in advance!

-Aeries

26,568 views 29 replies
Reply #1 Top

Also, I started getting another error just a moment ago... something up with the entities?

ssert @ c:\gs\main\CodeSource\GS/Entity/EntitySystem.cpp(380)

false

I'm really confused, as I JUST finished freshly updating them...

Reply #2 Top

DynamicVector.h(172) usually means old file somewhere. What files did you use to update .str and .entity files. The second error I am not sure but could very well be caused by the first error.

Are you using the dev.exe?

Reply #4 Top

Check for bad references.  That typically pops up when you have a file listed somewhere that isn't in the manifest, like say a finish condition checking for the existence of a buff you spelled wrong.

Reply #5 Top

From a old "Major Stress" post :

c:\gs\entrenchment\CodeSource\Engine\DataStructures\DynamicVector.h(172): assert! [i >= 0]

The line of doom.... Yup that does herald a dump. The infamous dont bother to tell us what freaking file its is that sins cant read dump.

That error usually means there is an older sins version file in your mod somewhere that 1.041 wont read. You just have to guess which file it is. That is the reason i am rebuilding SoA 2 from scratch. I got that very same crash error with SoA 2 0.3e.102, When i eventually got an answer that is what i was told. Its a bad file header somewhere. Which means older sins version file. I just wish DEV.exe threw us a freaking bone as to which one/s they were.

You need to go over your mod and make sure that any unmodded vanilla sins files are NOT in your mod folder. You also need to make sure what you do have in the mod folder is from version 1.041. You dont need to copy the entire sins gameinfo folder, or any other folder for that matter into the mod folder anymore. You only need to put in what is actually modded, or changed. Also make sure if its an entrenchment mod that the foundation files are from entrenchment.

In your case, replace the "1.041" in the text up by "v1.191"

Reply #6 Top

Alright I've completely replaced all the entity files and the str file once again, and still the problem persists... I've looked through all the scripts and I can't seem to find anything particularly wrong... Does it matter if, say, a capital ship doesn't actually have any abilities assigned to it...? That's all I can think of...

Reply #7 Top

Does anyone know if those reference files are reliable? Maybe they're the problem...

 

Edit: Okay, I've converted my own 1.191 SINS files and re-wrote ALL of the entity files as well as the string file. Still having the darn crash... I'm at a complete loss!!

Reply #8 Top

I've updated ALL of the .entity and the .str files with v1.191 versions so they're of the right file version.
End of quote

Okay, I've converted my own 1.191 SINS files and re-wrote ALL of the entity files as well as the string file. Still having the darn crash... I'm at a complete loss!!
End of quote

It is a stupid question but where to you put the files after your update ???

By example, let say that your previous version of the mod was for sins 1.15... the mod will be in

/Documents and Settings/Administrator/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Mods-v1.15

Simply updating files to 1.191 is not enough, you need to move the mod to

/Documents and Settings/Administrator/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Mods-v1.191

If the path don't exist, simply start sins, mod, show mod path and the right directory will be created... don't know from what version was your original mod... but long time ago, all the mod version was put together in

/Documents and Settings/Administrator/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Mods

Now, it is not more true... you need a directory for each sins/entrenchment/diplomacy version...

You can try a other step too, use Impulse for verify your game... it can be possible that some files are corrupt...

If the previous version of your mod was working, and not from a too old version, there is a tool for update mod from one version to the other, and a other one for create the manifest... i think that these tools was created by Harpoo

 

Reply #9 Top

thoumsin/filosoft is correct, I did write a mod updater AND a manifest maker, BUT the manifests ARE ONLY NEEDED for entrenchment AND diplomacy and are completely ignored by vanilla sins, and you can download my entire modding utilities pack here, and the reference files you have been using (ie my downloads) are good for me as I also have used them without problems, BUT I am a beginner modder at the stage of fiddling with the entity files only, and the mod updater WILL correctly update any mod from sins 1.15/entrenchment 1.00/diplomacy 1.00 AND later to the current sins(1.191/1.051/1.011)

harpo

 

Reply #10 Top

Thanks Thoumsin, and harpo. :]

 

@Thoumsin: 

The filepath for my mod folder is C:\users\username\appdata\local\ironcladgames\mods-v1.191, which if I'm not mistaken is supposed to be the latest. I just checked my game for, like, the fourth time just to be sure, and that's definitely the filepath for the latests mods. Impulse is telling me that the game IS the right version. Is there anything I need to do when I install the game? Because I installed my SOASE: GOTY then immediately ran Impulse to update my game to 1.191 but the download for that update was only a few kilobytes... which was odd to me, because an update like that ought to be a hell of a lot larger as it ought to contain all the entity files and such right? My mod was originally written for version 1.15 (I THINK) of Vanilla Sins. I did try to make an entrenchment variant with no luck yet, so I'm sticking with Vanilla for now. At any rate, every single entity file as well as the english.str has been manually replaced with newer v1.191 versions...

 

@Harpo99999:

Yes, thank you SO much for those! I use that utility pack very often, it's quite lovely. :]

Unfortunately converting the mod to 1.191 using your mod updater tool actually didn't work, much to my own surprise... I used your text binner tool as well in the hopes that maybe different text/bin filetypes might produce better results... however that failed to work as well.

 

By all accounts, and having looked over everything suggested, I've come to the conclusion that this mod really SHOULD work, for all intents and purposes... yet it simply doesn't...

 

Is it at all possible that, PERHAPS, [just a passing thought] this error has something to do with something other than the entity files? Could my models or textures be causing the issue?

 

Here is the complete list of files used in this mod as it is right at this moment, in case it helps:

Folder: Mesh:

-FighterColCombat.mesh

-SquadColCombat.mesh

-FrigateColHeavy.mesh

-FrigateColArtillary.mesh

-FrigateColLight.mesh

-FrigateColDefender.mesh

-CAPITALSHIP_COLPEGASUS.mesh

Folder: GameInfo:

-CAPITALSHIP_COLPEGASUS.entity

-FighterColCombat.entity

-SquadColCombat.entity

-FrigateColHeavy.entity

-FrigateColArtillary.entity

-FrigateColLight.entity

-FrigateColDefender.entity

-PlayerTech.entity

Folder: Str:

-English.str

Folder: Textures:

-CapitalColPegasus-cl.dds

-CapitalColPegasus-da.dds

-CapitalColPegasus-nm.dds

-FighterColInterceptor-cl.dds

-FighterColInterceptor-da.dds

-FighterColInterceptor-nm.dds

-FrigateColArtillary-cl.dds

-FrigateColArtillary-da.dds

-FrigateColArtillary-nm.dds

-FrigateColDefender-cl.dds

-FrigateColDefender-da.dds

-FrigateColDefender-nm.dds

-FrigateColHeavy-cl.dds

-FrigateColHeavy-da.dds

-FrigateColHeavy-nm.dds

-FrigateColLight-cl.dds

-FrigateColLight-da.dds

-FrigateColLight-nm.dds

 

I am at a total loss... Does it mean anything if I'm using the Eclipse SOASE plugin tool to script and troubleshoot?

Reply #11 Top

It looks like you may have either:

1. Saved your fighter meshes as entity files (which I don't think happened)

2. Misplaced you fighter meshes and instead put the fighter&squad entity files into the mesh folder. They should be in the GameInfo folder.

Other than that, I see nothing that could be bugging the game; I just have a minor nitpick in that you've misspelled "artillery". But that's just me, and the game doesn't care about little things like misspelling a part of the English language.

It'll only care if any files you reference have even 1 letter off, whether it's the wrong letter or wrong letter-case, from the file you mean.

EX: have Squad[RACENAME]Bomber.entity reference Fighter[RACENAME]Bombar.entity in the Squad entity, but having Fighter[RACENAME]Bomber.entity be the actually name of the file. The minor error of putting "a" instead of "e" will cause a minidump, as it is unable to find the correct entity file.

Strings a bit more forgiving, as it'll instead say "String Not Found".

Reply #12 Top

Hmm I've double-checked to be sure, and my fighter mesh is in fact in the right folder. I must have forgotten to type it up, sorry. XD

 

I guess I'll have to go through everything a fifth time to ensure proper spelling of everything, but I'm fairly certain nothing is horribly wrong...

Reply #13 Top

Quoting AeriesApocalypse, reply 12
Hmm I've double-checked to be sure, and my fighter mesh is in fact in the right folder. I must have forgotten to type it up, sorry.

 

I guess I'll have to go through everything a fifth time to ensure proper spelling of everything, but I'm fairly certain nothing is horribly wrong...
End of AeriesApocalypse's quote

Did you check to make sure your fighter&squad entities were in the GameInfo folder; from what it looks like you've misplaced them and because of that the game is crashing.

Reply #14 Top

yeah they're where they're supposed to be. Sorry, I made mistakes when I typed the list. So that's now SIX times I've checked the file structures. XD haha

Edit: Also, I've updated the list so it shows everything as it really is, and now I KNOW it's correct. I think I really need a coffee... :S

Reply #15 Top

just one little thought, vanilla sins REQUIRES all the files in the mod's folders in the same structure as the game folders, and I do not know IF the vanilla game even looks at the base game folders to locate files that are not in the mod, and from what I remember of mods pre-entrenchment they ALL had all the files in them duplicating the base game folders AND files, could this be the cause of the problems?

harpo

 

+1 Loading…
Reply #17 Top

Okay another new problem, but I'm pretty sure it has to do with one ship, being the Pegasus capital ship. Now that the game is running, I've tested building the Pegasus and the second it's done, I get several of the following error:

Assert @ c:\gs\main\CodeSource\Engine/DataStructures/FixedVector.h(155)

m_CurrentSize < MAX_SIZE

Any idea what specifically this has to do with? Figured I'd ask to save time in looking EVERYTHING over... :P

 

Thanks a ton for all the help so far!

Reply #18 Top

Quoting AeriesApocalypse, reply 16
That did it!
End of AeriesApocalypse's quote

k1   karma to Harpo99999 for his knowledge and good long term memory...

Only two days for resolve a problem... seem that the sins "support" work very good...

Reply #19 Top

aeriesapocalypse, how many engine flair points,weapon points and other flairs are on the model?

from what I remember this is another area that vanilla differs from entrenchment and diplomacy in the expansions received a doubling of engine, weapon and flair points and vanilla did not

harpo

 

Reply #20 Top

Oh, I wasn't even aware there was a maximum! oops... X3

Well, there are a LOT of points...

 

15 engine points, annnnnd....

81 weapon points in total. >.<

Reply #21 Top

from what I remember the vanilla sins limits on engine points is 10, and 40 weapons points, most likely the engine points, as the weapon points will only activate when firing.

harpo

 

Reply #22 Top

Quoting harpo99999, reply 21
... and 40 weapons points,...
End of harpo99999's quote

Vanilla : 3 type of weapons, max of 10 weapons hardpoint by side ( left, right, front, back ) --> max total 120

Entrenchment : 3 type of weapons, max of 20 weapons hardpoint by side ( left, right, front, back ) --> max total 240

Don't know why, but if you put a equal amount of weapons on the 4 side, the model try always to shoot from the left or right ( don't remember )... so, if your goal is to have a model shooting first from the front, take care that front main weapons have one hardpoint more that the side... else the model will loose time for turn during a attack run...

 

Reply #23 Top

OR 1 dps more than the sides.

harpo

 

Reply #25 Top

DPS=Damage Per Second.