View Full Version : Game loads, crashes when moving ships
Sastrei
21st Dec 05, 8:05 PM
Well, search turned up nothing, so...
My ships, when hypering in, display the hyper effect only over this little box in the center, despite their being CM objects for it to use. Then, when I try to move them, the game locks and crashes.
Any ideas?
-Stefan-
Enterprise-E
22nd Dec 05, 12:52 AM
Post a HW2.log.
Sastrei
22nd Dec 05, 7:28 AM
It doesn't say anything or I would've. :(
It just shows the normal build options and game states and such. I have luatrace on.
-Stefan-
Deionarra
22nd Dec 05, 12:35 PM
There must be something wrong with your CM object if the hyperspace effect doesn't cover the whole ship properly.
I don't know why that would make the game crash when they move though. The only place I have see that happen is with resource collectors if you make certain changes (adding weapons I think) and even then it only crashes ocasionaly.
Are your ships and CMs single object meshes, ie only one object for each Lod and the CM under the root joint?
I'm not sure what to suggest to be honest :(
Sastrei
22nd Dec 05, 1:17 PM
Ships and LODs are multiple objects, parts of them are animated, and they were designed in modules. The CM was multiple objects, I got rid of it for now, to restore the hyper effect. I trimmed it down to two objects first, no luck. They had the proper CM prefix.
Upon closer inspection: If I'm zoomed in, the game doesn't seem to crash until the camera finds a ship hitting some distance threshold, then it locks. LOD problem? I had the little bugger working with those lods in.
-Stefan-
Deionarra
22nd Dec 05, 1:42 PM
Is this just a problem with one of your ships or all of them and are you saying it just happens when they hyperspace in?
What you describle with it crashing at a certain distance does sound like there is a problem with one of the Lods to me. You may want to try removing some of the meshes for the Lods (so you have lods with no model at all) to see what happens or replace them with something you know works to see if it's a particular Lod(s) that are causing the problem.
Maby you could show a picture of your hypergraph window, although I know that can be difficult especialy if it's a complex model (as yours sounds).
Sastrei
22nd Dec 05, 2:09 PM
It happens once they hyper in and I issue a move command. I removed the extra lodline, and it seems to work now. Is there a limit to how many lods hw2 supports? I'll try to get a pic later.
-Stefan-
Deionarra
22nd Dec 05, 2:46 PM
I don't know what it's limit is but I usualy just stick to what relic has done and use 3 (Lod0,Lod1,Lod2) and goblins for frigates and larger and 4 and goblins for corvettes and smaller ships.
Don't worry about hypergraph if it was just the number of Lods.
The RDN docs claim 10 LODs are supported. One thing to check if you went over 4 did you add the upLOD and downLOD bits in the .ship file? Not sure that would crash it as running without the LODs when the upLOD and downLOD are present doesn't seem to cause me problems.
vBulletin v3.0.7, Copyright ©2000-2010, Jelsoft Enterprises Ltd.