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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-25-2004, 03:28 AM   #1 (permalink)
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Default Strange error...

My mod was working fine up until I updated a few things in it, mainly some chem gen troops, changed some armor types and added a few upgrade cameo's where they needed to be... now, usually 5 to 10 minutes into the game, it crashes with just...


Release Crash at Wed Feb 25 03:19:20 2004
; Reason Uncaught Exception in GameEngine::update

Last error:


Current stack:



Hmm... no reason, no nothing...

Anyone have any idea what that error signifies? Is it something specific?
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Old 02-27-2004, 12:07 PM   #2 (permalink)
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Default

Hope this helps... to be honest I just learned the existence of the crashinfo file just recently (lol). All the months I have been modding generals, I was almost always clueless and manually track that fuckin bug. But the harsh experience taught me a sort of "instinct" of what might have went wrong.


Hmmm. Let's see... Think about what specific event occured the moment just before the crash. Was it after you build "X" structure or maybe after you researched "X" upgrade or after you trained an "X" unit. After isolating the problem then try double checking the relevant ini codes for that "X"... maybe the commandset is pointing to a non existent commandbutton or maybe the commandbutton is pointing to a non-existent science/upgrade/unit etc. Doublecheck the names of your objects, modules, position of semicolons etc. a single character of a difference could mean debugging nightmare.

BTW, if you observed no specific event that occured before the crash, then maybe the one causing the crash is your AI opponent. Maybe the AI is doing something (building a structure, researching an upgrade, training a unit etc.) that causes the crash. If so, observe what faction is the AI playing? Is the crash specific to that faction alone, try to use it when you play and isolate the culprit.

One last tip, don't force yourself to immediately track the bug the first time, or even the second time you encounter it. Try to return after a few days, relaxation is the best ally of coders/debuggers.

And of course, please do regular backups of your .inis before you do coding. Reverting to an error free ini is the easiest way to solve the unsolvable. Just don't over backup your inis, you could be backing up an ini file that has a hidden bug on it you have not realized.
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Old 02-29-2004, 05:33 PM   #3 (permalink)
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Default

Yeah, I went through 7 versions of my mod before I realized there was a crashinfo thing. The last guy's advice is sound, if you want a second opinion. I also suggest, however slow this may be, that when you are making a mod you do it this way -you dont run the INI files directly with your game, but you use the -mod switch and re-big all of your mod files before you use them. Keep a test1.big and a test2.big with seperate shortcuts. Rotate them, so that when you make an error in test2.big, you can revert to test1.big without a big loss of code, and vice versa. That way, if its a simple spelling error you just cant find, you can restart
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