Access Violation

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lav_coyote25
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Access Violation

Post by lav_coyote25 »

O_o
Error occured on Saturday, March 21, 2009 at 17:19:51.

Program: C:\Warzone 2100_2_1_2\warzone2100.exe(warzone2100)
Command line: "C:\Warzone 2100_2_1_2\warzone2100.exe" "--fullscreen" "--resolution" "1280x1024" "--cheat"
Version: Version 2.1.2
Distributor: DevUrandom
Compiled on: Mar 7 2009 21:20:59
Compiled by: GCC 4.3.3
Executed on: Sat Mar 21 16:02:41 2009

Pointers: 32bit

Compiled against PhysicsFS version: 1.0.1
Running with PhysicsFS version: 1.0.1

C:\Warzone 2100_2_1_2\warzone2100.exe caused an Access Violation at location 0043003d in module C:\Warzone 2100_2_1_2\warzone2100.exe Reading from location 060bec40.


Registers:
eax=060bec40 ebx=05fe2ba8 ecx=00430030 edx=01c94aac esi=00000000 edi=00000000
eip=0043003d esp=0022f7d0 ebp=0022f7e8 iopl=0 nv up ei pl nz na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00210202

Call stack:
0043003D C:\Warzone 2100_2_1_2\warzone2100.exe:0043003D
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Buginator
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Re: Access Violation

Post by Buginator »

Unfortunately, 2.1.2 is not producing good crash reports, so these don't really help us.
Hopefully, 2.1.3 / 2.2 will be better.
and it ends here.
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Zarel
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Re: Access Violation

Post by Zarel »

The call stack is empty... does that mean the bug was in main()? That doesn't seem too hard to find...
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Buginator
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Re: Access Violation

Post by Buginator »

Zarel wrote:The call stack is empty... does that mean the bug was in main()? That doesn't seem too hard to find...
No, it means that the crash dump is incomplete, for the reasons I stated.
and it ends here.
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lav_coyote25
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Re: Access Violation

Post by lav_coyote25 »

that was all there was - no stderr i had just pushed the ESC button - and was going to save but instead the game just exited total to the desktop - (almost like i had pushed the windows button.)

what is the total number of units available now? is it still 300 per player? if so PLEASE knock it down to 150 per player (total). machine spec is 3.4 ghz with 2 gb of system ram and 128 mb of vid ram
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Buginator
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Re: Access Violation

Post by Buginator »

lav_coyote25 wrote:that was all there was - no stderr i had just pushed the ESC button - and was going to save but instead the game just exited total to the desktop - (almost like i had pushed the windows button.)

what is the total number of units available now? is it still 300 per player? if so PLEASE knock it down to 150 per player (total). machine spec is 3.4 ghz with 2 gb of system ram and 128 mb of vid ram
It still is 300.
Maybe we should make it a config option for skirmish games?
and it ends here.
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lav_coyote25
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Re: Access Violation

Post by lav_coyote25 »

my reasoning is this:

with 2 players that would be 600 units total.
with 4 players that would be 1200 units total
with 8 players that would be 2400 units total.

this is where most people are getting the weird things happening.... all those units driving / flying / building is going to bog the system down right? correct me if i am wrong.

at 150 units each the sytem would not bew as bogged down and possibly the weirdness will go away ?? again correct if thinking is in error. xD
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Buginator
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Re: Access Violation

Post by Buginator »

lav_coyote25 wrote:my reasoning is this:

with 2 players that would be 600 units total.
with 4 players that would be 1200 units total
with 8 players that would be 2400 units total.

this is where most people are getting the weird things happening.... all those units driving / flying / building is going to bog the system down right? correct me if i am wrong.

at 150 units each the sytem would not bew as bogged down and possibly the weirdness will go away ?? again correct if thinking is in error. xD
Oh, you are 100% correct.
Path finding for 2400 units all moving around is a major strain.
Also add all the particle effects (lasers/shells/whatever), and it can really kill most systems. (At least, the way it is written now).

Wasn't it 150 before, then when the source code was released, it was changed to 300?
and it ends here.
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lav_coyote25
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Re: Access Violation

Post by lav_coyote25 »

no it was 80 units total per player.

15 of those were/are trucks. the rest were whatever you wanted either wheels/halftracks/tracks/hovers - and/or cyborgs. and the game with those 80 were fairly great on small systems ( small system ram / small gfx cards.) the system requirements are still up if i am not mistaken... documents project - some where. xD
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lav_coyote25
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Re: Access Violation

Post by lav_coyote25 »

did this on exiting from a map... went right to desk top...
********************************

Exception code: C0000005 ACCESS_VIOLATION
Fault address: 1000D255 01:0000C255 C:\WINDOWS\system32\OpenAL32.dll

Registers:
EAX:06098048
EBX:00000000
ECX:7C91003D
EDX:03600000
ESI:903B30E0
EDI:031B78CC
CS:EIP:001B:1000D255
SS:ESP:0023:0022FC04 EBP:3F800000
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010283
-------------------

Error occured on Tuesday, March 24, 2009 at 14:31:27.

Program: C:\Warzone 2100_2_1_2\warzone2100.exe(warzone2100)
Command line: "C:\Warzone 2100_2_1_2\warzone2100.exe" "--fullscreen" "--resolution" "1280x1024" "--cheat"
Version: Version 2.1.2
Distributor: DevUrandom
Compiled on: Mar 7 2009 21:20:59
Compiled by: GCC 4.3.3
Executed on: Tue Mar 24 14:29:18 2009

Pointers: 32bit

Compiled against PhysicsFS version: 1.0.1
Running with PhysicsFS version: 1.0.1

C:\Warzone 2100_2_1_2\warzone2100.exe caused an Access Violation at location 005ad165 in module C:\Warzone 2100_2_1_2\warzone2100.exe Reading from location 030c9010.

Log message: error : [rebuildSearchPath] Failed to remove path C:/data/\ again, because of No such entry in search path
Log message: error : [rebuildSearchPath] Failed to remove path C:/share/warzone2100/\ again, because of No such entry in search path

Registers:
eax=00000001 ebx=03281218 ecx=0326f9a8 edx=030c8ff8 esi=00000000 edi=0306fbb8
eip=005ad165 esp=0022fa10 ebp=0022fa18 iopl=0 nv up ei pl nz na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00210202

Call stack:
005AD165 C:\Warzone 2100_2_1_2\warzone2100.exe:005AD165