Legend of the Galactic Heroes (LoGH) is based on the Japanese animation series bearing the same name. LoGH is all about the epic battles between gigantic fleets of the Galactic Empire and the Free Planets Alliance. This mod will feature different political factions of the empire or the alliance. We aim to recreate the space opera feeling and the fleet tactics employed in the series. Research and economics will be reduced to a minimum and the main focus will be on tactics and fleet movements like in the series.

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Report bugs and crashes here. (Games : Sins of a Solar Empire: Rebellion : Mods : Legend of the Galactic Heroes - Sea of the Stars : Forum : Feedback and Bug Reports : Report bugs and crashes here.) Post Reply
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Jan 15 2014 Anchor

A number of people have reported that the old slowdown+minidump crashes are still present in the current (Rebellion 1.80) version of the mod. If you've run into this:

  • Go to Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\. Scroll to the end of the rebellion.user.setting file and change the line LogOutput FALSE to LogOutput TRUE. This will create a Debug folder upon crashes in Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion
  • Play the game as you normally do. Note what DLCs, if any, you are running, and the time into play the crashes occur.
  • In your Documents\My Games\Sins of a Solar Empire Rebellion\Debug folder, find the most recent "log-###.txt" file
  • Upload it somewhere in full
  • Link to it in this thread

Don't upload the minidump files themselves; they're meant for programmers' eyes. I'm not a programmer; I just edit some text files.

I'd like to get all the bugs sorted out, but I can't do that if I don't know exactly what went wrong and why it went wrong.

Please don't post in here if you're using a pirated version of the game. I'm not going to tell you what to do, but I also can't help you; I don't know what changes have been made to the executable to crack it, and this mod has had enough stability issues in the past without adding that into the mix.

Edited by: renner

Jan 20 2014 Anchor

Hi renner,
I'm having those minidump crashes happening everytime, about 3-5mins after starting a game. I'm running Rebellion v1.80 with both DLCs (steam-version).
I couldn't seem to find the Debug folder you mentioned or even those log.txt files. Turns out you need to enable them.

To do it you need to:
-Go to C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
-Find and open the file rebellion.user.setting using Notepad, and change the line LogOutput FALSE to LogOutput TRUE. That line should be almost in the bottom lines.

Ok, after playing and crashing for two attempts, both logs have the same initial text:
"
Failed to Clean Mesh: C:\Users\*****\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\Gineiden Current v1.80 2013.12.11\Mesh\FPA_Destroyer_Main.mesh

D3DXValidIndices: A point(133) was found more than once in triangle 103
D3DXValidIndices: A point(133) was found more than once in triangle 104
"

And then, some of these lines are repeated several times with no apparent order:

Too many weapon points for weapon 0 in WeaponBank::FRONT in mesh 'C:\Users\*****\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\Gineiden Current v1.80 2013.12.11\Mesh\FPA_Commandship_Bang-goo.mesh'.
Too many weapon points for weapon 1 in WeaponBank::RIGHT in mesh 'C:\Users\*****\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\Gineiden Current v1.80 2013.12.11\Mesh\FPA_Commandship_Bang-goo.mesh'.
Too many weapon points for weapon 1 in WeaponBank::LEFT in mesh 'C:\Users\*****\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\Gineiden Current v1.80 2013.12.11\Mesh\FPA_Commandship_Bang-goo.mesh'.
Too many weapon points for weapon 0 in WeaponBank::FRONT in mesh 'C:\Users\*****\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\Gineiden Current v1.80 2013.12.11\Mesh\FPA_CommandShip_Perun.mesh'.

With this I imagine the crashes occur because of the something related to the weapons on the capital ships files.

Hope it helps.

Other things not related to the crashes:
It seems most combat ships have the symbol '^' before their name. Is it intentional?
I also noticed that most capital ships don't have description, only mentioning their size. Are you planning to complete them?

Cheers

Jan 22 2014 Anchor

Executr wrote: I couldn't seem to find the Debug folder you mentioned or even those log.txt files. Turns out you need to enable them. To do it you need to:
-Go to C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
-Find and open the file rebellion.user.setting using Notepad, and change the line LogOutput FALSE to LogOutput TRUE. That line should be almost in the bottom lines.


Ha! Thanks, Executr; I guess that shows how out of touch I've become. I always use the dev .exe; I can't remember the last time I just played a normal game.

Anyway, thanks for noting when the crashes happen/how often and what DLCs you're running. It seems like this isn't related to the old memory leaks at all; more likely it's related to the Random Events DLC (which I don't have). Looks like I'm going to have to pick that up.

Good catch on the FPA hardpoint dumps. That isn't related to any crashs (as far as I know); it's actually been there since the very first release. It's because the maximum number of muzzle points any ship can have for a weapon is 20 or so, and FPA ships have so many that it overruns. For some time I've wondered if that causes any errors, but the same problems seem to happen in Empire-on-Empire games, when Alliance ships aren't loaded, so that doesn't seem to be it. At the very least, it makes debugging a pain (since those errors pop up on loading EVERY game with FPA ships in them). I've long wanted to compress them into several horizontal banks, which is how they're always shown to fire anyway.
The "Failed to Clean Mesh" is likely an artifact from an early conversion tool. We used the 3ds MAX converter rather than the official XSI tool.

The '^' is supposed to represent a stylized chevron. The ships that have it spawn the other ships in their "squad" upon creation, but otherwise there's nothing special about them.
As for the capital ship descriptions, I haven't really thought about them, partly because for every Hyperion or Beowulf there are a dozen other ships that we know barely anything about. I suppose I could add the commanding officer, at least.

renner

Edited by: renner

Jan 22 2014 Anchor

Yes! Most likely the crashes occur because of the Random Events option.
I've tested two other games with the Random Events option Off (not the DLC, but the option) and the crashes stopped. In one game I played in a pre-made map 1vs1 against the AI and the other on a random Huge Map in 4vs4, for about 30 mins each game, and hadn't got any crash!

I noticed you didn't had the DLCs because, in the game I played with the Huge Random map, there were no planet types that the 'Forbidden Worlds' DLC introduced (Barren, Ferrus, Greenhouse, Oceanic). Still, I didn't find any bugs whatsoever.

I'm having great fun! I liked the fact that you can't colonize Volcanic planets and only the Desert and Terran have Food and Materials. Perhaps, you could also add materials to Ice and/or Dwarf or even in asteroids. Expansion is faster, as well as skirmishes, which I find great. The '^' in the combat ships that I've mentioned is a neat idea, I didn't noticed before but now it makes sense.
Well, in overall I'm really enjoying the mod for the short time I've played. It significantly changes from the vanilla gameplay, and the AI seems to adapt really well. It's the dream of any LoGH fan. Of course, if you could add support for the DLCs it would be fantastic, but your obviously not forced to because they aren't free.

If you want I can help with the flagships descriptions, maybe taking some info or trivia from the wiki. I'll continue to play the mod and if I spot any bug or crash I'll report here.

P.S. One more thing, most ships have their Engagement Range set to Hold Position by default when you build them. Could you in a future update change it to the gravity well range?

Edited by: Executr

Jan 31 2014 Anchor

Thanks. It's good to know the mod seems to be working properly.

The Engagement Range is set up for fleet battles, so Battleships and capital ship are set by default to hold position, cruisers will wander a bit to screen them, and destroyers will skirmish with anything in the Gravity Well. That's the idea, anyway. Is this how it works out in practice, or do people just set their ships to Hold Position? I'd be interested in finding out in the Feedback thread.

Edited by: renner

Jun 5 2014 Anchor

Ages since I've been on here, surprised it's still alive. I tried to play this new update though but after I install the mod in the directory I go to "enable mod" and it reads it okay but then I go to apply changes and it just loads forever without finishing. i've left it running for 30 minutes without it applying. Any advice on how to get it to work?

When I tried it in the .dev mode I got this message up

"Text FileArchive missing Label.

Label: maxNumberOfCannonsPerPlayer
Line Number:16
Line Contents: cannonsPerGravityWellRatio 1"

Edited by: Lohengram

Jun 24 2014 Anchor

Sorry with Windows 8 I can't edit the file but the game freezes whenever I get 10 minutes into a game. I'm running 1.82 is that the problem?

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