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IDProjectCategoryView StatusLast Update
0005170The Dark ModCodingpublic23.08.2020 09:19
Reporterstgatilov Assigned Tostgatilov  
PrioritynormalSeverityminorReproducibilityalways
Status assignedResolutionopen 
Product VersionTDM 2.08 
Target VersionTDM 2.09 
Summary0005170: Fix console warnings
DescriptionAlmost every FM produces a lot of warnings on start.
This leads to situation when nobody looks at them simply because they are too many.
It should be cleaned up, even if this means repacking existing FMs.
TagsNo tags attached.

Activities

VanishedOne

VanishedOne

08.03.2020 16:08

developer   ~0012252

A lot of warnings arise from asset redeclarations (I get these even in near-empty devmaps just from having various asset packs in my darkmod directory). It's easy for that to arise when an FM packs assets that get added to the core mod later (or they were added to core already but the mapper is using an .mtr from before that time). However, sometimes the overrides are done deliberately either to restyle the FM's aesthetics (Dragofer does this a fair amount) or to fix bugs that exist in core at the FM's time of release, so I don't recommend simply removing same-named declarations from FM packages.

I suspect warnings are also generated when a model references material A, which doesn't exist, even if the model has a skin which replaces A with material B (e.g. the beggar's belt).

Does the scope of this include entities' generating a lot of warnings after map load? If so, my proposed fix to 0005050 may be of interest. (There also used to be an annoyance in which func_animate entities could produce warnings about not supporting anim overrides every time they went through their animation cycle, and I'd *thought* that was still there in 2.07, but I couldn't reproduce it a moment ago.)
VanishedOne

VanishedOne

13.03.2020 23:27

developer   ~0012272

Ah, I'm seeing it again today: script/tdm_util.script (32): Thread 'frameCommands': Function 'overrideAnim' not supported on entity 'func_animate_11' (where the entity is set to "model" "tdm_ai_proguard_use" and "start_anim" "idle_bottle_drunk1").

Another one is 'rigid body not at rest' -- I think this happens if a moveable isn't placed firmly on the surface below. However, placing moveables 0.125 units above the surface below can be a precaution to stop them falling through it.
Dragofer

Dragofer

22.03.2020 12:22

developer   ~0012291

Last edited: 22.03.2020 12:23

View 2 revisions

Getting rid of all those 'Couldn't load sound 'player_sounds_....' warnings at the start of each map would be great. They've been clogging up consoles since 1.08: https://wiki.thedarkmod.com/index.php?title=List_of_pre_2.0_warnings
grayman

grayman

27.07.2020 02:09

administrator   ~0012683

It would be nice to differentiate between these 2 warnings:

1. "Can't load A". Then it's found elsewhere, and all is good. I think searching for dds files, not finding them, and using found non-dds files is an example of this.

2. "Can't load B". Subsequent searches turn up nothing, and all is NOT good. The object is truly missing (or misspelled). IIRC,the loader is told whether the requesting code will accept a default object.

If the first warning could be suppressed, a lot of spam will go away. The loader would just silently keep track of progress, and only report a final bad result where the object really can't be found anywhere.
stgatilov

stgatilov

08.08.2020 09:27

administrator   ~0012717

Fixed in svn rev 8918:
  WARNING:Couldn't load sound 'sound' using default
stgatilov

stgatilov

08.08.2020 09:29

administrator   ~0012718

Mark for FMs cleanup.

Warning:
  WARNING:Image name "0" is too short
is caused by this line at the beginning of guis/mainmenu_briefing.gui:
  background 0,0,0,1
This is already fixed in assets, but old FMs still have the problem, since they (legitimately) override it.
stgatilov

stgatilov

22.08.2020 07:03

administrator   ~0012747

Last edited: 22.08.2020 17:55

View 2 revisions

Added new system for tracking how assets load each other and showing the chain on "asset not found" warning.
Committed in svn rev 8939 (and 8943 for compile fix)

The added console printing can be disabled by setting:
  decl_stack 0
(archivable)

You can see some examples below.

WARNING:Couldn't load sound 'sound/map_specific/city_bustle_distant_loop01.ogg' using default
  [map entity: speaker_85]
  [decl: city_sounds_varied in sound/tdm_ambient_environmental_city.sndshd]
  [sound: sound/map_specific/city_bustle_distant_loop01.ogg]

WARNING:Couldn't load image: textures/flanders/planken_donker_local
  [model: func_static_108]
  [decl: textures/flanders/planken_donker in materials/flanders.mtr]
  [image: textures/flanders/planken_donker_local]

WARNING:Couldn't load image: textures/mcity/mcityplain6
  [model: _area117]
  [decl: textures/mcity/mcityplain6 in <implicit file>]
  [image: textures/mcity/mcityplain6]

WARNING:Couldn't load image: statek
  [map entity: func_static_176]
  [model: models/darkmod/nautical/galleon_hull_closed.lwo]
  [decl: statek in <implicit file>]
  [image: statek]

WARNING:Couldn't load image: sleeve_frill
  [map entity: Lazarova]
  [decl: atdm:ai_townsfolk_wench_armed in def/tdm_ai_townsfolk_wench.def]
  [decl: atdm:ai_townsfolk_wench in def/tdm_ai_townsfolk_wench.def]
  [decl: wench/default in skins/tdm_ai_townsfolk_wench.skin]
  [decl: sleeve_frill in <implicit file>]
  [image: sleeve_frill]

WARNING:Couldn't load image: tdm_tongue
  [map entity: Lazarova]
  [decl: atdm:ai_townsfolk_wench_armed in def/tdm_ai_townsfolk_wench.def]
  [decl: atdm:ai_townsfolk_wench in def/tdm_ai_townsfolk_wench.def]
  [decl: atdm:ai_head_female02_red in def/tdm_ai_heads_springheel.def]
  [decl: head_wench02 in def/tdm_ai_heads_springheel.def]
  [model: models/md5/chars/townsfolk/wench/wench_head02_new.md5mesh]
  [decl: tdm_tongue in <implicit file>]
  [image: tdm_tongue]

WARNING:Couldn't load image: arms_legs
  [map entity: atdm_ai_nobleman02_unarmed_1]
  [decl: atdm:ai_nobleman02_unarmed in def/tdm_ai_nobleman.def]
  [decl: tdm_ai_nobleman in def/tdm_ai_nobleman.def]
  [model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
  [decl: arms_legs in <implicit file>]
  [image: arms_legs]

WARNING:Couldn't load image: guis/assets/heart3
  [window: Desktop]
  [window: Briefing]
  [window: BriefingMovingPicture3]
  [decl: guis/assets/heart3 in <implicit file>]
  [image: guis/assets/heart3]
stgatilov

stgatilov

23.08.2020 09:19

administrator   ~0012757

Detected a crash during loading of Rat's Triumphant.
It was caused by dangling pointer to idWindow =(

Perhaps I will remove idWindow from the stack, or add some sort of memory storage in future.
But for now I have simply hacked in a check that window is alive --- it won't crash for sure.
Committed in svn rev 8947.

Issue History

Date Modified Username Field Change
07.03.2020 16:33 stgatilov New Issue
07.03.2020 16:33 stgatilov Status new => assigned
07.03.2020 16:33 stgatilov Assigned To => stgatilov
08.03.2020 16:08 VanishedOne Note Added: 0012252
13.03.2020 23:27 VanishedOne Note Added: 0012272
21.03.2020 17:44 stgatilov Target Version => TDM 2.09
22.03.2020 12:22 Dragofer Note Added: 0012291
22.03.2020 12:23 Dragofer Note Edited: 0012291 View Revisions
27.07.2020 02:09 grayman Note Added: 0012683
08.08.2020 09:27 stgatilov Note Added: 0012717
08.08.2020 09:29 stgatilov Note Added: 0012718
22.08.2020 07:03 stgatilov Note Added: 0012747
22.08.2020 17:55 stgatilov Note Edited: 0012747 View Revisions
23.08.2020 09:19 stgatilov Note Added: 0012757