Nexus Modding > Scripting

DX9 Error

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The Old Dragon:
Hi All,

Whenever I try to 'Save and Start' a mod mission that I'm working on, I get the following DX9 error message...


--- Code: ---File:  cExpression.CPP
Line: 708
Expression: False
--- End code ---

It only effects this one mod as far as I can tell, everything else runs and has only been around a couple of days. I've tried undoing the recent changes that I can remember but it still persists. Anyone else run into this critter before or have an idea as to the cause? 

My only other recourse at the mo would be to start again and introduce the work already done a bit at a time (a bit time consuming and annoying to say the least)...

Thanks.

Mularac:
I remember having such an error, however the circunstances and how I fixed it are long gone... It's a runtime error, at least, or otherwise the mod's compiler would have picked up on it. See which rules are being run at the very start of the mission, the bug is most likely there.

The Old Dragon:
Got it  ;D

Thanks Mularac; you were right, the error was lurking in the first machine. I found an errant '*/' lurking at the end of a line.

At least I can carry on now, thanks.

Mularac:
Those things are a pain, I know... Cursed be nexus and his lazy compiler... When it bothers to compile at all. My experience with campaign coding have lead me the disgusting reality that there's no such thing at campaign level, the game just interpreting the script as it goes and crashimg when it encounters any error

Arparso:

--- Quote from: Mularac on August 28, 2012, 23:36:00 ---Those things are a pain, I know... Cursed be nexus and his lazy compiler... When it bothers to compile at all. My experience with campaign coding have lead me the disgusting reality that there's no such thing at campaign level, the game just interpreting the script as it goes and crashimg when it encounters any error

--- End quote ---
That's not really unusal, I think. Plenty of games do it like that. Only alternative would be to read and compile all scripts at game startup and even then you'd only catch syntactical errors. That leaves plenty of stuff to go wrong at runtime ;)

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