Multiplayer: Crashing out (need instructions on data collection)

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Re: Multiplayer: Crashing out (need instructions on data collection)

Postby themousemaster » 16 Jun 2007, 01:01

I know, I know, 'm necro posting again... but this time, I have something that might help.



I tired running WZ2100 on a computer at work (I know, I know, I shouldn't be, but...).



I ran "the pit", and it worked fine.

Once again, when I ran the "Great Rift", the game crashed.

However, my work computer actually gave me the ability to save a memory dump file.

So here ya go.  warzone2100.mdmp, saved at the time of the crash.  I received roughly the same error message as I did at my home computer (a 0xc000005 memory access error, although my work computer's was at 0x004480e8, as opposed to my home computer's, which was at 0x0044811b).

I may have issues with my home computer, but I know the one at work is a very run-of-the-mill, maintained-by-certified-professionals type, so I no longer think this crashout is due to faulty settings on my CPU.

I hope this helps.

(Yes, I noticed that you are discontinuing the bug thread, but your post also states that if a thread was already here, I can append it.  Hopefully, this will be the last time.)
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Re: Multiplayer: Crashing out (need instructions on data collection)

Postby Watermelon » 16 Jun 2007, 10:09

I think I had that too if I load a map after loading/quitting to menu from a map with water.Not sure if this is fixed recently or not though.
tasks postponed until the trunk is relatively stable again.
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Re: Multiplayer: Crashing out (need instructions on data collection)

Postby Ziasod » 24 Jun 2007, 03:36

2.0.7 version crashed on me

posting this crash thingy
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Re: Multiplayer: Crashing out (need instructions on data collection)

Postby Giel » 24 Jun 2007, 13:32

The extracted backtrace:
Code: Select all
  warzone2100.exe was running on #2 Intel ???-0.1028 CPUs on Windows XP (2600)
Register dump:
 CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000
 EIP:004b0aa9 ESP:0022f9b0 EBP:0022f9e8 EFLAGS:00210206(   - 00      - RIP1)
 EAX:0005b860 EBX:04256b98 ECX:00000000 EDX:00000000
 ESI:0005b860 EDI:00000000
Stack dump:
0x0022f9b0:  00000000 00000000 00000000 0022f9d8
0x0022f9c0:  0022f9d4 3f800000 000000d5 00000000
0x0022f9d0:  c0000000 00007ffc 00008000 04256b98
0x0022f9e0:  00002157 042b0538 0022fa48 004b3154
0x0022f9f0:  04256b98 00000001 fffffffa 00000000
0x0022fa00:  00000008 00000000 00000000 00000000
Backtrace:
=>1 0x004b0aa9 calcScreenCoords+0x79(psDroid=0x4256b98) [/home/sevendays/Warzone/Gna/2.0.7/src/display3d.c:4366] in warzone2100 (0x004b0aa9)
  2 0x004b3154 renderAnimComponent+0x184(psObj=0x42b0538) [/home/sevendays/Warzone/Gna/2.0.7/src/display3d.c:1491] in warzone2100 (0x004b3154)
  3 0x004aab11 bucketRenderCurrentList+0x141 [/home/sevendays/Warzone/Gna/2.0.7/src/bucket3d.c:322] in warzone2100 (0x004aab11)
  4 0x004b640a drawTiles+0x82a(camera=0x6ecec0, player=0x6ecae0) [/home/sevendays/Warzone/Gna/2.0.7/src/display3d.c:1021] in warzone2100 (0x004b640a)
  5 0x004b68ef displayTerrain+0x8f [/home/sevendays/Warzone/Gna/2.0.7/src/display3d.c:653] in warzone2100 (0x004b68ef)
  6 0x004b6a91 draw3DScene+0x91 [/home/sevendays/Warzone/Gna/2.0.7/src/display3d.c:440] in warzone2100 (0x004b6a91)
  7 0x0041e39e displayWorld+0x4e [/home/sevendays/Warzone/Gna/2.0.7/src/display.c:1646] in warzone2100 (0x0041e39e)
  8 0x00459dce gameLoop+0x24e [/home/sevendays/Warzone/Gna/2.0.7/src/loop.c:709] in warzone2100 (0x00459dce)
  9 0x0045b37e SDL_main+0x68e(argc=0x1, argv=0x22fd70) [/home/sevendays/Warzone/Gna/2.0.7/src/main.c:774] in warzone2100 (0x0045b37e)
  10 0x0055d861 in warzone2100 (+0x15d861) (0x0055d861)
  11 0x0055da47 in warzone2100 (+0x15da47) (0x0055da47)
  12 0x0055d533 in warzone2100 (+0x15d533) (0x0055d533)
  13 0x00000000 (0x00000000)
4366            psDroid->sDisplay.screenR = radius;
WineDbg starting on pid 0xe54

It looks as if psDroid is a dangling pointer.

PS I haven't got an idea how this pointer could become dangling or out-of-range.
Last edited by Giel on 24 Jun 2007, 15:43, edited 1 time in total.
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Re: Multiplayer: Crashing out (need instructions on data collection)

Postby themousemaster » 27 Jun 2007, 14:00

Watermelon wrote:I think I had that too if I load a map after loading/quitting to menu from a map with water.Not sure if this is fixed recently or not though.


Just for the record, while Great Rift is bombing on me, Concrete is not, and that map has far more water in it.
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Re: Multiplayer: Crashing out (need instructions on data collection)

Postby Watermelon » 27 Jun 2007, 18:30

themousemaster wrote:Just for the record, while Great Rift is bombing on me, Concrete is not, and that map has far more water in it.

the map crash problem is not related to the water coverage percentage,but due to some rather unsuccessful clean-up in memory when freeing last map's water tiles info I guess.
tasks postponed until the trunk is relatively stable again.
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