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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Exception Halt

Author Topic: Exception Halt (18 messages, Page 1 of 1)
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Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 19, 2011 05:00 PM    Msg. 1 of 18       
05.20.11 08:49:52 kornman00 02.00.00.0609
05.20.11 08:49:52 reference function: _write_to_error_file_zomg_h4xmb
05.20.11 08:49:52 reference address: 4011a4
05.20.11 08:49:52 Couldn't read map file './kornman00beta.map'
05.20.11 08:51:30 EAX: 0xFFFFFFFE
05.20.11 08:51:30 EBX: 0x00000001
05.20.11 08:51:30 ECX: 0x0012E008
05.20.11 08:51:30 EDX: 0x000002CC
05.20.11 08:51:30 EDI: 0x0012E008
05.20.11 08:51:30 ESI: 0x00000000
05.20.11 08:51:30 EBP: 0x0012DEE0
05.20.11 08:51:30 ESP: 0x0012DED0
05.20.11 08:51:30 EIP: 0x77C770B4, C3 8D A4 24 ?????
05.20.11 08:51:30 EXCEPTION halt in \km00\sourcecode\halo\tag_files\tag_groups.c,#3157: #2 is not a valid scenario_biped_palette_block index in [#0,#1)

I was deleting bipeds from the biped palette through Guerilla. It shut down, so I went to debug and that's what it spat at me. What does it mean? Was I supposed to delete them through Sapien only?

E: and yes, I have googled it, but no avail.
Edited by spartan314 on May 19, 2011 at 05:01 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: May 19, 2011 08:45 PM    Msg. 2 of 18       
Delete the placed bipeds before removing them from the palette.

If you are having problems opening guerilla, delete your guerilla.cfg file. Do the same for your kornman00.cfg. The next time you open it, it will make a new configuration file.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 19, 2011 08:49 PM    Msg. 3 of 18       
You're supposed to delete the biped's position FIRST before deleting the palette. Simple reason being, guerilla still has the biped's data and location stored in the .scenario, and will exception out because you deleted all the relevant data from the palette beforehand when you scroll back up and/or click the drop-down menu.

In other words, delete the bipeds from their positions first before touching the palette (and I mean all of them, because if you just delete one type of biped, then touch the palette, guerilla will load up the biped before/after the one you deleted and still exception) OR just use sapien.

Safer bet: sapien.

Sorry if it's too much to read, lol.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 20, 2011 12:05 AM    Msg. 4 of 18       
Well, that's pretty weird, because the first time I did it, it happened because of what you guys had said (i think). But the second time, I DID delete all of the biped's position. Then got rid of all the bipeds in the palette but it did that again.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 20, 2011 12:55 AM    Msg. 5 of 18       
I hope you didn't misunderstand me when I said to delete the bipeds' position - what I meant was that you delete them from where they stand, so that guerilla doesn't load their data. This technique is usually reserved for people who know their way around guerilla - no offence :x

Like I said, for you, the safer bet is to delete them via sapien.

If I could do a video/show a pic of what I mean, I would - I'm using a friend's computer to type this up ^_^;


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 20, 2011 04:01 AM    Msg. 6 of 18       
When you are removing a set of data from the scenario, use sapien, not guerilla/kornman, it always messes up, even if you delete from the parent to child. I tried once with vehicles, I accidentally deleted the vehicle first and could not open the scenario, the second time I deleted the vehicle from palette first, and then from vehicles, it still exceptioned. Use Sapien plz.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 21, 2011 02:25 AM    Msg. 7 of 18       
Okay, so here's the new problem. I deleted the biped's position, in Sapien, like you said. Then removed the bipeds from the palette. When I tried to put a new biped in, it crashed.
Edited by spartan314 on May 21, 2011 at 02:25 AM


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 21, 2011 01:41 PM    Msg. 8 of 18       
Post the debug.

I'm also thinking that your HEK is out of whack - I suggest reinstalling with a fresh set of tags. Remember, always rip from all of Halo PC's campaign maps and at least one MP map before ripping from CE! Less haggle for you in the long run if you do so :3


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 23, 2011 01:57 AM    Msg. 9 of 18       
Well, I tried with a completely new custom test box map, and it worked. So I have no idea why it's not working with the other one.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 23, 2011 02:14 AM    Msg. 10 of 18       
When you say custom...do you mean everything is custom (weapons, vehicles, etc.)? Or custom as in a custom BSP, period?

If it's the former, then idk.

If it's the latter, then there's something in the other map that prevents tool from compiling it. What map are you trying to mod?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 23, 2011 02:27 AM    Msg. 11 of 18       
Just tutorial. Wondering why this was happening so that if it happens with an actual project, I would have the knowledge how to fix it.

And it was a custom BSP.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 23, 2011 03:40 AM    Msg. 12 of 18       
Quote: --- Original message by: UBE Chief
then there's something in the other map that prevents tool from compiling it.
What map were you trying to mod in the first place?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 23, 2011 03:46 AM    Msg. 13 of 18       
None.
I was messing with tutorial with new tags and such when it did that.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 23, 2011 06:30 PM    Msg. 14 of 18       
Then those tags are corrupt. Redownload/rip them again and make sure that they are properly referenced in their tags in guerilla. If it happens again, post back.


Omargawdz
Joined: May 25, 2011

snipe! now u dead


Posted: May 25, 2011 01:18 PM    Msg. 15 of 18       
ya 4 exeptions u hav 2 script it not 2 have tht error i hav the script 2 keep mapz from exeption hallting i cn post it soon but its stil not done
Edited by Omargawdz on May 25, 2011 at 01:19 PM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: May 25, 2011 01:19 PM    Msg. 16 of 18       
Quote: --- Original message by: Omargawdz
ya 4 exeptions u hav 2 script it not 2 have tht error i hav the script 2 keep mapz from exeptioning i cn post it soon but its stil not done


It exceptions for a reason. It means that something went wrong. I.E. corrupt tags. For example the CMT tag release cannot be played without exception due to the way they made it.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 25, 2011 04:04 PM    Msg. 17 of 18       
Quote: --- Original message by: Omargawdz

ya 4 exeptions u hav 2 script it not 2 have tht error i hav the script 2 keep mapz from exeption hallting i cn post it soon but its stil not done
Edited by Omargawdz on May 25, 2011 at 01:19 PM

Anyone else have a really hard time trying to read it?


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 25, 2011 04:15 PM    Msg. 18 of 18       
^Yes. Retarded texting for the fail.

Seriously, go back to school bro, my 6 year old cousin can type better than you!

 

 
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