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Two crashes plus full logs http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=103 |
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Author: | Super_Pickle [ Mon Jul 25, 2011 6:39 am ] |
Post subject: | Two crashes plus full logs |
The first crash was save0 simply crashing rwr whenever I opened it, and the second crash was caused by respawning using f5 several times while trying to knife people. (But man was it fun. Try it some time!) I hope this can help you improve the game. I'd be happy to provide as much info as I can. It's easy to replicate the f5 crash on my computer. I was able to reliably crash rwr twice, and the save file crashes every time I open it. I tried renaming the file, (like one of the other suggestions) but that didn't do anything. If you want, I can PM you the full specs of my computer. Full logs are linked below, and the last few lines are in the code boxes. (No user player? Lolwut?) Full broken save crash log. Code: 02:04:48: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 02:04:48: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 02:04:48: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 02:04:48: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:04:49: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:04:50: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:04:51: : CHECK: load game, no user player Full F5 respawn crash log. Code: 02:10:23: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:10:24: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:10:24: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:10:28: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 02:10:32: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:10:32: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 02:12:44: DefaultWorkQueue('Root') shutting down on thread 00094DC0. 02:12:44: DefaultWorkQueue('Root')::WorkerFunc - thread 000ABFD0 stopped. 02:12:44: DefaultWorkQueue('Root')::WorkerFunc - thread 000ABFA0 stopped. 02:12:48: *-*-* OGRE Shutdown 02:12:48: Unregistering ResourceManager for type Compositor 02:12:48: Unregistering ResourceManager for type Font 02:12:48: Unregistering ResourceManager for type Skeleton 02:12:48: Unregistering ResourceManager for type Mesh 02:12:48: Unregistering ResourceManager for type HighLevelGpuProgram 02:12:48: Uninstalling plugin: ParticleFX 02:12:48: Plugin successfully uninstalled 02:12:48: Unloading library Plugin_ParticleFX 02:12:48: Uninstalling plugin: Octree & Terrain Scene Manager 02:12:48: Plugin successfully uninstalled 02:12:48: Unloading library Plugin_OctreeSceneManager 02:12:48: Uninstalling plugin: Cg Program Manager 02:12:48: Plugin successfully uninstalled 02:12:48: Unloading library Plugin_CgProgramManager 02:12:48: Uninstalling plugin: D3D9 RenderSystem 02:12:48: D3D9 : Shutting down cleanly. 02:12:48: Unregistering ResourceManager for type Texture 02:12:48: Unregistering ResourceManager for type GpuProgram 02:12:48: D3D9 : Direct3D9 Rendering Subsystem destroyed. 02:12:48: Plugin successfully uninstalled 02:12:48: Unloading library RenderSystem_Direct3D9 02:12:48: Unregistering ResourceManager for type Material |
Author: | pasik [ Mon Jul 25, 2011 7:27 am ] |
Post subject: | Re: Two crashes plus full logs |
The first log is a good one, I may have found something because of it. The game auto-save works periodically and it doesn't save if you're dead as you're not controlling anyone, this part is basically fine. The problem comes from quitting the game while being dead -- the game is forcefully saved and the user soldier index cannot be saved as you're dead. Then on the next load, a check fails as it expects to find a soldier to control for the user in the save game. Can't test the theory right now, but it would seem possible looking at the code. I'll come up with a fix for this in the next release. Thanks! The other log is less informative, it just crashes somewhere unexpectedly. The respawn cheat is a bit of a hack, so I wouldn't expect it to work that stable anyway. |
Author: | theonesun [ Sat Aug 06, 2011 2:25 pm ] |
Post subject: | Re: Two crashes plus full logs |
My game just crashed without any message, just threw me to the windows ![]() ![]() maybe this will help, dont know ![]() Code: [list]16:42:24: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
16:42:26: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:42:26: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:42:27: : out of characters -- creating more 16:42:27: : out of characters -- creating more 16:42:27: : out of characters -- creating more 16:42:30: : out of characters -- creating more 16:42:30: : out of characters -- creating more 16:42:30: : out of characters -- creating more 16:42:30: : out of characters -- creating more 16:42:45: : out of characters -- creating more 16:42:48: : out of characters -- creating more 16:42:52: : out of characters -- creating more 16:42:52: : out of characters -- creating more 16:42:52: : out of characters -- creating more 16:43:40: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:43:40: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 16:44:05: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1. 16:44:05: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1. 16:44:05: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1. 16:44:25: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:47:33: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:49:30: : CHECK: character in invalid block: character=270278392 dead=1 position=Vector3(-2622.99, -0.06, 3888.81) velocity=Vector3(-1291.65, 0.94, 1523.96) 16:49:44: : CHECK: character in invalid block: character=290331496 dead=1 position=Vector3(2073.55, -0.06, 2189.05) velocity=Vector3(878.982, 0.94, 743.178) 17:02:53: : CHECK: character in invalid block: character=270276032 dead=1 position=Vector3(-592.124, -0.06, -283.903) velocity=Vector3(-345.28, 0.94, -232.266) 17:08:05: D3D9 device: 0x[032FAA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0 17:08:05: Released D3D9 texture: Ogre/ShadowTexture0 17:08:05: D3D9 Device 0x[032FAA60] entered lost state 17:08:06: !!! Direct3D Device successfully restored. 17:08:06: D3D9 device: 0x[032FAA60] was reset 17:08:28: D3D9 device: 0x[032FAA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0 17:08:28: Released D3D9 texture: Ogre/ShadowTexture0 17:08:28: D3D9 Device 0x[032FAA60] entered lost state 17:08:28: !!! Direct3D Device successfully restored. 17:08:28: D3D9 device: 0x[032FAA60] was reset 17:13:53: DefaultWorkQueue('Root') shutting down on thread 003C1348. 17:13:53: DefaultWorkQueue('Root')::WorkerFunc - thread 003D0EC0 stopped. 17:13:53: DefaultWorkQueue('Root')::WorkerFunc - thread 003D0EF0 stopped. 17:13:55: *-*-* OGRE Shutdown 17:13:55: Unregistering ResourceManager for type Compositor 17:13:55: Unregistering ResourceManager for type Font 17:13:55: Unregistering ResourceManager for type Skeleton 17:13:55: Unregistering ResourceManager for type Mesh 17:13:55: Unregistering ResourceManager for type HighLevelGpuProgram 17:13:55: Uninstalling plugin: ParticleFX 17:13:55: Plugin successfully uninstalled 17:13:55: Unloading library Plugin_ParticleFX 17:13:55: Uninstalling plugin: Octree & Terrain Scene Manager 17:13:55: Plugin successfully uninstalled 17:13:55: Unloading library Plugin_OctreeSceneManager 17:13:55: Uninstalling plugin: Cg Program Manager 17:13:55: Plugin successfully uninstalled 17:13:55: Unloading library Plugin_CgProgramManager 17:13:55: Uninstalling plugin: D3D9 RenderSystem 17:13:55: D3D9 : Shutting down cleanly. 17:13:55: Unregistering ResourceManager for type Texture 17:13:55: Unregistering ResourceManager for type GpuProgram 17:13:55: D3D9 : Direct3D9 Rendering Subsystem destroyed. 17:13:55: Plugin successfully uninstalled 17:13:55: Unloading library RenderSystem_Direct3D9 17:13:55: Unregistering ResourceManager for type Material [/list] |
Author: | theonesun [ Sat Aug 06, 2011 3:27 pm ] |
Post subject: | Re: Two crashes plus full logs |
now i got another crash "Invalid vector<T> subscript" and here is the log again if you need Code: [list]18:19:09: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 18:19:09: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:19:09: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 18:19:09: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 18:19:09: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 18:19:09: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1. 18:19:09: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 18:19:09: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 18:19:09: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1. 18:19:09: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 18:19:09: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 18:19:09: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 18:19:09: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 18:19:09: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 18:19:09: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 18:19:09: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:19:09: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:19:10: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:19:10: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:19:12: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 18:19:15: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:19:15: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:20:23: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 18:22:45: DefaultWorkQueue('Root') shutting down on thread 00571348. 18:22:45: DefaultWorkQueue('Root')::WorkerFunc - thread 00580EF0 stopped. 18:22:45: DefaultWorkQueue('Root')::WorkerFunc - thread 00580EC0 stopped. 18:22:47: *-*-* OGRE Shutdown 18:22:47: Unregistering ResourceManager for type Compositor 18:22:47: Unregistering ResourceManager for type Font 18:22:47: Unregistering ResourceManager for type Skeleton 18:22:47: Unregistering ResourceManager for type Mesh 18:22:47: Unregistering ResourceManager for type HighLevelGpuProgram 18:22:47: Uninstalling plugin: ParticleFX 18:22:47: Plugin successfully uninstalled 18:22:47: Unloading library Plugin_ParticleFX 18:22:47: Uninstalling plugin: Octree & Terrain Scene Manager 18:22:47: Plugin successfully uninstalled 18:22:47: Unloading library Plugin_OctreeSceneManager 18:22:47: Uninstalling plugin: Cg Program Manager 18:22:47: Plugin successfully uninstalled 18:22:47: Unloading library Plugin_CgProgramManager 18:22:47: Uninstalling plugin: D3D9 RenderSystem 18:22:47: D3D9 : Shutting down cleanly. 18:22:47: Unregistering ResourceManager for type Texture 18:22:47: Unregistering ResourceManager for type GpuProgram 18:22:47: D3D9 : Direct3D9 Rendering Subsystem destroyed. 18:22:47: Plugin successfully uninstalled 18:22:47: Unloading library RenderSystem_Direct3D9 18:22:47: Unregistering ResourceManager for type Material [/list] here is the savegame link maybe can help dont know http://uploading.com/files/547e441e/savegame2.dat/ |
Author: | theonesun [ Sat Aug 06, 2011 3:29 pm ] |
Post subject: | Re: Two crashes plus full logs |
hey i noticed that everytime i get 10000 experience points i get this crash!!! ![]() |
Author: | pasik [ Sat Aug 06, 2011 5:25 pm ] |
Post subject: | Re: Two crashes plus full logs |
theonesun wrote: hey i noticed that everytime i get 10000 experience points i get this crash!!! ![]() Thanks theonesun, good find this! What a stupid mistake in the code, accidentally there are only 9 squad-size-control-icons in the HUD, 10 would be needed. Got it fixed for the next release. Now just stay away from 10k points until the next version ![]() |
Author: | theonesun [ Sat Aug 06, 2011 6:14 pm ] |
Post subject: | Re: Two crashes plus full logs |
haha ok ![]() its just with this new alpha 0.3 release im killing so many soldiers, especially happens at the town [E],[W]. so im getting much experience. but good to hear that its fixed for the next release ![]() |
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