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more errors

Posted: Sat Mar 23, 2019 3:54 pm
by carll11
I was watching the game play my arty shoot for side A turn 1, all went well,arty ended got the next turn splash screen, clicked it, then went to save the game as turn 2, and whomp, it threw me out......

following was in error log;

2019-03-23 11:46:15 Middle East.exe: [ERROR ID 1030] (SelectScenario.cpp, line 480, LoadScenarioThumbnail()) expected 4 assignments, but 0 fields were assigned: reading Mitla Pass tn 2.btl

2019-03-23 11:46:15 Middle East.exe: [ERROR ID 1030] (SelectScenario.cpp, line 491, LoadScenarioThumbnail()) expected 3 assignments, but 0 fields were assigned: reading Mitla Pass tn 2.btl

2019-03-23 11:47:37 Middle East.exe: [ERROR ID 1030] (SelectScenario.cpp, line 480, LoadScenarioThumbnail()) expected 4 assignments, but 0 fields were assigned: reading Mitla Pass tn 2.btl

2019-03-23 11:47:37 Middle East.exe: [ERROR ID 1030] (SelectScenario.cpp, line 491, LoadScenarioThumbnail()) expected 3 assignments, but 0 fields were assigned: reading Mitla Pass tn 2.btl

2019-03-23 11:48:41 Middle East.exe: [ERROR ID 1030] (SelectScenario.cpp, line 480, LoadScenarioThumbnail()) expected 4 assignments, but 0 fields were assigned: reading Mitla Pass tn 2.btl

2019-03-23 11:48:41 Middle East.exe: [ERROR ID 1030] (SelectScenario.cpp, line 491, LoadScenarioThumbnail()) expected 3 assignments, but 0 fields were assigned: reading Mitla Pass tn 2.btl

RE: more errors

Posted: Sat Mar 23, 2019 3:59 pm
by carll11
Been sitting here 10 minutes now, the game itself wont restart either, this is what I get;



Image

RE: more errors

Posted: Sat Mar 23, 2019 4:09 pm
by berto

It looks like your modded scenario is missing some bits and pieces.

Please zip up and post here all relevant recently modded files. It looks to be some kind of data error, and we would need to see the data.

RE: more errors

Posted: Sat Mar 23, 2019 4:36 pm
by carll11
OK, thx.

I got the game going again, the turn 2 save was zero Kb's, I deleted it, then restarted and it took me to my saves...

Uhm, I have the zip file, how do I post it here?


Send email?

RE: more errors

Posted: Sat Mar 23, 2019 5:33 pm
by Jason Petho
You can attach a zip file to your post when you hit "Post Reply" instead of replying at the bottom of the thread.

RE: more errors

Posted: Sat Mar 23, 2019 6:00 pm
by carll11
ok, I clicked the orange post reply button, bottom left next to fast reply, I dont see an 'attachment' icon for me to use in the post screen etc....


RE: more errors

Posted: Sat Mar 23, 2019 6:02 pm
by carll11
I emailed it to you....

RE: more errors

Posted: Sat Mar 23, 2019 7:30 pm
by berto

Got it. I am running the save file using a special debug version of the game EXE. Would you believe the engine.log file is currently ~1 GB in size?! [X(]

RE: more errors

Posted: Sat Mar 23, 2019 7:37 pm
by berto

Questions: Why are you using such a huge map for this scenario, when the action occurs in just a small portion of it? Do you not know how to make submaps? Perhaps Jason (or Crossroads) could tutor you about this?

I ask these questions, because by using such a humongous map, you are stressing the game system big time.

RE: more errors

Posted: Sat Mar 23, 2019 8:06 pm
by carll11
I thought of that Berto, re: the map size, I didn't see an issue because I have never ever had these issues before( old ME). I can imagine with all of the 'finer' graphics of the units terrain, as in pixel count etc., drawing the map and units on an almost constant basis , it might stress my graphics card if anything though, not the Game system.

I remember seeing the sub map routine in the manual.I'll figure it out or ask for help.

I will also add; I also went to my secondary copy of the game in my C:/Matrix folder, the game I was using is(was) in my Program File(86) folder. I could only run the game after selecting 'run as admin.', I was beginning to think that that was somehow gagging the saves and mechanics of writing to the btl. file constantly too.

Since I have gone to the Main C:/Matrix folder, the game has been running fine, I've played a few turns and its running much faster too.

Oh and I am not sure what an 'engine log file' does, but I'll take your word mine is giganticus[:D]

RE: more errors

Posted: Sun Mar 24, 2019 9:17 am
by Crossroads
ORIGINAL: berto


Questions: Why are you using such a huge map for this scenario, when the action occurs in just a small portion of it? Do you not know how to make submaps? Perhaps Jason (or Crossroads) could tutor you about this?

I ask these questions, because by using such a humongous map, you are stressing the game system big time.
Berto, that screenshot is likely from either of the community scenarios by Fritzfarlig, where he depict the whole Sinai sector for 1967 and 1973 using the master map.

RE: more errors

Posted: Sun Mar 24, 2019 9:19 am
by Crossroads
ORIGINAL: carll11

I will also add; I also went to my secondary copy of the game in my C:/Matrix folder, the game I was using is(was) in my Program File(86) folder. I could only run the game after selecting 'run as admin.', I was beginning to think that that was somehow gagging the saves and mechanics of writing to the btl. file constantly too.

Since I have gone to the Main C:/Matrix folder, the game has been running fine, I've played a few turns and its running much faster too.
Yes, it is our recommendation the game would be installed in such a location, and not under either of the Program Files folders. The location suggested by the Matrix installer is a poor one, in hindsight.

RE: more errors

Posted: Sun Mar 24, 2019 11:50 am
by carll11
No, thats my screenie of my game...

RE: more errors

Posted: Sun Mar 24, 2019 11:50 am
by carll11
Yes, it is our recommendation the game would be installed in such a location, and not under either of the Program Files folders. The location suggested by the Matrix installer is a poor one, in hindsight.


Ah, I missed that post, well, I've learned my lesson ;)

RE: more errors

Posted: Sun Mar 24, 2019 1:28 pm
by berto
ORIGINAL: berto

Questions: Why are you using such a huge map for this scenario, when the action occurs in just a small portion of it? Do you not know how to make submaps? Perhaps Jason (or Crossroads) could tutor you about this?

I ask these questions, because by using such a humongous map, you are stressing the game system big time.
ORIGINAL: carll11

I thought of that Berto, re: the map size, I didn't see an issue because I have never ever had these issues before( old ME). I can imagine with all of the 'finer' graphics of the units terrain, as in pixel count etc., drawing the map and units on an almost constant basis , it might stress my graphics card if anything though, not the Game system.
But you see, it's not just the graphics. During normal game processing, the code scans the entire map dozens and dozens of times to check all manner of things -- tripfires, spotting, concealment, etc., etc. By using the humongous master map, well over 90% of the processing time (at least those portions devoted to map scanning) is wasted looking at areas without any units, or any action. This slows your game play needlessly. Worse for my tech support purposes, it slows down my efforts to assist you. I am having to load your scenario and save game files into a virtual machine, with a snapshot of the game as it was at the time of the March 2018 public release, what you are using. If you know about virtual machines, you would know that they typically run more slowly than physical machines. My running your modded scenario (with its h-u-g-e map) and save file in the virtual machine is quite slow.

Using the huge master map just has so many downsides. Use it when you must (like for a grand campaign game that covers the entire Sinai and beyond). But otherwise, best to downsize.

RE: more errors

Posted: Sun Mar 24, 2019 2:46 pm
by Jason Petho
Next year I'll have to buy a new PC for home.

What kind of specs would you recommend to run these monster scenarios?

RE: more errors

Posted: Sun Mar 24, 2019 4:04 pm
by berto

I can't be very specific about, um, specs. But a rough guess is that to run "monster" scenarios (with monster maps etc.) in the Campaign Series, you had probably best go with:

[*]a late generation, high-end, quad-core CPU
[*]16 GB RAM
[*]a fast SSD

For the Campaign Series, you don't need a blockbuster, high-end GPU of course. GPU memory is more important than GPU speed (for the CS). Any reasonably recent graphics card should serve well. But do not use so-called "integrated" graphics, where graphics is handled by the CPU or some motherboard chip and where the graphics subsystem "steals" memory from main RAM. No, a separate graphics card, reasonably high-end, with its own GPU and graphics RAM, should do.

(The above is for ordinary consumer game play. As a CS developer, I would advise upping your system RAM to 32 GB. Why? It's so you can run a capacious RAM drive, mainly to deal with the huge log files that running the game at a high logging level will produce. When developing CSEE Lua scripts, execution tracing (having toggled tracing ON via the CSEE traceon() function) will write tons of tracing entries. With so many and so frequent log file writes, you will want the fastest speed of a RAM drive (even faster than an SSD), of course. (I will clue you in on the command-line switch to redirect your logging away from the default Logs folder instead to the RAM drive folder.) In my first test run of carll11's modded scenario and save game, for just the first turn, at the -L5 logging level, would you believe it generated an engine.log of 7 GB in size?! [X(])

RE: more errors

Posted: Sun Mar 24, 2019 4:11 pm
by carll11
ORIGINAL: berto

ORIGINAL: berto

Questions: Why are you using such a huge map for this scenario, when the action occurs in just a small portion of it? Do you not know how to make submaps? Perhaps Jason (or Crossroads) could tutor you about this?

I ask these questions, because by using such a humongous map, you are stressing the game system big time.
ORIGINAL: carll11

I thought of that Berto, re: the map size, I didn't see an issue because I have never ever had these issues before( old ME). I can imagine with all of the 'finer' graphics of the units terrain, as in pixel count etc., drawing the map and units on an almost constant basis , it might stress my graphics card if anything though, not the Game system.
But you see, it's not just the graphics. During normal game processing, the code scans the entire map dozens and dozens of times to check all manner of things -- tripfires, spotting, concealment, etc., etc. By using the humongous master map, well over 90% of the processing time (at least those portions devoted to map scanning) is wasted looking at areas without any units, or any action. This slows your game play needlessly. Worse for my tech support purposes, it slows down my efforts to assist you. I am having to load your scenario and save game files into a virtual machine, with a snapshot of the game as it was at the time of the March 2018 public release, what you are using. If you know about virtual machines, you would know that they typically run more slowly than physical machines. My running your modded scenario (with its h-u-g-e map) and save file in the virtual machine is quite slow.

Using the huge master map just has so many downsides. Use it when you must (like for a grand campaign game that covers the entire Sinai and beyond). But otherwise, best to downsize.

Thank you, I understand, re: my comment to re-drawing or more properly 'processing' the map almost well constantly long with the protocols it must exec. per cycle on the map. I have no issue sub mapping and will do so in future.

RE: more errors

Posted: Sun Mar 24, 2019 4:21 pm
by Jason Petho
Thank you, Berto!

That's really helpful and something I will strive for with the new system!

RE: more errors

Posted: Sun Mar 24, 2019 4:26 pm
by Big Ivan
berto,

Thanks for your opinion on future hardware needed to run monster CS games. It was very helpful.

My Win7 rig with 4GB ram someday will be obsolete. Planning for the future is good sound judgment![:)]