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-   -   Museum Crashes for Mysterious Reasons (https://www.subsim.com/radioroom/showthread.php?t=256803)

Tabris 03-16-24 12:55 PM

Museum Crashes for Mysterious Reasons
 
Hi friends,

After installing a small number of new units (I will list them below) the Museum crashes when I try to load it, and the reason isn't clear to me. If I boot the game and go straight to the museum, it crashes when the loading bar completes. If I instead load a career normally, then return to the main menu, the museum will load successfully but crashes after a few minutes, and it crashes when viewing units that I haven't previously had issues with.

Here's what's especially strange: I've tested all the new units by adding them to campaign_scr and viewing them in port, and the game does not crash. In the past, when I've had crashes in the museum, they've come when viewing specific units, which also crash the main game. What gives?

Mod: NYGM (Fifi)
Recent additions:
Rowi58: Ju-290, Me-262, Ho-229
VonDos: Gneisenau, L class, K class, TB1937, TB1939, Graf Zepp, Weser
Tigerzhunters's IJN Takao

None of these units on their own have ever given me any problems, which makes me worry it could be some sort of memory issue from having too many installed.

'ppreciate any and all ideas
- Tabris

Fifi 03-16-24 02:25 PM

Quote:

Originally Posted by Tabris (Post 2906074)
Hi friends,

After installing a small number of new units (I will list them below) the Museum crashes when I try to load it, and the reason isn't clear to me. If I boot the game and go straight to the museum, it crashes when the loading bar completes. If I instead load a career normally, then return to the main menu, the museum will load successfully but crashes after a few minutes, and it crashes when viewing units that I haven't previously had issues with.

Here's what's especially strange: I've tested all the new units by adding them to campaign_scr and viewing them in port, and the game does not crash. In the past, when I've had crashes in the museum, they've come when viewing specific units, which also crash the main game. What gives?

Mod: NYGM (Fifi)
Recent additions:
Rowi58: Ju-290, Me-262, Ho-229
VonDos: Gneisenau, L class, K class, TB1937, TB1939, Graf Zepp, Weser
Tigerzhunters's IJN Takao

None of these units on their own have ever given me any problems, which makes me worry it could be some sort of memory issue from having too many installed.

'ppreciate any and all ideas
- Tabris

If your museum crashes, your game will crash when those units will spawn for sure :yep:
(Certainly unit issue with base mod, not memory issue)
There are many things to do to add units correctly, but I will not expand here.

:Kaleun_Salute:

Tabris 03-16-24 03:01 PM

cheers. I wonder if it's a problem with the bomb loads on the new aircraft. Maybe they're looking for some sort of ordnance that's outdated.

again, what's weird is that it doesn't *always* crash. In my experience it's usually an issue of "it works or it doesn't"

Tabris 03-16-24 10:09 PM

I have removed all the new units and reverted all their associated changes, but the museum still crashes in the same way as before: Immediately, if I open it first, or after a few minutes, if I open it after loading a career. All I'm looking for is general tips: I futz with my installation A LOT. What else can cause the museum to crash? Errors in the basic.cfg? Errors with the airbase config files? There has to be something niggly like that which I just don't know about.

Captain Drastic 03-17-24 03:05 AM

This will crash the Museum...
 
If the UnitType in the Roster CFG file is different than the UnitType in the Sea Folder it will crash for sure. This is the first thing I check for in a Museum crash. Sometimes different authors of mods or models have changed the UnitTypes because it affects how it shows up in a campaign. Also, if I want to just look at a specific ship I used the Mission Editor to make a small custom Single Mission and just change the ClassName and UnitType as needed. Much faster than the Museum.
Oh, and here's something screwy- just recently I made a small test mod consisting of a few ships to add to the game and it tested just fine, but when I put them in the actual mod folders it wouldn't run a campaign. So now I made another folder called Sea Addendum which I apparently must use in order to bring these ships into the game. Two mods better than one? Go figure.

VonDos 03-17-24 01:51 PM

Quote:

Originally Posted by Tabris (Post 2906108)
I have removed all the new units and reverted all their associated changes, but the museum still crashes in the same way as before: Immediately, if I open it first, or after a few minutes, if I open it after loading a career. All I'm looking for is general tips: I futz with my installation A LOT. What else can cause the museum to crash? Errors in the basic.cfg? Errors with the airbase config files? There has to be something niggly like that which I just don't know about.


Hi!
Can you open sh3 mission editor, just for test?

Best regards,
Vd

Captain Drastic 03-17-24 04:09 PM

This is the script to my small ship test...
 
...Hi VonDos. To change which ships are in the test switch the Class=whatever class and/or Type= if that changed. I just used the Mission Editor to cut down the number of ships in a Single Mission and moved them around a little. In order to keep the ships friendly I made them American in 1940, but I think as long as you don't fire at them they act friendly no matter what.



[Mission]
Title=SHIP TEST_DW
MissionType=0
MissionDataType=0
Year=1940
Month=10
Day=18
Hour=12
Minute=0
Fog=0
FogRand=0
Clouds=1
CloudsRand=1
Precip=0
PrecipRand=1
WindHeading=135
WindSpeed=4.000000
WindRand=0
WeatherRndInterval=2
SeaType=0
Briefing=SHIP TESTING MOD

[Group 1]
GroupName=SHIP TESTING
CommandUnitName=TEST SHIP1
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=false

[Group 1.Unit 1]
Name=TEST SHIP1
Class=KLS
Type=102
Origin=American
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19401005
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19401018
GameEntryTime=1200
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1342751.000000
Lat=6888258.000000
Height=0.000000
Heading=170.000137
Speed=7.000000
CrewRating=0
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Group 1.Unit 1.Waypoint 1]
Speed=7.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1334867.000000
Lat=6843545.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 2]
Speed=7.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1255368.000000
Lat=6776838.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 3]
Speed=7.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-800000.000000
Lat=6675000.000000
Height=0.000000

[Group 1.Unit 2]
Name=TEST SHIP2
Class=KLS
Type=102
Origin=American
Side=1
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19400101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19401018
GameEntryTime=2000
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1342964.250000
Lat=6889393.000000
Height=0.000000
Heading=170.000137
Speed=7.000000
CrewRating=0
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000

[Unit 1]
Name=TEST BOAT
Class=SSTypeVIIB
Type=200
Origin=German
Side=2
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19401013
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19401018
GameEntryTime=1200
GameExitDate=19430304
GameExitTime=0
EvolveFromEntryDate=false
Long=-1345050.000000
Lat=6886120.000000
Height=0.000000
Heading=66.599525
Speed=10.000000
CrewRating=4
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 1.Waypoint 1]
Speed=10.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1343340.000000
Lat=6886860.000000
Height=0.000000

[Objective 1]
ObjName=TEST SHIP
Obj=2
ObjType=0
RenownAwarded=0
Tonnage=28950
TonnageType=1

[EditorParams]
InitLongOff=991181504.000000
InitLatOff=-184938496.000000
ZoomIndex=0

Captain Drastic 03-17-24 11:06 PM

Re-thinking previous reply...
 
I realize now that you were probably thinking I used the Mission Editor to run a test, but that is not possible I'm sure. What I meant was, and I'm sure others have done, is to use Mission Editor to customize a Single Mission for use as a testbed for many purposes, such as torpedo practice etc. So I just made small one, which refers to the size of the mod, not the ships.

VonDos 03-18-24 12:24 AM

Quote:

Originally Posted by Captain Drastic (Post 2906235)
I realize now that you were probably thinking I used the Mission Editor to run a test, but that is not possible I'm sure. What I meant was, and I'm sure others have done, is to use Mission Editor to customize a Single Mission for use as a testbed for many purposes, such as torpedo practice etc. So I just made small one, which refers to the size of the mod, not the ships.

Well, when you open mission editor, it can find some roster and unit type errors, from sea, air and land units. If you've a prompt, when you start it, who says something like "xxx file missing in sea library", or something like this, you should investigate the xxx file.

Best regards,
Vd

Captain Drastic 03-18-24 12:41 AM

That is another good thing...
 
...Can be used to detect issues with Roster. Another tool to track down why Museum would crash.

Anvar1061 03-18-24 02:36 AM

The first thing I use to check is https://www.subsim.com/radioroom/ima...aleun_Wink.gif
https://www.subsim.com/radioroom/sho...85&postcount=1
Then
https://www.subsim.com/radioroom/sho...44&postcount=1
Good luck!
https://www.subsim.com/radioroom/ima...n_Salute-1.gif

Tabris 03-18-24 02:45 PM

thanks all. I have a lot I can examine now. In the short term I just reverted to a backup of the entire game directory, but I still have the "bad" directory so I can poke around in it and hopefully learn something.


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