Author Topic: Crash at Mission 3  (Read 5574 times)

Offline duodsg

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Crash at Mission 3
« on: December 15, 2009, 08:50:23 PM »
Good evening, all-

I installed ST:BC yesterday (finally found it for $30) and installed the CG Sovereign and Rich Knox's Akira (and Foundation, to install them) before running it for the first time.  No problem, no clipping, the graphics settings were at the max and they all worked great.

I was playing yesterday and then it crashed to the desktop as soon as the simulated battle with the Geronimo and two Klingon Birds of Prey begins.  Kinda strange, so I thought I would load it and just pick up where I left off.  No dice- it won't even be five seconds into the loading screen before it dies.

To see what was going on, I tried to go into QB and it will load, but after a few minutes of the battle it crashes to the desktop.  Weird.

I thought the ships I installed may have something to do with it, so I uninstalled everything and reinstalled the program without mods this morning before work.  Came back tonight and started a new game, and got to the exact same point and the same thing happens.  Now QB crashes just like before, and it won't load any campaign missions at all (just like yesterday).


Some background info:

  • My version of the game is 1.1, so when I try to run the patch it doesn't go anywhere since it says I already have the correct version.
  • I run Vista 64-bit, and running it in XP SP2 compatibility mode does nothing.  Still crashes.  I haven't had to run it in any compatibility mode for it to work- it was working flawlessly until the crash.

Laptop Specs:


OS: Vista Home Premium 64-bit
CPU: Intel Mobile Core 2 Duo @ 2.00 GHz
RAM: 4.0 GB DDR2 RAM @399 MHz
Motherboard: Intel GM45/47 Chipset (Dell)
Graphics: 1803MB Mobile Intel 4 Series
Hard Drive: 320 GB Seagate
Optical Drive: HL-DT-ST DVD+-RW GA10N
Audio: IDT HD Audio CODEC

All my drivers are up to date, so that's not an issue.  My laptop blows the pants off the systems requirements, so I doubt that's an issue since it worked perfectly before.  As I said, it's only at a certain point in mission 3 that it just dies, and I can't load to get back into the single player.  QB also starts to die once this happens, never before.




Any help?  I would hate to have put $30 into this game and not be able to play past mission 3...it's almost as bad as having the demo, except that I paid for it.

Offline Nebula

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Re: Crash at Mission 3
« Reply #1 on: December 15, 2009, 09:05:50 PM »
The cg sov is missing the correct torp same for the Rich Knox's Akira... rename/add the stock torps to the hp files.

if you can't I'm sure someone here will help with it.
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Offline ACES_HIGH

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Re: Crash at Mission 3
« Reply #2 on: December 15, 2009, 10:51:45 PM »
you'll need to add the quantum torpedo and Phased plasma torps from the stock soveriegn into the torpedo loads of the soveriegn, and the quantums to the akira.

Offline duodsg

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Re: Crash at Mission 3
« Reply #3 on: December 15, 2009, 11:27:11 PM »
Wow, thanks for the prompt response, guys!

So from what you're saying I need to go into the directory and paste in some of the original files from a clean install of BC?  Or is there a place I can just get these files and then rename them as you mentioned?

Sorry if I am asking too many questions- I personally don't mess with mods too much so digging around for files isn't my forte.  But if I'm told how to do it, I know I can pull it off (I've done it before for ST: Armada and such).

Thanks guys!

Offline KrrKs

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Re: Crash at Mission 3
« Reply #4 on: December 16, 2009, 09:09:50 AM »
Go to "scripts/ships/hardpoints", open "sovereign.py" and "akira.py" search for a section with
Quote
App.TorpedoSystemProperty_Create
In there (near the bottom) should be something similar to
Quote
Torpedoes.SetMaxTorpedoes(0, 190)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.photontype6")
Torpedoes.SetNumAmmoTypes(1)
copy the first two lines of that and paste it before "SetNum AmmoTypes". Replace what is a zero in this Example with a Number one more than the maximum Number in your HP.
Then Replace what is here "Tactical.Projectiles.photontype6" with Tactical.Projectiles.QuantumTorpedo".
Then add 1 to "SetNumAmmoTypes".
Save the files and delete the corresponding .pyc files.

Edit:
You should also add "PhasedPlasma" on the Sovereign via the same procedure.

Offline Nebula

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Re: Crash at Mission 3
« Reply #5 on: December 16, 2009, 09:29:06 AM »
Because the cg sov already has photon and quantum torps just make the ammo amount on all the ones you added to 0. 
Canon is what people argue exists on ships that don't exist.

Offline duodsg

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Re: Crash at Mission 3
« Reply #6 on: December 16, 2009, 12:09:50 PM »
Ok, I'm starting to understand a bit better now.  Thanks for posting the code sections I needed to change, it makes more sense seeing as how it's crashing when the Akira and Sovereign are both in a state where they are about to use their torpedoes.

Two problems:

1. I did these fixes, but then I found something here:

http://bc-central.net/forums/index.php/topic,58.0.html#msg409

Which is a replacement for the Sovereign PY file.  I downloaded it and replaced the old file with this one, except that I noticed that the file it replaces is tiny compared to the old one and doesn't even have a place for the torpedo values.  I'm assuming this is incorrect?

If I'm going to try to get the old file back, the only option I have is a clean install.  Go figure that the only file I didn't copy before replacing was the Sovereign PY file.

Should I keep this file, or do a clean install and fix these values before running the game?

2. As for the Akira, I tried doing the same thing by essentially copying and pasting the same info from the Sovereign (but I changed the first number between parentheses, since I assume that this number is the identifying value for each ammo type).

Now the problem I'm encountering is the same as the Sovereign: the PY files are all tiny and have NO place for these values anymore, after I just now tried to run the game.

Is this normal or do I have to go back and do everything again?

The old Akira file had the following:

Quote
Torpedoes.SetMaxTorpedoes(0, 240)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.Photon01JLH")
Torpedoes.SetNumAmmoTypes(1)
App.g_kModelPropertyManager.RegisterLocalTemplate(Torpedoes)

And I added the quantum torpedoes as a value below that, using the Sovereign code as a template.

Did I do this incorrectly?

If it's any good sign, it took longer for it to crash and the little bar under "Star Trek" on the load screen actually moved this time.  But a crash is a crash.

I almost wonder if it would just be easier if I found someone with these two files and just copied and pasted them into my own hardpoint directory so I don't have to code it...

Thanks guys, I really do appreciate your time and help in this.

Offline Nebula

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Re: Crash at Mission 3
« Reply #7 on: December 16, 2009, 12:48:37 PM »
all stock py files are in the SDK which you can DL from bcfiles.

yeah I'm sure someone if they have the time will post fixed versions of the hps here.

btw what do you mean

Quote
doesn't even have a place for the torpedo values

oh and before I forget... once the py files are changed delete the pyc files.
Canon is what people argue exists on ships that don't exist.

Offline duodsg

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Re: Crash at Mission 3
« Reply #8 on: December 17, 2009, 02:29:50 AM »
My apologies, I wasn't very precise when I wrote that post this morning.

I think that the files I looked at were in one of the subdirectories under ships (hardpoints, I presume).  Now the problem is that in my rush to try to get that all done before work, I may have just replaced those files with the corrected PY files.  Big no-no, so it looks like I have to do a reinstall anyway to get those files back.

So I have a corrected version of the CG Sovereign file, now I just need one for the Akira since my modifications to the file didn't work.

What I'm thinking about doing is putting in the CG Sovereign in with the fixed file without adding the modded Akira, and see if that works.  Of course, I'm just copying and pasting my savegames so I don't have to spend a few hours going through the same missions again.

Hopefully, this works and then it's just a matter of the one Akira file to fix or obtain from someone and then I'll be set.  I'm not terribly worried about other mods, since I don't care for them.  I'm a fan of the canon ships so I don't expect to have this problem come up again anyway.

And yes, I made sure I deleted the PYC files once I replaced the PY files so I'll make sure I do that again.

I'll reinstall right now to see if my theory works, and I'll post my results.  Hopefully someone will be feeling all Christmas-y and hook me up with an Akira file.  But if not, I'll post so I can understand the torpedo values and how they are modified so I can figure out how to get it working on my own, in the worst case scenario.

Thank you so much for your time and patience, it really means a lot and I do appreciate it!

Offline duodsg

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Re: Crash at Mission 3
« Reply #9 on: December 17, 2009, 03:03:11 AM »
I just posted, but I figure this warrants a separate post so my situation remains clear...

I just did a total uninstall and reinstall of ST:BC.  I installed the CG Sovereign and replaced the hardpoints Sovereign PY file with the one found at http://bc-central.net/forums/index.php/topic,58.0.html#msg409.  I deleted the PYC file in the hardpoints directory, even though I had not yet run the game.  The text values regarding the torpedo scripts reads as follows:

Quote
Torpedoes.SetMaxTorpedoes(0, 350)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.CGPhotorp")
Torpedoes.SetMaxTorpedoes(1, 0)
Torpedoes.SetTorpedoScript(1, "Tactical.Projectiles.Quantum")
Torpedoes.SetMaxTorpedoes(2, 0)
Torpedoes.SetTorpedoScript(2, "Tactical.Projectiles.PhasedPlasma")
Torpedoes.SetNumAmmoTypes(3)

I did not install the new Akira but instead left it alone to see if the Sovereign fix worked or not.

Same thing happened here- the program still crashes to the desktop during the loading screen.  There must be an error in the Sovereign file if it's happening even now, so the Akira problem isn't going to be addressed until I've at least fixed this one.

I DO wonder, however- should I be deleting the PYC file in the "Ships" directory (apart from deleting just the Sovereign PYC in the Hardpoints)?  If so, that might do the trick...I'll cut it out of that directory and see if that makes a difference.

Any help would be most appreciated.  Thanks!

------------
EDIT:

Cutting out the PYC file in the regular Ships directory did nothing, the program still crashed just like before.

Offline JimmyB76

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Re: Crash at Mission 3
« Reply #10 on: December 17, 2009, 08:03:22 AM »
is the name of the torp "Quantum"?  check in scripts/tactical/projectiles to be sure the name of that torp is the same name as the script in that folder; i could be wrong, but it might be something like "QuantumTorpedo" or something like that...

Offline duodsg

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Re: Crash at Mission 3
« Reply #11 on: December 17, 2009, 11:39:39 AM »
Wow, good call...I just looked in the Tactical>Projectiles directory and indeed, the name here is QuantumTorpedo, not simply "Quantum".

I will change the Sovereign PY file to reflect this and see if it works.

I am noticing also that in this projectile directory there are PYC and PY files that also carry the name CGPhotorp and QuantumCG.  Should I be deleting these PYC files here as well, like in the Hardpoints directory?

Hopefully this works!


-------
EDIT: I changed the ammotype to the correct value but the game still crashed to the desktop, just like before.  I DID find it a promising sign, however, that it took a lot longer to crash (even if it still didn't get past the load screen).

Offline Nebula

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Re: Crash at Mission 3
« Reply #12 on: December 17, 2009, 12:14:34 PM »
can u upload your changed files here for us to look at?
Canon is what people argue exists on ships that don't exist.

Offline duodsg

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Re: Crash at Mission 3
« Reply #13 on: December 17, 2009, 07:43:31 PM »
Yeah, I will attach the two files I've worked on: the Akira and Sovereign PY files from the Hardpoints directory.

These are in keeping with the changes I've read so far in the thread that I should make (including the latest one, where I changed 'Quantum' to "QuantumTorpedo", considering the actual file that exists in the Scripts>Tactical>Projectiles directory).

The Sovereign file is unchanged from the one located on the Forum FAQ link except for the above change.  The Akira one is definitely going to be the "messier" one.

Offline Nebula

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Re: Crash at Mission 3
« Reply #14 on: December 17, 2009, 07:56:18 PM »
you sent the akira pyc file not py file.
Canon is what people argue exists on ships that don't exist.

Offline duodsg

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Re: Crash at Mission 3
« Reply #15 on: December 17, 2009, 08:06:38 PM »
Oops, here's the right one:

Offline duodsg

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Re: Crash at Mission 3
« Reply #16 on: December 19, 2009, 07:19:01 PM »
Update:

I just reinstalled BC without any mods, and of course it crashed as I tried to load mission 3.  So I put in the updated Sovereign file in the hardpoints directory (with the phased plasma torpedo and quantum torpedo lines), including the correct name (not quantum, but quantum torpedoes) in the file.

Still crashed just like before.

I did notice, however, that in the hardpoint and ships folders there were absolutely NO PY files, just PYC files there, so when I put one in it replaced nothing.

Is this normal?  And why would it still be crashing, in spite of it being the corrected file?

Offline 086gf

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Re: Crash at Mission 3
« Reply #17 on: December 19, 2009, 10:09:12 PM »
Its probably because you didn't delete the bc folder yourself after you uninstalled the game.
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Offline duodsg

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Re: Crash at Mission 3
« Reply #18 on: December 19, 2009, 11:32:47 PM »
Not likely...every uninstall I've done of BC has been done with Revo Uninstaller, which cleans out every shortcut and system registry item after the program's uninstall program is done.  Plus I go into the Activision folder and Bridge Commander is totally gone.

What I don't get is how the fix that I downloaded from the FAQ on the forum didn't work and the problem remains the same, mods or not...

Offline Nebula

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Re: Crash at Mission 3
« Reply #19 on: December 20, 2009, 12:09:57 AM »
I've heard some people have issues modding BC on Vista if they install in the program files folder.
Canon is what people argue exists on ships that don't exist.