Launch parameters

Crashday has multiple launch parameters but sadly none were described by the devs. If you find how any of the parameters behave and it is not written here already, let us know!

To launch a game with any of the parameters, right click the game in Steam, select Properties, click “Set Launch Options“. Write any parameters you want, separated with a space.

Here is a list of known parameters:

  • -windowed (Launches the game in window)
  • -skiplauncher (Skip the launcher and load the game with the last used settings)
  • +connect_lobby lobbyid (instantly connect to the lobby with given lobbyid on launch)
  • +connect (unknown? same as +connect_lobby?)
  • +password (use this password when joining a lobby)
  • -watcher
  • -override_mods
  • -show_diffuse
  • -show_shadows (in game will show were textures are applied by the game. Textures will be white)
  • -show_texture
  • -show_alpha (instead of the textures will draw it’s alpha channel)
  • -disable_postfx (disable all screen effects when drawing)

Errors and how to fix them

While making mods for Crashday you may encounter a lot of different crashes and bugs. Problem is, the error messages were meant for developers so they don’t usually give enough info about how you would fix the given bug. But usually it is possible to pinpoint the problematic file and fix the error. For this purpose here is the list of well-known errors and their possible causes.

If you found any error which is not on that list, please report it to the modding channel in Crashday Discord.

Assertion failed

Generally these errors appear when the game got a value it did not expect to. If the game expects a mass as integer on line 3 in some file but finds a great meme this error will appear. Even then, we still can differ between different assertion fails.

IsValueSetInString

Exact message:

1
2
3
4
Assertion failed!
IsValueSetInString((*tuning)[j].DetailString, "name")

(file ..\code\game\carobj\carspecs.cpp, line 111)

Problematic file: .tun files.

Possible causes:

  1. Wrongly specified amount of tuning items at the top.
  2. Line 3 should be empty.

size<BM_BYTESPERBLOCK

Exact message:

1
2
3
4
Assertion failed!
size<BM_BYTESPERBLOCK

(file ..\code\game\propcore\tools\memblock.cpp, line 52)

Problematic file: unknown

Possible causes:

  1. This error appears when the game tries to load a file bigger than it can handle. Usually none of the text files should exceed this limit so the most possible reason is too big .p3d file.
  2. If it’s a .p3d model chances are you have to many polygons. Reduce to 58k.

wheelwidth > 0

Exact message:

1
2
3
4
Assertion failed!
wheelwidth > 0

(file ..\code\game\carspecial\skidmark.cpp, line 39)

Problematic file: .p3d model of the wheel

Possible causes:

  1. No “main” mesh found in the model.

mass > 0

Exact message:

1
2
3
4
Assertion failed!
mass > 0

(file ..\code\game\dynobj\dynobj.cpp, line 529)

Problematic file: unknown

Possible causes:

  1. Faulty mesh?
  2. Some dynamic or a car has a zero mass.

you’re assuming errors make sense

that’s a rookie mistake

@Mica

Others

invalid NumPlate-value

Exact message:

1
2
3
4
5
6
The car file contains an invalid NumPlate-value!
Possible is 'wide', 'narrow' or 'us'
file = filename

(this message was produced in:
..\code\game\carobj\carspecs.cpp, line 274)

Problematic file: carinfo.cca. In the error message file = parameter should show what car caused the crash.

Possible causes:

  1. You defined a non existent license plate e.g. narow (one r is missing).
  2. The engine expected another value at this line position. This probably means you missed some value, added one extra. Possibly incorrect number of damage textures is present.

Expected physics section but found

Exact message:

1
2
3
4
Expected physics section but found
file = *filename*
(this message was produced in:
..\code\game\carobj\carspecs.cpp, line 390)

Problematic file: carinfo.cca. In the error message file = parameter should show what car caused the crash.

Possible causes:

  1. Number of gear rations is not equal to the amount of gears actually present in the config file (should be number of gears + 1 for rear).
  2. The engine expected another value at this line position. This probably means you missed some value, added one extra.

Unsupported type for shop article!

Exact message:

1
2
3
4
5
Unsupported type for shop article!

TempName = *partname*
(this message was produced in:
..\code\game\user\shop.cpp, line 645)

Problematic file: shop.lst.

Possible causes:

  1. Part group specified incorrectly. Check .cdo file definition for possible variants.
  2. The engine expected another value at this line position. This probably means you missed some value or added one extra.

Error: texture couldn’t be found!

Exact message:

1
2
3
4
Error: texture could't be found!
textureFile = *texturePath*
(this message was produced in:
..\code\game\propcore\texture\cbm.cpp, line 352)

Problematic file: missing texture, carinfo.cca.

Possible causes:

  1. The game looks for the texture which is actually missing. Possibly wrong path or name is used somewhere.
  2. One mesh is listed twice in carinfo.cca mesh list.

Could not allocate Index Slot!

Exact message:

1
2
3
Could not allocate Index Slot!
(this message was produced in:
file..\code\game\propcore\object\batch.cpp, line 208)

Problematic file: .cat

Possible causes:

  1. You forgot a tile name or did not specify the position with auto positioning turned off. Visit file definitions for .cat files for reference.
  2. Possibly other unknown causes.

General notes

  • All distance units in Crashday are measured in meters, i.e. 1 unit is representing 1 meter.
  • The Crashday coordinate system is defined as follows: when looking “into your screen” the X axis goes from left to right (increasing rightwards). The Y axis defines the vertical direction from bottom to top (increasing upwards). The Z axis is the depth extension and points into the screen.
  • Car models should be aligned as follows: the car’s front points towards the positive Z direction, i.e. “into the screen”.
  • Even when working with .dds textures, you should reference to .tga (e.g. if you specify glass2.dds in your car info file, define it as glass2.tga). Crashday internally only works with uncompressed .tga textures. Whenever it is asked to look for a certain .tga, it first checks whether a .dds alternative is available. You can for example work with .tga files only in your modeling application and even if the in-game textures are only available as .dds, this is no problem.
  • Every new texture you add requires a shader .tex file with the same name.
  • In files that are based on user-readable text, the hash character “#” defines the beginning of a comment that ends at the end of the same line. Everything in the comment is ignored by the game.
  • All files auto-generated for the mods by the game will be put into crashday/user/__tmp00.cpk. You can put those files into your mod later, so it will load faster.
  • Do NOT use spaces or capital letters in any file names. CD will mostly likely break with those.

Tools

CD:RE tools are distributes through Steam. To download the tools head to Steam, right click LIBRARY and select tools. From there locate Crashday Redline SDK and download it. The SDK will be downloaded to your Crashday installation folder and put into the tools folder.

Tools overview

  • cdtrkconv2
    • Using this tool you can extract and insert .dbs settings into tracks!
  • cdtrkhmap
    • Using this tool you can extract the heightmap of the track.
  • cdtrkpic
    • Using this tool you can add and remove track’s embedded picture.
  • make3ds
    • This tools converts Crashday’s .p3d model files into Autodesk 3D Studio .3ds files.
  • makep3d
    • This tools converts .3ds models into .p3d models.
  • showcfl
    • This tools is made to view Crashday’s track piece .cfl files with the in-game engine. Its purpose is to show the track piece in final in-game look, including vegetation and Level Of Detail. Moreover, the tool allows to render AI nodes and link information.
  • showp3d
    • This is an utility designed to view any Crashday .p3d model file using the in-game engine.
  • cdwstool
    • This tools is used to upload and update mods to the Steam Workshop.
Your browser is out-of-date!

Update your browser to view this website correctly. Update my browser now

×