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Sea Sectors[message #346836] Thu, 08 September 2016 21:18 Go to next message
edmortimer

 
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I have modded the sea sectors D1, E1 & F1 to have islands and be accessible -- however the game crashes at startup because of an Assertion Failure at Line 3164 in Strategic_Movement.cpp. Is this the travel fix to prevent militia/enemy from trying to go into all-water sectors?




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Re: Sea Sectors[message #346840 is a reply to message #346836] Fri, 09 September 2016 09:55 Go to previous messageGo to next message
silversurfer

 
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You should also post the game version because in the current code line 3164 only gets a pointer to a group and the next assertion happens if this pointer is invalid. That doesn't sound like it's related to your problem.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Sea Sectors[message #346849 is a reply to message #346840] Fri, 09 September 2016 19:11 Go to previous messageGo to next message
edmortimer

 
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Quote:
You should also post the game version because in the current code line 3164 only gets a pointer to a group and the next assertion happens if this pointer is invalid. That doesn't sound like it's related to your problem.



Yes, you're right -- sorry about that. Been a bit off lately.

It's Sevenfm's r235 of r7609 -- but it also happens in regular 7609.




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Re: Sea Sectors[message #346850 is a reply to message #346836] Fri, 09 September 2016 19:32 Go to previous messageGo to next message
sevenfm

 
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edmortimer wrote on Thu, 08 September 2016 23:18
I have modded the sea sectors D1, E1 & F1 to have islands and be accessible -- however the game crashes at startup because of an Assertion Failure at Line 3164 in Strategic_Movement.cpp. Is this the travel fix to prevent militia/enemy from trying to go into all-water sectors?

Nothing was changed in ja2+AI compared to stock 7609 in strategic code apart from very few fixes from main trunk.
Line 3164 in Strategic_Movement.cpp indicates that the game was trying to use unknown ubTraverseType.
switch( ubTraverseType )
{
	case ROAD:		ubTraverseMod = 100;	break;
	case PLAINS:		ubTraverseMod = 85;	break;
	case SAND:		ubTraverseMod = 50;	break;
	case SPARSE:		ubTraverseMod = 70;	break;
	case DENSE:		ubTraverseMod = 60;	break;
	case SWAMP:		ubTraverseMod = 35;	break;
	case WATER:		ubTraverseMod = 25;	break;
	case HILLS:		ubTraverseMod = 50;	break;
	case GROUNDBARRIER:	ubTraverseMod = 0;	break;
	case NS_RIVER:		ubTraverseMod = 25;	break;
	case EW_RIVER:		ubTraverseMod = 25;	break;
	default:
		Assert( 0 );
		return 0xffffffff;
}

Have you checked value in MovementCosts.xml for movement between sectors?



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Re: Sea Sectors[message #346851 is a reply to message #346849] Fri, 09 September 2016 19:34 Go to previous messageGo to next message
silversurfer

 
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What's the line number in the regular 7609? I don't have access to Sevenfm's code so I can only check the standard 7609 code and there line 3164 is just regular code without any assertion in the vicinity.

edit: Sevenfm was quicker. happy

[Updated on: Fri, 09 September 2016 19:35]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Sea Sectors[message #346852 is a reply to message #346851] Fri, 09 September 2016 19:39 Go to previous messageGo to next message
edmortimer

 
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Quote:
What's the line number in the regular 7609? I don't have access to Sevenfm's code so I can only check the standard 7609 code and there line 3164 is just regular code without any assertion in the vicinity.



Line number is the same in both executables.




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Re: Sea Sectors[message #346853 is a reply to message #346850] Fri, 09 September 2016 19:42 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Quote:
Have you checked value in MovementCosts.xml for movement between sectors?


Yes, that has been modified to allow access to and from those sectors. I modified it the same way I modified it for Sectors A4, A5, A16, E16, F16, J16, K16, L16, M15, & M16 -- all of which work, all of which are land sectors.


For the sea sectors I'm using EW_RIVER & NS_RIVER as traverse type.

[Updated on: Fri, 09 September 2016 19:43]





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Re: Sea Sectors[message #346864 is a reply to message #346853] Sun, 11 September 2016 01:46 Go to previous messageGo to next message
silversurfer

 
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Registered:May 2009
Have you been able to solve the issue?

I've been trying to reproduce it with the current dev build but wasn't able to do so. I just copied sector A1 to D1 and set traversal type from C1 to D1 and vice versa to EW_RIVER (for your purpose I would select "WATER" btw.). The game started normally and I was able to move from C1 to D1. No crash whatsoever.

The game doesn't even prevent people from putting incorrect traversal data in MovementCosts.xml. Incorrect selectors will just default to GROUNDBARRIER while reading the XML, not the best solution in my opinion. I'd rather have the game assert right away so modders know what's wrong.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Sea Sectors[message #346873 is a reply to message #346864] Sun, 11 September 2016 14:34 Go to previous messageGo to next message
silversurfer

 
Messages:2133
Registered:May 2009
Btw. in r8295 I added an assertion when reading MovementCosts.xml if the traversal type is unknown. This way modders get to know the precise error and location and can fix the file.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Sea Sectors[message #346874 is a reply to message #346864] Sun, 11 September 2016 17:36 Go to previous message
edmortimer

 
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Registered:January 2015
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Quote:
Have you been able to solve the issue?


No. I've tried different traversal types, re-setting entry points, but still no go.




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