Author Topic: "Missing Sequence"  (Read 1143 times)

When players attempt to connect, they occasionally get this error:
(Missing sequence Add-ons/Player_Heed/ for Add-ons/Player_Heed/Custom.dts)

Players download a zip here in order for them to see the faces/decals because the downloader, i assume, does not download .ifl files.

The error leaves 0 trace server sided and i cant actually figure out whats wrong. I only assume it's, again, an error with the downloader considering the console leaves no errors of "missing sequence" and I get no errors when starting up the server with the add-on.

The playertype has 49 sequences (0-48) and no duplicates. To my knowledge, there is nothing wrong with them as they all play fine for me and the console logs no errors.

This is from the host (me) console when loading the add-on (starting up the server).
Code: [Select]
Loading Add-On: Player_Heed
Executing Add-Ons/Player_Heed/server.cs.
Activating package: Custompackage
9 datablocks added.
There is nothing wrong and no sequence errors displayed
I asked the person trying to connect to run a trace while connecting.
Code: [Select]
Entering onDataBlockObjectReceived(1363, 2117)
   Entering onPhase1Progress(0.643836)
   Leaving onPhase1Progress() - return
Leaving onDataBlockObjectReceived() - return
Connection error: Missing sequence Add-Ons/Player_Heed/ for Add-Ons/Player_Heed/Custom.dts.
Entering GameConnection::onConnectionError(13903, Missing sequence Add-Ons/Player_Heed/ for Add-Ons/Player_Heed/Custom.dts)
   Entering [RTB_Client]disconnectedCleanup()
1363 is the Quake Player and 1364(what i assume would be loaded next, causing an error), is the Leap Jet Player. It doesn't actually give the ID of the datablock it failed to attempt loading. CustomArmorDts is 1366

I assume this is an error with the order the downloader downloads files, or files that it doesn't download at all? It doesn't seem to download .ifl files either (which allow players to see faces on playtypes(this is why the beta playertype face appears blank)).

I post this in hope of badspot offering some help related to this.

I don't really know why this happens, but I was getting this on pecon7's server

I am not a very good error decipher-er but or master scripter, but I will try to figure out.
Upon joining pecon7's server, an error would appear referencing a .dsq file
I don't use animation software much but I do know that the error is related to an animation file.
It is apparent that my client couldn't read or couldn't receive the animation file.

I hope that this info will help you, but I don't know much about xml parsers or SQlite things so don't be very expectant upon this post.


Do you receive the same error? As in, is it a "Missing sequence" error? not just an "Unable to load animation" or something? Playertypes seemed to have caused loading problems since the beginning of time. I remember getting invalid packets in like, v12, when servers ran custom playertypes.

Post your shapeBaseData.

Code: [Select]
datablock TSShapeConstructor(CustomPlayerDts)
{
baseShape  = "./Custom.dts";
sequence0  = "./sk_root.dsq root";

sequence1  = "./sk_walk.dsq run";
sequence2  = "./sk_walk.dsq walk";
sequence3  = "./sk_back.dsq back";
sequence4  = "./sk_side.dsq side";

sequence5  = "./sk_crouch.dsq crouch";
sequence6  = "./sk_crouchrun.dsq crouchRun";
sequence7  = "./sk_crouchback.dsq crouchBack";
sequence8  = "./sk_crouchside.dsq crouchSide";

sequence9  = "./sk_look.dsq look";
sequence10 = "./sk_headside.dsq headside";
sequence11 = "./sk_root.dsq headUp";

sequence12 = "./sk_jump.dsq jump";
sequence13 = "./sk_jump.dsq standjump";
sequence14 = "./sk_fall.dsq fall";
sequence15 = "./sk_land.dsq land";

sequence16 = "./sk_armAttack.dsq armAttack";
sequence17 = "./sk_armReadyLeft.dsq armReadyLeft";
sequence18 = "./sk_armReadyRight.dsq armReadyRight";
sequence19 = "./sk_armReadyBoth.dsq armReadyBoth";
sequence20 = "./sk_spearReady.dsq spearready"; 
sequence21 = "./sk_spearThrow.dsq spearThrow";

sequence22 = "./sk_talk.dsq talk"; 

sequence23 = "./sk_death.dsq death1";

sequence24 = "./sk_shiftUp.dsq shiftUp";
sequence25 = "./sk_shiftDown.dsq shiftDown";
sequence26 = "./sk_shiftAway.dsq shiftAway";
sequence27 = "./sk_shiftTo.dsq shiftTo";
sequence28 = "./sk_shiftLeft.dsq shiftLeft";
sequence29 = "./sk_shiftRight.dsq shiftRight";
sequence30 = "./sk_rotCW.dsq rotCW";
sequence31 = "./sk_rotCCW.dsq rotCCW";

sequence32 = "./sk_undo.dsq undo";
sequence33 = "./sk_plant.dsq plant";

sequence34 = "./sk_sit.dsq sit";

sequence35 = "./sk_wrench.dsq wrench";

   sequence36 = "./sk_activate.dsq activate";
   sequence37 = "./sk_activate2.dsq activate2";

   sequence38 = "./sk_leftrecoil.dsq leftrecoil";
sequence39 = "./sk_bladeready.dsq bladeReady";
sequence40 = "./sk_spin.dsq spin";

sequence41 = "./sk_flip.dsq flip";

sequence42 = "./sk_charge.dsq charge";
sequence43 = "./sk_release.dsq release";
sequence44 = "./sk_spin.dsq spin";
sequence45 = "./sk_whack.dsq whack";
sequence46 = "./sk_chargeback.dsq chargeBack";

sequence47 = "./sk_swingReady.dsq swingReady";
sequence48 = "./sk_swingRelease.dsq swingRelease";
};   

Do you receive the same error? As in, is it a "Missing sequence" error? not just an "Unable to load animation" or something? Playertypes seemed to have caused loading problems since the beginning of time. I remember getting invalid packets in like, v12, when servers ran custom playertypes.
Yeah im getting a missing sequence error

Maybe one of the individual animations is bad.

why would they be bad if I could play them and host fine? If it was bad, shouldn't it display an error on loading, not play, or just give me the same missing sequence error? The error people are getting doesn't even list a bad animation, and that's the annoying part. It's pointing to a blank so I can't actually figure out what's wrong, assuming one of the animations is bad.

Bump. This is still a problem for anyone who tries to join.