Homeworld Remastered Collection

Homeworld Remastered Collection

Cataclysm Remastered 2.0 beta
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23-Down  [developer] Apr 6, 2015 @ 9:42am
Crash log
Hope you can make head and tales outta this. For me it seems as if the game is conducting a check of the dreadnought family which doesn't exist and therefore crashes. But I'm no modder so I can only speculate.


Mon Apr 06 18:23:28 2015
Version 1.24, Build Number 16, Changelist Number 1022034
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'UpdateHomeworld2.big'
Loaded Archive: 'HW1Ships.big'
Loaded Archive: 'UpdateHW1Ships.big'
Loaded Archive: 'HW2Ships.big'
Loaded Archive: 'UpdateHW2Ships.big'
Loaded Archive: 'HWBackgrounds.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHWBackgrounds.big'
UTIL -- filepath failure, path doesn't exists 'D:\Steam\steamapps\common\Homeworld\HomeworldRM\data\locale\English'
Loaded Archive: 'English.big'
Loaded Archive: 'UpdateEnglish.big'
Loaded Archive: 'Compatibility.big'
Loaded Archive: '76561197968449707\416844570\somtaaw.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Down23_01
Changing from a 32 bit colour depth in winNT (6.1 build 7601), Service Pack 1
Display: (0, 0, 1280, 1024) - (0, 0)
Display: (0, 0, 1280, 1024) - (0, 0)
Switching to a 1280x1024 32bit mode
Display: (0, 0, 1280, 1024) - (0, 0)
GL Info: 3.3 - 3.3.0 NVIDIA 347.52
GL Vendor: NVIDIA Corporation
GL Renderer: GeForce GTX 660 Ti/PCIe/SSE2
GL Part ID: 660
Loaded Archive: 'EnglishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
SOUND -- created destination [ dxa streamer ], handle [ 0 ] with [ 8 ] channels created
SOUND -- created destination [ dxaudio ], handle [ 1 ] with [ 48 ] channels created
Build name:
Built by : builduser
Data path : D:\Steam\steamapps\common\Homeworld\HomeworldRM\data
No mapping for font 'Blender' - using 'default'
Resetting fp PC control word.
CmdLine: -workshopmod 76561197968449707\416844570\somtaaw.big
Starting Level: data:LevelData\Multiplayer\DeathMatchHW2\2P_HOSTILITIES_END.LEVEL
LOCALIZER -- Requested string range doesn't exists '9652'
LOCALIZER -- Requested string range doesn't exists '9652'
LOCALIZER -- Requested string range doesn't exists '9652'
LOCALIZER -- Requested string range doesn't exists '9652'
LOCALIZER -- Requested string range doesn't exists '9652'
LOCALIZER -- Requested string range doesn't exists '9652'
LOCALIZER -- Requested string range doesn't exists '9652'
could not find family DreadNaught, All family names should be defined in data\scripts\FamilyList.lua.

Check that any families you've assigned to ships / subsystems / resources are defined in this lua file.
EngineTrailStatic::getTweaks requesing index(0) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(2) that doesn't exist.
luaplayer 74: Player_RestrictResearchOption: unable to restrict (cpuplayers_defensive)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 71 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (cpuplayers_aggressive)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 72 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (cpuplayers_dynamic)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 73 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (cpuplayers_norushtime5)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 74 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (cpuplayers_norushtime10)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 75 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (cpuplayers_norushtime15)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 76 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (AllShipBuildSpeed)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 77 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (AllShipBuildSpeedHard)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 78 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (AllShipBuildSpeedExpert)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 79 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (ResourceCollectionRateHard)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 80 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
luaplayer 74: Player_RestrictResearchOption: unable to restrict (ResourceCollectionRateExpert)
parameter: 0
stack traceback:
1: function `RestrictOptions' at line 81 [string ""]
2: function `MPRestrict' at line 5 [string ""]
3: function `OnInit' at line 215 [string ""]
Display: (0, 0, 0, 0) - (-32000, -32000)
Display: (0, 0, 0, 0) - (-32000, -32000)
Restoring video mode
Display: (0, 0, 0, 0) - (-32000, -32000)
Display: (0, 0, 1280, 1024) - (0, 0)
Display: (0, 0, 1280, 1024) - (0, 0)
Switching to a 1280x1024 32bit mode
Display: (0, 0, 1280, 1024) - (0, 0)
Restoring video mode
Display: (0, 0, 1280, 1024) - (0, 0)
Display: (0, 0, 100, 100) - (8, 30)
Display: (0, 0, 100, 100) - (8, 30)
Last edited by 23-Down; Apr 6, 2015 @ 9:42am
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Showing 1-13 of 13 comments
Yellow 13  [developer] Apr 6, 2015 @ 7:04pm 
Thanks. Does it crash as soon as the game is the match is done loading?
LeviathansWrath Apr 7, 2015 @ 7:48am 
hate to bust in here but there is no fatal exit listed.
Yellow 13  [developer] Apr 7, 2015 @ 10:50am 
From experience, I've noticed crashes when the CPU player attacks (not defend). Notice how the "CPUPLAYER" research fails. CPU attack timer functions rely on this research being completed.
Yellow 13  [developer] Apr 7, 2015 @ 11:36am 
Nah, fixed the CPUPLAYER research but still crashes when AI orders to attack (no FATAL EXIT in log). Any thoughts?
23-Down  [developer] Apr 7, 2015 @ 11:45am 
I did crash once the battle started or the ai ordered to attack me in while coming into weapons range. Before that I actually had like 15 minutes peace and I thought you had the crash issues solved with 0.2b. Definetely has something to do with their attack behavior and orders then. Wish I could be of more help to you. :(
23-Down  [developer] Apr 7, 2015 @ 12:31pm 
Update: @Yelow13: You're certainly right that the crashes got something to do with the mothership getting engaged. I've just played for over 40 minutes or so without any crashes at all. I took the initiative and attacked my taiidan ai early on didn't let him approach me at all. And it worked fine eventually I crushed everything besides his miners and mothership. Eventually he rebuild... HCs etc.. but didn't attack me for some reason. So for testing purposes I decided that I attack him starting with my mothership which I hyperjumped straight on to his (and only my MS for testing purposes). And wolla I had an iimmediate crash.

I think the crashes may have something to do with the Kuun Lan itself. Perhaps there are some defence guns defined for the ship which tries to fire but which simply doesn't exist scripting wise in HW RM. So a good place to start investigating the crashes might be by beginning with the Kuun Lan and it's carriers. All other units during my battles didn't inflict any crashes at all. And I sent everything except capital ships.

@Voidmaster is correct the Somtaaw are overpowered at the moment. Although I must say I do like their strength. You should rather balance all other factions to them to smoothen out the fights in a long term. But that would mean x10 more work for you so better balance the Somtaaw to the other factions. :)

An interesting observation regarding the Acolyte: It doesn't always and that's in most cases use their weapons since I've played with research off it means their energy balls. They approached targets but didn't fire and then took evasive maneuvers. You need to adjust the attack patterns for that unit. And don't worry from what I gathered that's even partially a problem for the 4 remastered factions so not entirely your fault or that of the HWU team. :) Furtermore I also noted that the Energy balls dance around ships even fighters. They manage to keep the speed but can't rotate fast enough to hit the target. Their angular settings needs to get increased the same issue affected missiles in the early RM release.

I think we're getting closer in finding the reason to the crashes.. I'll try to scale it down even more. But so far the mothership is a holy grail regarding the crashes.
Last edited by 23-Down; Apr 7, 2015 @ 12:39pm
Yellow 13  [developer] Apr 7, 2015 @ 6:06pm 
Hmm, interesting. I've attacked with the Kuun-lan (i.e. siege cannon) before, without crashing. However, it was at the point where the CPU Vaygr player only had production ships left, and the Kuun-lan was never engaged. I'll try to replicate the situation you suggested.
Yellow 13  [developer] Apr 7, 2015 @ 6:50pm 
Weird. I tried to do the same (hyperspace Kuun-lan to CPU vaygr mothership, and hyperspace carrier to a different CPU vaygr mothership). Both ended up being attacked by vaygr fighters, corvettes, and frigates. A few (also enemy) Hiigaran frigates also joined the fight and began attacking my Kuun-lan, and the game never crashed.

I've only experienced a crash when CPU players seek out and attack me (on their ai attack timer). What races / CPU difficulty did you test on?
23-Down  [developer] Apr 8, 2015 @ 7:34am 
Played on expert and dynamic ai mode. Also I did test it both times just in 1v1 situations. everything off except research which was enabled.

You're right that the game also often crashes when the ai tries to attack. I've also rechecked my error.log but no new intel it looks as the old one.

If you can't find it...I would suggesting to remove everything and then re add unit by unit per copy and paste (the scripts) till it crashes then you can narrow it down. That's how I did things back then in Operation Flashpoint mapping/modding.

Last edited by 23-Down; Apr 8, 2015 @ 7:35am
Yellow 13  [developer] Apr 8, 2015 @ 9:41am 
Sounds good. Right now I'm just trying to determine if the crash you described is part of the same bug, or a different one. The only difference I had in testing was that it was 1v7, research off, and vaygr opponents.
Yellow 13  [developer] Apr 8, 2015 @ 9:50am 
OK I've tried again, 1v1, vs Expert dynamic taiidan with everything off except research on. Researched hyperspace tech, jumped to the taiidan, wiped them out with no crash.

What version were you running?
23-Down  [developer] Apr 8, 2015 @ 9:52am 
Well the latest patch ... And version 0.2b of your mod.

Sent you a friend request on steam then we could discuss our findings in real time..
Last edited by 23-Down; Apr 8, 2015 @ 9:54am
Yellow 13  [developer] Apr 8, 2015 @ 3:15pm 
Appears to be a bug in strike groups. AI uses strike groups when attacking offensively, but was causing the game to crash. Strike groups were reset to vanilla scripts in v0.3 to be uploaded tonight.

Thanks for the input!
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