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FSDS2 vs. FSDS1 : Object out of range!

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The Area type C should allow you to use areas bigger then 64kB.Got a question for Sebastian, is it the RefPoint or a Jump command that generates the error? (so which command is on the line which number is stated in the error message).Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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I tried the desktop thing that J.R. suggested, and SCASM still generates an error concerning the macro file in question. The error refers to line 5404 in the API-macro (last line), which only says: "EndA"That shouldn't be any problem in itself, only a sign of that the source file is too many kilobytes?When I compile with Airport, I'm also given a reference in the error to line 55 in the .sca-file (supposedly the sca-file, or???).This is the whole error report Airport gives me:-------Error in macro file C:GamesFS2002ExtraJoensuuFSDSTerminal_fsds2.api line 5404 -> EndA -> destination ":Exit" out of range (71360), source line 55Scasm compilation status: error(s) 1-------Line 55 in the .sca-file only includes information about the runway I've made (heading 289.2), hmmm!? Mean anything? Does this mean line 55 is in another file, and not the .sca-file? Arno, from this I can't answer your question, because I have obviously understood this wrongly. =o)

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Dear efva2002,The error "destination ":Exit" out of range (71360), source line 55" normally means a Call( :Exit ) or Jump( :Exit ) or something similar, where the call or jump point to more than 32KB. As far as I know FSDS uses Call32() and Jump32() and such problem is avoided.So, if you want to send me the API (only the API, please) I would make a small file with a macro call for that API. I would try to compile it and repport backRegards, Luis (luis@ptsim.com)

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>Dear All: >>I remmeber that SCASM compilers can compile scenery object >up to 64000 bytes of size, the SCASM error message above say >that the object has a size of 71360 , i got the same problem >in ASD2.1 with macros generated by FSDS1.62. >>The best solution to don't lose detail is to create a >Library bgl with the .SCA files and mack a macro with a >LibCall, i did it to may high detailed scenery objects in my >Aircraft Macros. >>The library bgl can contain objects larger than 64Kb of size >according to the SCASM docs. >>I think FSDS shows the object size on some window. >>Thanks. >Alfredo Mendiola Loyola >Lima Peru Hi Alfredo,Yes, FSDS 1.6 also had its upper limit, but the strange thing in this case is that the same object, compiled with FSDS1 works flawlessly when I use it to make my bgl with Airport for Windows. But when I use FSDS 2, it won't work!

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Hi Sebastian,I was asking about the command to be sure that there are Jump32 or Call32 commands, as Luis says. Then the jump size shouldn't be a problem as long as you the Area type is set correct.Only the call from the RefPoint then is a problem often (RefPoint has no RefPoint32 variant), but as far as I know FSDS has the code written that way that it isn't a problem.PS. I'll be in Delft this weekend (from this afternoon), so I'll be on MSN then :)Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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Luis,I wonder what Area type the macro I sent you was in. Either 5 or C. Can you see that from the macro? Tell me if you need a certain area type and I'll resend./Sebastian

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I'd like to thank Luis for showing me what was wrong with the code. FSDS2 apparently generated a code that was buggy in some sort of way. To the rest I can say that Luis sent Abacus a note about this./Sebastian

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The BAD and easy solution:Hi Johan! To much polygons are the problem.But now everything works :)regards,Viktor>I'm not sure how ypou made the whels, but I had common problems, with making of>brdiges in the NL2000 scenery. The solution was to avoid making round patrs>that have to many points. Somsetimes there was no problem, but after joining>serveral parts the part became to complex.>>If you make a wheel, don't join them, and don't create too much points and>sections...>>Johan Calje>>>Hi !>>I have brought FSDS. Now I'm designing two trucks. But every time I place it in>>>Airport 2.6 and then convert it it says : >>>>"Error in macro file G:GAMESFS2000FSDSPROJECTSFIRETR~3.API line 3327>> -> EndA>> -> destination ":End" out of range (35150), source line 136>>Scasm compilation status: error(s) 1 ">>>>Then I delete some tubes(wheels,...) in FSDS and it everything is OK.>>>>But who likes a truck without wheels ?>>I'm really frostrated. It took me many hours to build the trucks.>>>>I have tried everything but nothing worked.>>>>What should I try to do ?>>>>Please help me .>>>> regards,>> Viktor>>>The best solution:Mak object Library ith the FSDS V2 source code.Thanks.Alfredo Mendiola LoyolaLima Peru

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FYII have been dealing with the same problem since release. Just playing around, I found the polygon limit to be about 314 for a "huge" object.I have communicated with both the FSDS team and Tom Hiscox about the problem. As a result of the communications, both teams have error files, object files and in the case of the FSDS team, the object development file. I have also tried Luis' approach without success.Hopefully, one of the two teams will resolve the issue. In the mean time, I find my self developing objects in both FSDS2 and FSDS1.5.Have a great day,Bear

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Still easier is the approach Luis took above. Just changing a few commands and your macro works :).I also used this in FSDS1.6 when the objects got to big. Just changing the Area type and make sure the jump command is Jump32. Can't be easier (if you know a little bit of SCASM :D).Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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I also think Luis' little trick is the easiest thing to use, but I will still use FSDS 1.6 when I feel it fits the situation best.

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