Maxileen on 30/6/2005 at 08:08
I've already searched the Forum for this but couldn't find anything about this:
When testing my mission the game crashes at the loading screen with a "Viktoria Error": "TriangleGroup::load_archetype - serialized index is out of range (-55)!"
Does anybody know what could cause this error? And is there a list of all the Viktoria Errors and what they mean somewhere?
Gestalt on 30/6/2005 at 08:58
Have you made sure all your brushes are properly aligned to the grid?
Maxileen on 30/6/2005 at 09:48
Now I've aligned all the static meshes and brushes to the grid, but the error message still pops up.
Ziemanskye on 30/6/2005 at 10:04
How complex is the place, or more to the point, which StaticMeshes are you using?
I know a few have funky edges where there are vertices without edges, or edges that overlap, or which don't form polygons, and that threw a couple random errors a while back for me.
Ugh, was a while back, but the main culprit was one of the rugs I think.
Maxileen on 30/6/2005 at 13:03
Okay, now I've copied all the brushes to a new map, and it works fine. But after copying the static meshes, too, the error does pop up again. So one of the static meshes seems to be the problem, now I just have to find out which one. As far as I know for now it's not the only rug I'm using.
Ziemanskye on 30/6/2005 at 13:51
Check the BadGeometry.log in your save games folder. It'll probably list a lot more meshes than the Viktoria producing one, but it might narrow the list down.
I get a lot of physics geometry errrors, but they aren't the nasty ones, it's something like Zero Length Edge, or Vertex Out Of Bounds, or similar standout problem
nomad of the pacific on 19/7/2005 at 23:31
Sorry for my late reply. I was out of touch for a while.
Have you increased the size of your vertex pools? I was getting bad geometry errors and clearing them by deleting smeshes until someone suggested increasing my pools. No probs since.
scumble on 20/7/2005 at 08:20
I also suggest not faffing around moving brushes and just increase your vertex pools in USER.ini - under [VertexPools]. There is no particular reason to waste time with anything else, because you'll just come up against the same problem again.
Targa on 6/8/2005 at 22:55
Ok, here's the real scoop on Viktoria errors. As you know, Viktoria was in both T1 and T2, and was (supposedly) killed off at the end of T2. You can see when you play the game that although she and Garrett are supposed enemies and declare an "uneasy truce" to deal with Karras, Garrett had a secret crush on her. This was self-evident by his reaction when he found out that Viki went to face Karras alone (Garrett rushed off to the final mission, very upset and angry). And who can blame him? She was the hottest babe in the series...and hey, we all have our little quirks, so what if she wasn't entirely human, right? ;)
Anyway, although most people think she is dead and gone, her spirit haunts TDS (she deserved at least a cameo in this game). Hence, she will occasionally throw out "Viktoria errors" to anyone who attempts to build a T3 mission without her in it. :D :joke:
Dark Arrow on 10/9/2005 at 14:36
Sorry for waving the magic necromancer wand.
The error just popped up in my FM and I had to increase the vertex pools. I'm a bit surprised, because the mission is about half the size of something like the seaside mansion map. I think I'm also using about a third of the amount of static meshes that the OM's used per one mission. I'll admit that I may have used a bit more varied set of static meshes, but I'm still not sure why such a small FM could cause the error. Is the editor the cause? Did we get a buggy editor*? Are some static meshes causing complications, or am I just building badly (very possible)?
By the way, is there a way to compare statistics, like static meshes used, brushes used, etc?
*More buggy than the one they used for TDS.