Engine Error Messages

At startup the engine will first compile the script, and then execute it. Syntax errors in the script are indicated during compilation. The line in question is also indicated, allowing to find and fix the error. Pressing [Esc] aborts the compilation process.

Sometimes syntax errors are not obvious. If the line in question is ok, look for an error in the previous line, like a non-closed bracket or a missing semicolon. An error of the type

Machine code generator: Can not translate OP:TYPE1:TYPE2:TYPE3

Indicates an numeric operation with wrong parameter types, for instance an AND or OR operation with a float or double type. In that case, typecast the expression to the correct type.

Aside from script syntax errors, the following error or warning messages can be issued by the engine at startup or during runtime:

Warning W71: Can't play sound

Attempt to play a sound that can't be used here; in most cases a stereo sound was played as a 3D sound by ent_playsound or snd_play functions. For stereo or background sounds use the media_play function.

Error E351: Corrupted engine (possible virus!)

An attempt to hack or modify the engine was detected, probably due to a virus infection. Close all programs and run a virus scanner at once.

Error E355: Startup failure

A published engine could not start. Possible reasons are modifications to the executable, resource, or script after publishing. This can also happen if the .CD folder contained old content. Delete the .CD folder and publish again.

Error E356: Problem with script

The script could not be executed. Either it contains a syntax error that is indicated and has to be fixed. Or it was not found in the current directory. Or it was modified after publishing.

Error E1001: Untitled file

You have probably forgotten to save the level or script before running it. Use Save As.. to give the file a name.

Error E1004: Not enough memory (xxx MB required)
Error E1005: Out of memory

A Windows memory allocation (malloc or new function) failed. All today's PCs should have enough virtual memory (more than 2 GB), so you'll normally never see this error message. Check if your PC is misconfigured or set up to a very low virtual memory size. Another reason for this error message can be a too-high nexus value (exceeding the recommended limit) or a damaged model, sound or image file with a wrong internal size.

Error E1100: Can't open level
Error E1101: Bad WMB format
Error E1107: Unsupported WMB version

The WMB file was not found or damaged, or compiled with a newer WED version that this not supported with this engine. Re-compile it.

Warning W1103: Compiled without meshes

This warning is only issued when the warn_level variable is set to 4 or above. The WMB file was compiled with an old Gamestudio version, or compiled without meshes (see Map Compiler). Re-compile it.

Error E1104: Invalid texture size
Error E1105: Bad texture animation

The WMB file contains textures that have an invalid size (not divisible by 16), or their animation cycle does not begin with +0 or is interrupted.

Warning W1108: Oversized texture

This texture will be displayed in reduced quality on most systems - for instance a texture bigger than 2048 pixels or a cubemap bigger than 256x256 pixels. For supporting old 3D cards, do not use textures bigger than 1024x1024. This warning is only issued if the warn_level variable is set to 2 or above.

Error E1112: Bad size

The bitmap file contains a wrong texture size.

Error E1115: Bad format

The file contains an invalid format - for instance, a bitmap with an unusual color depth or compression format that is not supported by DirectX. Please see file formats for the supported formats.

Error E1192: Unsupported feature

You've attempted to use a feature that is not supported by your edition. See editions.

Error E1201: Nexus too small

You have to increase the nexus memory (see: -nx command line option or WED Map Properties) for this level, or - if the nexus is already at the recommended limit of 200 MB - reduce the number of elements in the level. A6 only; in A7 the nexus is automatically increased.

Error E1220: General Error

An internal crash happened. Note the circumstances, and contact the Conitec support.

Error E1230: Not enough video memory

Your 3D video card is not suited for DirectX games because it offers not enough memory for basic functions such as screen buffer or memory management.

Error E1241: Can't open D3D device

If the D3D device can't be opened, the DirectX library is probably damaged or not properly installed on your PC. Install DirectX 9.0c or above, and the correct driver for your video card.

Error E1242: Can't open video device

E1242 is issued when the D3D device can be opened, but a video device is not available for the given resolution. The engine tries some lower and higher resolutions before giving up. You need a 3D video card for running DirectX applications. Further possible reasons are installation of a wrong video driver, or an extremely high nexus setting (above 500 MB) that consumed all the virtual memory.

Error E1246: 3D driver failure

If your 3D card encounters an internal driver failure, download fixed drivers from the manufactorer's site. For very old 3D cards, attempt to use weak mode (-w3d).

Error E1299: Trial version timed out.

The run time of the trial engine has expired.

Warning W1301: Can't open file

The given file was not found in the path or resource.

Error E1302: Bad MDL format

The given model file was damaged or has a wrong format.

Warning W1305: Bad File Name

This warning is only issued when the warn_level variable is set to 2 or above. The entity file name contains invalid characters such as ' ', '/' or '\' - the latter is interpreted as a path and will lead to publish errors.

Warning W1306: Oversized

This warning is only issued when the warn_level variable is set to 2 or above. The entity is too big and split in too many parts by the BSP tree at it's current position. Therefore the BSP culling can not be used for that entity, resulting in a slower frame rate. The number of BSP splits for an entity can be minimized by placing its origin at its center position.

Error E1308: Can't be rendered

The entity can't be rendered by your hardware. Normal video cards can only render meshes of up to 65536 vertices or triangles. For a terrain, use chunks.

Warning W1309: Bad texture size

This warning is only issued when the warn_level variable is set to 1 or above. Some of the entities' skins are not a power of 2 in size. In most cases the engine will fix the skin automatically, but this is not possible here (f.i. because the entities' skins have different sizes). The entity will be rendered, but with partially wrong skin coordinates. Open the entity in MED and manually fix the skin size.

Error E1310: Bad scale value

The entity is too small, too big, or otherwise ill-scaled. It would never be visible on screen with this scale value.

Error E1320: Action not found

You've renamed or erased the entity behaviour action out of the file, or the action name exceeds the 20 character size of the WED behavior panel.

Error E1340: Not enough entities reserved

What it says: You have to increase either the nexus or max_entities.

Warning W1351: Can't open file
Warning W1352: Can't play sound

The sound or animation file was not found or has an invalid format.

Warning W1401: Client/Server communication trouble
Warning W1402: Client/Server buffer overflow

The client/server connection was interrupted for more than a second, or too much entities were created by ent_create at the same time.

Warning W1403: Too many clients

More clients try to connect than entities are available in the level. The client is rejected. Increase max_entities.

Warning W1404: Incompatible engine versions

The client uses an engine with a different protocol version, and is rejected.

Warning W1407: Invalid join attempt

A client running in a wrong mode - for instance, with a different game level - attempted to join the session. Only issued by the Development Engine in server mode.

Warning W1501: Empty Pointer

You are using a pointer that was not initialized, and therefore does not exist in the scope of this function. Refer to the manual about pointers and how to use them (see "Script-Traps").

Warning W1502: Possible endless loop

You have probably forgotten to place a wait or a termination in the loop of the given function. Read the script tutorial about loops.

Warning W1503: Invalid array index

You gave an index that exceeds the array length.

Warning W1504: Negative argument

You used an arithmetic function with a wrong argument, like a negative value for a square root.

Warning W1505: Heap damage

Your script accessed an invalid memory area within the last frame. This can happen for instance when calling functions with wrong numbers or types of arguments, or writing past the end of an array.

Warning W1506: Too many functions

More functions are running than the internal function scheduler can handle (normally around 10,000 per frame). Probably you are creating non-terminating functions - not necessarily the indicated one - in an infinite loop.

Error E1507: Video not yet initialized

You called a DirectX function in the first frame before DirectX was initialized. Use wait(1) to wait for the second frame when a DirectX device is available.

Warning W1508: Can't load

You've used game_load for loading a .sav file that was saved by a different game or script file. Variables or objects could have been overwritten, so better exit and re-start (after deleting the faulty .sav file).

Warning W1509: Avoid save/load in same frame

You've attempted to execute several game_load or level_load operations at the same time. Only one load operation is possible per frame cycle - the others won't be executed.

Warning W1510 - Inkey already active

An attempt was made to run inkey() twice at the same time.

Warning W1511 - dangerous instruction in event

This runtime warning message will be issued when the given event function contains bad script code -a forbidden instruction (see "Event-Traps") that changes something in the level or can trigger an event itself, like c_move, ptr_remove, ent_create, c_trace, c_scan, video_switch etc. in the first cycle of the event. Insert a wait(1) before executing such instructions in an event function. This warning is only issued if the warn_level variable is set to 2 or above.

Error E1512: Empty prototype ...

An empty function prototype was called. This can happen when the function body is missing, or a function was called from a DLL that doesn't exist or was not found. Check the acklog.txt - functions with missing bodies are listed there.

Error E1513: Crash in...

A function in your script crashed. Usual mistakes are accessing an empty pointer, dividing by 0, or doing something with a nonexistent entity. Crash errors are only indicated in the development engine. The distributable version will not issue an error message, but just crash the program. The name of the faulty function is indicated (A7.2), so the error should be easy to find and fix. If you get a crash right at startup or level loading, a damaged sound, image, or model file might be the reason. Another possible reason is a wrong setting of the DEP (Data Execution Prevention) in your Windows system configuration that prevents running scripts.

Error E1514: Invalid pointer or handle

An engine function, like handle or ptr_for_handle, was called with an invalid pointer or handle.

Error E1515: Invalid arguments

A function was called with a wrong argument type or number, or a NULL pointer when a valid object pointer is expected. The expected type is indicated in the message.

Error E1516: Invalid pointer freed

A function such as ptr_remove or ent_remove was called with an invalid or already-freed pointer.

Error E1517: No level

You're attempting to modify your level, usually by placing entities in it, but have forgotten to load that level before. If you don't know what a level is and how to load it, read the lite-C tutorial.

Error E1521 - can't load DLL

The DLL can not be loaded. It's either corrupted or does not run on the target system because it uses another library that's not installed there.

Error E1525 - object not available for DLL

The warning messages by a5dll_getwdlobj about trying to access a nonexistent variable or function are only issued if warn_level is set at 2 or above. Otherwise a5dll_getwdlobj returns NULL and the DLL must handle this error.

Warning E1527

Warning issued by the error function in your script.

Warning W1550 - Error in effect

The effect or shader script has a syntax error. The line number will be indicated by the error message.

Warning W1551 - Effect unsupported by hardware

The technique uses a feature or shader version that is unsupported by the 3D card. Never forget to add a fallback technique to any effect in your released game. The DirectX Caps Viewer gives information about which features are supported by your hardware.

Warning W1602 - Too many contacts

This warning is only issued when the warn_level variable is set to 3 or above. A physics collision exceeded the number of available contacts. Increase ph_max_contacts.

Error E1603 - Physics not enabled

You're calling a physics function without a loaded level or with enable_polycollision disabled.

Error E2000 - D3D error

The DirectX device encountered a general error.

Error E2005 - Can't create D3D texture

The texture format is invalid or unsupported by DirectX or by your video card.

 

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