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Low Priority Various problems in error.log

Got these ones on @Hylie Pistof's savegame from here: Unconfirmed Bug - Locator problem at Cape Francos | PiratesAhoy!
Code:
RUNTIME ERROR - file: Leveling.c; line: 917
missed attribute: rank
RUNTIME ERROR - file: Leveling.c; line: 917
no rAP data
RUNTIME ERROR - file: Leveling.c; line: 917
missed attribute: experience
RUNTIME ERROR - file: Leveling.c; line: 917
no rAP data
RUNTIME ERROR - file: Leveling.c; line: 176
missed attribute: rank

Probably occurred when I was fighting random Indians around that temple area with my officers.
I think those are because of the change in init order ;).
 
reminder:

Code:
RUNTIME ERROR - file: sound\alias.c; line: 32
Invalid function call
RUNTIME ERROR - file: sound\alias.c; line: 32
function 'Alias_Init' stack error
^ I've seen that error before. It happens when you change any sound settings before starting a new game.
Doesn't actually seem to do any harm though.
 
Got these ones on @Hylie Pistof's savegame from here: Unconfirmed Bug - Locator problem at Cape Francos | PiratesAhoy!
Code:
RUNTIME ERROR - file: Leveling.c; line: 917
missed attribute: rank
RUNTIME ERROR - file: Leveling.c; line: 917
no rAP data
RUNTIME ERROR - file: Leveling.c; line: 917
missed attribute: experience
RUNTIME ERROR - file: Leveling.c; line: 917
no rAP data
RUNTIME ERROR - file: Leveling.c; line: 176
missed attribute: rank

Probably occurred when I was fighting random Indians around that temple area with my officers.
Seems they where caused by a quest reload. A questreload seems to have some orders changed. I don't know what exactly but put something in place now to catch it.
it generates a lot of log now in the compile. this will be removed later.
Check here:
Needs Testing - Skills: Ranks and Skills for Quest Characters | PiratesAhoy!
 
Code:
RUNTIME ERROR - file: dialog.c; line: 414
incorrect argument index
COMPILE ERROR - file: dialog.c; line: 414
file not found: dialogs\English\-0.706558h
COMPILE ERROR - file: dialog.c; line: 414
file not found: dialogs\-0.7065580

found this one again. This time I pretty sure when it happened
I boarded a ship where only the captain was standing and I asked him to be my officer.
I think this is where it is going wrong.
 
I boarded a ship where only the captain was standing and I asked him to be my officer.
I think this is where it is going wrong.
But why would that affect it? Unless it is an erorr in Cabinfight_dialog.c/.h itself?
 
But why would that affect it? Unless it is an erorr in Cabinfight_dialog.c/.h itself?
haven't had time to look into it yet, posted it here as reminder. At that point the dialog file is changed from the cabinfight to the enc_officer file. Maybe something is going wrong there ...
 
Code:
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2864
missed attribute: marpoints
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2864
no rAP data
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2869
missed attribute: talkpoints
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2869
no rAP data
RUNTIME ERROR - file: dialog.c; line: 362
invalid index -1 [size:2250]
RUNTIME ERROR - file: dialog.c; line: 362
process event stack error
RUNTIME ERROR - file: dialog.c; line: 362
invalid index -1 [size:2250]
RUNTIME ERROR - file: dialog.c; line: 362
process event stack error
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1847
invalid index -1 [size:9]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1847
invalid array index
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1847
Unknown data type
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1847
Unknown data type
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1847
string function return UNKNOWN value
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1834
Unknown data type
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1834
Unknown data type
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2816
missed attribute: fantomtype
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2816
no rAP data
Some random error logs from my testing this: WIP - Hornblower updates | Page 3 | PiratesAhoy!

Not sure what is and isn't relevant there....
 
I don't know much about the code at that level, but...
The first few refer to this bit of "CharacterUtilite.c":
Code:
float MRGetMarpoints(ref mchar)
{
   return stf(mchar.marpoints);
}

float MRGetTalkpoints(ref mchar)
{
   return stf(mchar.talkpoints);
}
What are "marpoints" and "talkpoints"? Where are they set?

Then comes a bit about "dialog.c". Line 362 is part of this:
Code:
void StartDialogWithMainCharacter()
{
   // NK disable this to allow dlg in boarding 05-07-12 - if(LAi_IsBoardingProcess()) return;
   if(dialogDisable) return;
   //Ñ êåì õîòèì ãîâîðèòü
   int person = GetEventData();
   //Ñèìè ñ ñîáîé íå áåñåäóåì
   if(person == GetMainCharacterIndex()) return;
   //Ñ íåïðîãðóæåííûìè ïåðñîíàæàìè íå áåñåäóåì
   if(!IsEntity(&Characters[person])) return;   <-- this is line 362
   //Íà÷èíàåì äèàëîã
   DialogMain(&Characters[person]);
   //Trace("Dialog: start dialog " + person + " whith main character");
}
Apparently "person" has a wrong value. Anyway, if a dialog failed somewhere, this may be why.

Next we're back to "CharacterUtilite.c", line 1847, which is in the middle of this:
Code:
string GetReputationName(int reputation)
{
// KK -->
   int delta = roundup(makefloat(REPUTATION_MAX - REPUTATION_MIN + 1) / makefloat(REPUTATION_TABLE_SIZE));
   int rep = makeint(makefloat(reputation) / makefloat(delta));
   return ReputationTable[rep]; <-- this is line 1847
// <-- KK
}
I can actually make a guess at what's happening here. It works out the full range of the reputation scale, divides "reputation" by that to figure out how far up the table you are, then picks the reputation label out of the table. What's it going to do if "reputation" is negative, which is what seems to have happened here? It's complaining about an index of -1, which is presumably what "rep" ended up as.

And then there's something to do with "AIShip.c", which I would guess is something to do with ships, so shouldn't affect Hornblower unless he's in a sea battle. And that bit apparently worked properly.
 
I don't know much about the code at that level, but...
The first few refer to this bit of "CharacterUtilite.c":
Code:
float MRGetMarpoints(ref mchar)
{
   return stf(mchar.marpoints);
}

float MRGetTalkpoints(ref mchar)
{
   return stf(mchar.talkpoints);
}
What are "marpoints" and "talkpoints"? Where are they set?
They're related to "having a wife". But looking through the code, I can't find where that is set for the player until you DO get a wife.
So I'm rather surprised we don't see that one more often!

Then comes a bit about "dialog.c". Line 362 is part of this:
Code:
void StartDialogWithMainCharacter()
{
   // NK disable this to allow dlg in boarding 05-07-12 - if(LAi_IsBoardingProcess()) return;
   if(dialogDisable) return;
   //Ñ êåì õîòèì ãîâîðèòü
   int person = GetEventData();
   //Ñèìè ñ ñîáîé íå áåñåäóåì
   if(person == GetMainCharacterIndex()) return;
   //Ñ íåïðîãðóæåííûìè ïåðñîíàæàìè íå áåñåäóåì
   if(!IsEntity(&Characters[person])) return;   <-- this is line 362
   //Íà÷èíàåì äèàëîã
   DialogMain(&Characters[person]);
   //Trace("Dialog: start dialog " + person + " whith main character");
}
Apparently "person" has a wrong value. Anyway, if a dialog failed somewhere, this may be why.
Maybe that one went together with the failed dialog with Wolfe.

Next we're back to "CharacterUtilite.c", line 1847, which is in the middle of this:
Code:
string GetReputationName(int reputation)
{
// KK -->
   int delta = roundup(makefloat(REPUTATION_MAX - REPUTATION_MIN + 1) / makefloat(REPUTATION_TABLE_SIZE));
   int rep = makeint(makefloat(reputation) / makefloat(delta));
   return ReputationTable[rep]; <-- this is line 1847
// <-- KK
}
I can actually make a guess at what's happening here. It works out the full range of the reputation scale, divides "reputation" by that to figure out how far up the table you are, then picks the reputation label out of the table. What's it going to do if "reputation" is negative, which is what seems to have happened here? It's complaining about an index of -1, which is presumably what "rep" ended up as.
Main query there is what character it happened for.
Might have been "dead Sharpe".

And then there's something to do with "AIShip.c", which I would guess is something to do with ships, so shouldn't affect Hornblower unless he's in a sea battle. And that bit apparently worked properly.
Probably still needs checking where that happens. Quest ships don't get a "fantom type", which means that there must be a 'default' defined that is then used instead.
Sounds to me like that isn't the case.
 
Plenty errors during Town Capture boarding:
Code:
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: sex
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: deathx
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: deathy
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: deathz
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: sex
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: deathx
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: deathy
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
missed attribute: deathz
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3205
no rAP data
All from this line:
Code:
WriteLocatorGlobal(chr.location, "box", newLocName, TranslateString("","body_of_"+chr.sex)+" "+GetMySimpleName(chr), sti(chr.index), stf(chr.deathx), stf(chr.deathy), stf(chr.deathz), true);
 
Which town?
I didn't had any errors during kralendijk.
 
Which town?
I didn't had any errors during kralendijk.
Well... uhm... Kralendijk. I tested in the same way you said you did.
I think it is more of a random thing. Happens also outside town captures sometimes.
 
@Levis:
When hiring an Enc_Walker as officer, I get a weird error.log entry:
Code:
RUNTIME ERROR - file: dialog.c; line: 415
incorrect argument index

It's a problem appears on this line:
Code:
void ProcessAllDialogEvent(ref Character)
{
   if(DIALOG_DEBUG) Trace("Dialog: Process all files for Character: " + Character.ID + " Current Node: " + Dialog.CurrentNode);
   //Here we open all dialog files so dialog options are stored
   int i, dn;
   string DFile, DPath;
   aref DialogFile, ParentDialog;
   makearef(ParentDialog,Character.LoadedDialog);
   dn = GetAttributesNum(ParentDialog);
   if(DIALOG_DEBUG) Trace("Dialog: Number of dialog files = " + dn);
   DumpAttributes(ParentDialog); // <----------------- DUMP ADDED HERE ------------
   //Little bit of cleaning up
   if(CheckAttribute(&Dialog,"PreLinks")) DeleteAttribute(&Dialog,"PreLinks");
   //Check the files
   for(i=0; i<dn; i++)
   {
     DialogFile = GetAttributeN(ParentDialog,i);
     DFile = GetAttributeValue(DialogFile); // <----------- HERE -----------------
I can see nothing wrong in the resulting attribute dumps though.
See below in this full compile.log overview of everything that happens:
Code:
Dialog: Process all files for Character: Location fantom character <8> Current Node: enlist_me
Dialog: Number of dialog files = 2
filename = Enc_Walker.c
filename0 = Debug.c
Dialog: Loaded dialog dialogs\Enc_Walker.c Language dialogs\English\Enc_Walker.h
Dialog: Start Process
Dialog: Start Processing Links
Dialog: Done Processing Links
Dialog: Process Done
Dialog: Unloaded dialog dialogs\Enc_Walker.c Language dialogs\English\Enc_Walker.h
Dialog: Loaded dialog dialogs\Debug.c Language dialogs\English\Debug.h
Dialog: Start Process
Dialog: Start Processing Links
Dialog: Done Processing Links
Dialog: Process Done
Dialog: Unloaded dialog dialogs\Debug.c Language dialogs\English\Debug.h
Dialog: Link l10 is the lowest link
Dialog: Process all files for Character: Location fantom character <8> Current Node: exit_change_dlg
Dialog: Number of dialog files = 2
filename = Enc_Walker.c
filename0 = Debug.c
Dialog: Loaded dialog dialogs\Enc_Walker.c Language dialogs\English\Enc_Walker.h
Dialog: Start Process
Dialog: Unloaded dialog dialogs\Enc_Walker.c Language dialogs\English\Enc_Walker.h
Dialog: Closed Enc_Walker.c because dialog ended
Dialog: Load all files for Character: Location fantom character <8>
Dialog: Stored Enc_Officer_dialog.c in Filename
Dialog: Stored Debug.c in Filename0
Dialog: Start Processing Links
Dialog: Done Processing Links
Dialog: Process Done
Dialog: Missing dialog file by length:// <------------------ STRANGE ERROR HERE ------------------------
Dialog: Process all files for Character: Location fantom character <8> Current Node: Node_1
Dialog: Number of dialog files = 2
filename = Enc_Officer_dialog.c
filename0 = Debug.c
Dialog: Loaded dialog dialogs\Enc_Officer_dialog.c Language dialogs\English\Enc_Officer_dialog.h
Dialog: Start Process
Dialog: Start Processing Links
Dialog: Done Processing Links
Dialog: Process Done
Dialog: Unloaded dialog dialogs\Enc_Officer_dialog.c Language dialogs\English\Enc_Officer_dialog.h
Dialog: Loaded dialog dialogs\Debug.c Language dialogs\English\Debug.h
Dialog: Start Process
Dialog: Start Processing Links
Dialog: Done Processing Links
Dialog: Process Done
Dialog: Unloaded dialog dialogs\Debug.c Language dialogs\English\Debug.h
Dialog: Link l10 is the lowest link
Dialog: Link l20 is the lowest link
Note that line marked with "strange error here". That should display an actual dialog file, but doesn't.
I strongly suspect that to be related.

This is somewhat trivial though, since it DOES work fine in the game.
But WHY??? o_O
 
Fixed an error when you first try to fire at a fort. The fort commander was only initialized right after the first shot or so. This should now be fixed.
 
Fixed an error when you first try to fire at a fort. The fort commander was only initialized right after the first shot or so. This should now be fixed.
Uh? Should the commander not be initialized shortly after entering 3D Sailing Mode at that island the first time? :shock
 
Uh? Should the commander not be initialized shortly after entering 3D Sailing Mode at that island the first time? :shock
It wasn't because there was an if statement around it to block it.
 
Code:
RUNTIME ERROR - file: characters\characters.c; line: 133
Cant create class: NPCharacter
RUNTIME ERROR - file: Leveling.c; line: 1136
missed attribute: skill
RUNTIME ERROR - file: Leveling.c; line: 1136
null ap
RUNTIME ERROR - file: Leveling.c; line: 1136
no rAP data
RUNTIME ERROR - file: Leveling.c; line: 1136
missed attribute: skill
RUNTIME ERROR - file: Leveling.c; line: 1136
null ap
@Levis: Various Levelling-related error log entries from a 22 Dec file posted by @Hylie Pistof here:
Confirmed Bug - Game Stability Issues | PiratesAhoy!
 
Code:
RUNTIME ERROR - file: characters\characters.c; line: 133
Cant create class: NPCharacter
RUNTIME ERROR - file: Leveling.c; line: 1136
missed attribute: skill
RUNTIME ERROR - file: Leveling.c; line: 1136
null ap
RUNTIME ERROR - file: Leveling.c; line: 1136
no rAP data
RUNTIME ERROR - file: Leveling.c; line: 1136
missed attribute: skill
RUNTIME ERROR - file: Leveling.c; line: 1136
null ap
@Levis: Various Levelling-related error log entries from a 22 Dec file posted by @Hylie Pistof here:
Confirmed Bug - Game Stability Issues | PiratesAhoy!
if NPCharacter can't be created there can indeed be Errors in leveling....
The Problem lies in the characters.c already, this is a Problem we've seen before

edit: commented in the thread
 
Last edited:
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