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new hq ingame with quirks...

Posted: 29 Jul 2007, 07:05
by lav_coyote25
well i finally got it to work... but... it keeps crashing after a short while...
error  : gwCheckZoneSizes: warning zone 13 at (146,168) is too large 887 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 18 at (44,23) is too large 1093 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 21 at (148,83) is too large 1146 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 25 at (49,83) is too large 1116 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 36 at (80,157) is too large 641 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 98 at (97,98) is too large 709 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 13 at (146,168) is too large 887 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 18 at (44,23) is too large 1093 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 21 at (148,83) is too large 1146 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 25 at (49,83) is too large 1116 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 36 at (80,157) is too large 641 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 98 at (97,98) is too large 709 tiles (max 600)
warning : new edge list size: 512
warning : new edge list size: 1024

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 07:06
by lav_coyote25
#2 pic...

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 07:08
by lav_coyote25
#3 pic

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 07:10
by lav_coyote25
i also got this dump.... now this was a stock map... so it shouldnt have.  using grims mod.

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 10:21
by Watermelon
wow that's grim's medieval castle  :o

I vaguely remember there is a crash in the changed shadow code on rare occassions,could be the float number is being divided by a constant int,or a int-float conversion rounding problem.

You can try running with that new hq with shadows disabled and see if that crash happens again.

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 12:48
by Giel
lav_coyote25 wrote: i also got this dump.... now this was a stock map... so it shouldnt have.  using grims mod.
Extracted dump (from a debug compilation of r2041):

Code: Select all

  warzone2100.exe was running on #2 Intel ???-0.772 CPUs on Windows XP (2600)
Register dump:
 CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000
 EIP:77c35b61 ESP:0022f878 EBP:0022fbb8 EFLAGS:00200246(   - 00      - IZP1)
 EAX:00000004 EBX:00000003 ECX:7c91056d EDX:002b0002
 ESI:77c12d25 EDI:00000400
Stack dump:
0x0022f878:  00000020 00000193 00000067 0000005a
0x0022f888:  00661dcc 0000000d 575c3a43 6f7a7261
0x0022f898:  3220656e 5f303031 5f383032 5c676e70
0x0022f8a8:  7a726177 32656e6f 2e303031 00657865
0x0022f8b8:  0022f968 004ef884 00000024 0000003a
0x0022f8c8:  00000069 00000000 0000000a 02b30fe8
Backtrace:
=>1 0x77c35b61 in msvcrt (+0x25b61) (0x77c35b61)
  2 0x0052f776 proj_Update+0x16f(psObj=0x2c43258) [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/projectile.c:1761] in warzone2100 (0x0052f776)
  3 0x0052fb0c proj_UpdateAll+0x27 [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/projectile.c:1811] in warzone2100 (0x0052fb0c)
  4 0x004ec979 gameLoop+0x629 [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/loop.c:419] in warzone2100 (0x004ec979)
  5 0x004ee1f3 runGameLoop+0xb [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/main.c:524] in warzone2100 (0x004ee1f3)
  6 0x004ee56d mainLoop+0xa4 [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/main.c:691] in warzone2100 (0x004ee56d)
  7 0x004ee9a5 SDL_main+0x419(argc=0x1, argv=0x22fd60) [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/main.c:857] in warzone2100 (0x004ee9a5)
  8 0x0058460b console_main+0xdb(argc=0x1, argv=0x22fd60) [/home/sevendays/Warzone/devpkg/SDL-1.2.11/./src/main/win32/SDL_win32_main.c:220] in warzone2100 (0x0058460b)
  9 0x005847c2 WinMain@16+0x1ae(hInst=0x400000, hPrev=0x0, szCmdLine=0x2423a2, sw=0x1) [/home/sevendays/Warzone/devpkg/SDL-1.2.11/./src/main/win32/SDL_win32_main.c:357] in warzone2100 (0x005847c2)
  10 0x0058429a in warzone2100 (+0x18429a) (0x0058429a)
  11 0x00401237 in warzone2100 (+0x1237) (0x00401237)
  12 0x004012a8 in warzone2100 (+0x12a8) (0x004012a8)
  13 0x7c816fd7 in kernel32 (+0x16fd7) (0x7c816fd7)
  14 0x00000000 (0x00000000)

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 22:25
by Watermelon
hmmm lav-coyote25:did it crash for you without grim's new hq?

if it did then it's a bug in r2041 which got fixed in the latest revision,then you should download the latest nightly by Giel.

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 23:08
by lav_coyote25
hmmmm...  missing water texture ...again.

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 23:17
by lav_coyote25
i have tried using the latest with grims mod.... all it does is crash... and i dont know why...

but with the r2041 it works... again not sure why...  is the same grims mod in both. 

and when exiting - i got this. and a dump.

Re: new hq ingame with quirks...

Posted: 29 Jul 2007, 23:28
by Per
Neat!  :o

The low-res sensor on top looks rather out of place ;)

Re: new hq ingame with quirks...

Posted: 30 Jul 2007, 00:38
by DevUrandom
Transparency issues finally fixed, I see?

Re: new hq ingame with quirks...

Posted: 30 Jul 2007, 00:47
by lav_coyote25
not sure at this time dev... lets just wait and see...

Re: new hq ingame with quirks...

Posted: 30 Jul 2007, 00:50
by lav_coyote25
here is another shot from diff angle...

Re: new hq ingame with quirks...

Posted: 30 Jul 2007, 00:51
by lav_coyote25
and another one ...  last one for this thread. ;D

Re: new hq ingame with quirks...

Posted: 04 Aug 2007, 18:22
by Serman
What kind of mod do you have that makes the walls look so awesome and realistic?  :o