Hi, dolynick,
Here are the results of my searches about asserts, you already know some, as we talked about it on other threads, but i think you'll be surprised by some others. Many are minor like "projectile" instead of "beam" for some weapons and don't have a real effect on the game, but some causes things not to work properly as they should, but not causing dump.
- SGRaces-MainViewIcon-Ship
24 count for 25 brushes
ANCIENS
- Capitalship_ancientssupport
DamagePerBank:LEFT 45.0.000000 <----- 45.000000
- FrigateAncientsWarship
EngineSoundID "ENGINE_TECHCAPITALSHIP <----- sound not working, missing " at the end
- FrigateAncientsTurretDroneDefense
WeaponType "Beam" <----- Projectile
TravelSpeed 0.000000 <---- must not be 0 for projectile weapon ( duration is 0 too so there is a problem for a beam too )
ASGARD
- AbilityAsgardTimeDiletion
isAutoCastOnByDefault False <---- FALSE must be in capital letters
- Capitalship_asgardbattle, Capitalship_asgardbattleshipheavy, Capitalship_asgardcolony, Capitalship_asgardcolossus, Capitalship_asgarddreadnought, Capitalship_asgardsupport, Frigateasgardfortification, Frigateasgardlongrange, Frigateasgardsiege, Frigateasgardturretbeamdefense, Frigateasgardutility0, PLANETMODULE_ASGARDORBITALDEFENSE, Starbase_asgard, Frigateasgardheavy
WeaponType "Beam" <----- Projectile
Duration 4.000000 <---- 0
- effect <----- missing entry in sounddata
name "WEAPON_PHASECAPITALWAVELIGHT_MUZZLE_ALT1"
fileName "Weapon_PhaseCapitalWaveLight_Muzzle_Alt1.ogg"
type "Effect"
is3D TRUE
priority 5
threshold 23000.000000
minAttenuationDist 500.000000
maxNumPlayingSimultaneously 5
isLooping FALSE
isResident TRUE
minRespawnTime 0.1
fadeInTime 0.0
fadeOutTime 0.0
alternateGroup ""
- Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2345)
(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)
- BuffAsgardCapitalShieldRegenerationSelf.entity
buffInstantActionType "RestoreShieldPoints"
instantActionTriggerType "OnDelay" <----- AlwaysPerform or OnChance
Delay 0.000000 <----- remove
GOAULD
- Capitalship_goauldra
maxShadow 0.5 00000 <---- space not required
- FrigateGoauldrepairplatform
squadTypeEntityDef:0 "SquadWraithCombat" <---- SquadGoauldCombat ?
squadTypeEntityDef:1 "SquadWraithBomber" <---- SquadGoauldBomber ?
- Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694)
starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate
StarBaseGoauld
creationSourceAbility "AbilityDeployStarBaseTech" <----- Intended ? "AbilityGoauldDeployStarBase" ?
ORI
- FrigateOriRepairPlatform
squadTypeEntityDef:0 "SquadAncientsCombat" <---- Intended ? SquadOriCombat ?
squadTypeEntityDef:1 "SquadAncientsBomber" <---- Intended ? SquadOriBomber ?
- AbilityOriConsecration
aiUseTime "OnlyInCombat" <----- Must be "Invalid" for passive ability
aiUseTargetCondition "Any" <----- Must be "Invalid" for passive ability
isAutoCastAvailable TRUE <----- Must be FALSE for passive ability
- CAPITALSHIP_ORIBATTLESHIP, CAPITALSHIP_ORICARRIER, CAPITALSHIP_ORICOLONY, CAPITALSHIP_ORIDREADNOUGHT, CAPITALSHIP_ORISCOUT, CAPITALSHIP_ORISUPPORT, FrigateOriBeamDefense, FrigateOriHeavy, FrigateOriSuperHeavy, FrigateOriUtilityOffensive, PLANETMODULE_ORIORBITALBEAMDEFENSE, StarBaseOriCivilian
WeaponType "Beam" <----- Projectile
- Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694)
starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate
- StarBaseOriCivilian
creationSourceAbility "AbilityDeployStarBasePsi" <----- Intended ? "AbilityOriDeployStarBaseCivilian" ?
- StarBaseOriMilitary
creationSourceAbility "AbilityDeployStarBasePhase" <----- Intended ? "AbilityOriDeployStarBaseMilitary" ?
WRAITH
- RESEARCH_PACTUNLOCK_CRYSTAL_WRAITH
pactUnlockEntityDefName "RESEARCHSUBJECT_PACTBONUS_CRYSTAL" <----- Not in use anymore in diplomacy 1.21, must be added manually to entity.manifest. RESEARCHSUBJECT_PACTBONUS_CRYSTAL is linked to this research and should be added to manifest too and string must be created too as it is not present in vanilla diplomacy string.
- BuffWraithSpawnMineStunOnSelf
frigateType "FrigateWraithMineStun" <---- file missing ? SpaceMineWraithStun ?
- FrigateWraithSupportPsionic, FrigateWraithScout, CAPITALSHIP_WRAITHCOLONY, FrigateWraithHeavyCruiser, FrigateWraithCarrier, FrigateWraithBattleship, FrigateWraithAntiFighter, FighterWraithInterceptor, FrigateWraithSupportMarshal, FighterWraithBomberLight, FighterWraithBomber, FighterWraithCombat, FrigateWraithWarmonger, StarBaseWraith,
sound "WEAPON_PSICAPITALPLASMALIGHT_MUZZLE_ALT1" <---- entry not existing in soundeffects.sounddata, ogg file neither, medium to replace ?
sound "WEAPON_PSICAPITALPLASMALIGHT_MUZZLE_ALT2" <---- entry not existing in soundeffects.sounddata, ogg file neither, medium to replace ?
- AbilityWraithDartFrenzy
soundID "EFFECT_ILLUSIONFIGHTERS" <---- entry not existing in soundeffects.sounddata, replace with "EFFECT_ILLUSIONSELFCOPY" ?
Files not in use ?
AbilityAncientDroneSwarm1, AbilityAncientDroneSwarm3, AbilityAncientGreaterDroneSwarm6, BuffAncientDroneSwarm1, BuffAncientDroneSwarm3, BuffAncientGreaterDroneSwarm6, SquadAncientsBomber2, SquadAncientsBomber3, SquadAncientsBomberd, SquadAncientsCombat2, SquadAncientsCombat3, SquadAncientsCombatd, SquadWraithBomber4, SquadWraithBomber8, SquadWraithBomberd, SquadWraithCombat4, SquadWraithCombat8, SquadWraithCombatd
Not fixed
- Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2124)
weaponEffectsDef.weaponType != WeaponType::Beam
For this one i understand that in a buff.entity there is a problem with a "beam" weapon, is that correct ?
As i have tested the 5 races separately i'm sure that it is a Wraith buff. The only Wraith buff i have found with weaponEffectsDef "Beam" is BuffWraithStarbaseIncinerationActivated but i don't know if there is something wrong, for me everything is ok ...
Here is the instantAction with the weaponEffectsDef :
instantAction
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
hasWeaponEffects TRUE
weaponEffectOriginType "Targetter"
weaponEffectAttachInfo
attachType "Ability"
abilityIndex 0
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName ""
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "CapitalAbility_BeamBlastImpact"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "EFFECT_BEAMBLAST_ACTIVATE"
beamGlowTextureName "WraithPlasmaBeam_Glow"
beamCoreTextureName "WraithPlasmaBeam_Core"
beamWidth 1500.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
To compare here is the BuffBeamBlastActivated from Vanilla
instantAction
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
hasWeaponEffects TRUE
weaponEffectOriginType "Targetter"
weaponEffectAttachInfo
attachType "Ability"
abilityIndex 0
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName ""
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "CapitalAbility_BeamBlastImpact"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "EFFECT_BEAMBLAST_ACTIVATE"
beamGlowTextureName "CapitalAbilityBeamBlast_Glow"
beamCoreTextureName "CapitalAbilityBeamBlast_Core"
beamWidth 250.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
The only differences are in line beamGlow, beamCore and beamWidth ...
- Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/FixedArray.h(117)
i >= 0
This one pop up different number of time at each lauch, so i have no idea of what it is. I had it between 0 to 13 times at launching ...