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MP Prob On Maps w/ Lots of "Events", 2+ TT Height & Zoom

Posted: 13 Feb 2007, 03:56
by Rman Virgil
----------------------------->

* Over the course of a month i'm batting 0 for 3: response to postings.

*  Could be because they were nested in other topic threads or maybe nobody has clue what I'm trying to describe. 

* Therfore I'm creating this dedicated topic thread as something of a scientific experiment in the spirit of Occams Razor..... &, who knows, the forth post might be my lucky charm - a .250 hitting percentage is fairly decent.

* As MP is the long term life-blood of any game - it would seem that anything that undoes that experience would be a subject of acknowledged interest.

* As for my own stake in its resolution - if it gets resolved, kwel.... if not, oh well, thems the breaks.

* What follows is my last post verbatim, the most complete of the 3:


---------------------------------------->

Truetom wrote: Nice to see somebody who is trying to perfect his product before the release.  :)  I was trying to make sure I didn't miss a download link somewhere. Go on.  8)

TT
* Hey TT that's kwel, its all  good. :)

* Actually I'm really glad you posted because you reminded me of something very serious that could prevent "Trinitys" release.

* I've posted elsewhere about the problem - which can only be addressed at the source.

* Since it has never been responded to or acknowledged I cannot know if it will be taken care of by the time my work is done.

* I say problem because i'm not sure it technically qualifies as a "Bug" (which is why I haven't submitted a formal report) or if it is simply a manifest limit to the game engine being exposed because of an added feature under certain  mapping conditions.

* The feature I'm refering to is the "Zooming".

* The possible game engine limitation is the handling of "Dynamic LOD" and specifically "Geometry Instanceing".

* Here's how it gets exposed and what happens:

* "Trinity" is built on principles of what I call "Extreme Verticality" which you can see in recent posted screen caps.

* You can build WZ Maps with Heights ranging from 0 (Sea-Level) to 5 Tiles. My "Trinity 1 & 2" maps are 3 Tiles High. Most WZ Maps are 1 Tile High.

* I also utilize a lot of Water Tiles - Most WZ Maps are predominantly land based.

* So - combine those two conditions - extreme verticality + lots of water - with the Zooming Feature's current threshold setting in the source PLUS multiple human players in MP and what results......

* A high incidence of CTDs which totally skrews-up the MP experience.

* These CTDs are directly related to the invocation of TTs out-of-range as far as the engines coordinate processing (an info cascade it cannot handle presently) or that Dynamic LOD /  "Geometry Instancing" limitation.... i'm not really sure technically

* What I'm fairly certain of is that if the "Zoom-in" threshold is re-set higher it is likely these CTDs will not be precipitated and thus a possible straight-foward FIX attained.

* Anyway, thanks for posting TT. :)

- L8rs, rv

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 06:24
by lav_coyote25
have you noticed the same effect on any the maps i have done lately?

and by zoom out reset - you mean go up from where the zoom is now...??  so you will be able to see more of the action taking place..??

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 06:55
by Rman Virgil
lav_coyote25 wrote: have you noticed the same effect on any the maps i have done lately?

and by zoom out reset - you mean go up from where the zoom is now...??  so you will be able to see more of the action taking place..??
* Bingo !

* "Islands / Causways" can invoke it.

* I've studied the phenom with more precision.

* I'm almost 100% sure it is directly correlated to "Zooming" below sea-level.

* The pre-GPL engine was obviously never designed for that.

* Though it makes for some interesting images & possibilities that  may be useful down the road as a game GPM enhancements - right now it is the source of CTDs in MP with Humans (playing the AIs in SKI is less likely to cause it since the AIs don't use the feature but it can still happen if you slip-up Zoom-Scrolling.)

* The simple FIX is to cap the Zoom-in to "0" Sea-Level.

* Once you are below Sea-level and scroll / Zoom-up you trigger out of range tertile coordinates, a mem / info cascade, and the game crashes.

* The other alternative is to enable such a handling - but that would be more complex and wouldn't make any sense since WZ doesn't have submersible GPMs, units or weaps - at least, not at this  time.

- L8rs, rv :)

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 10:33
by cybersphinx
Rman Virgil wrote: * I say problem because i'm not sure it technically qualifies as a "Bug" (which is why I haven't submitted a formal report) or if it is simply a manifest limit to the game engine being exposed because of an added feature under certain  mapping conditions.
Hm, I'd call everything that crashes the game a bug. Tell us how to reproduce it and someone will have a look at it.
* The possible game engine limitation is the handling of "Dynamic LOD" and specifically "Geometry Instanceing".
I don't think there's such a thing as "dynamic LOD" in Warzone right now...

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 11:53
by Rman Virgil
cybersphinx wrote: Hm, I'd call everything that crashes the game a bug. Tell us how to reproduce it and someone will have a look at it.
I don't think there's such a thing as "dynamic LOD" in Warzone right now...
* Zoom-in below Sea-level then scroll across the map to a land mass then Zoom-out - you'll get all kinds of crappy poly pop-ups then kaboom your outta the game. You have to do it on a map with a fair bit of water and 2 tiles in height or better.

* Your probably right about "dynamic LOD" - the detail would be retained at all scales which isn't happening.... so how should we describe what  is being done, the scaleing up & down in RT maintaining just the basic geometry Zooming-out ? - maybe "interpolation" is closer to the mark, i'm not sure.

* The main thing I think is you shouldn't be able to Zoom-in below Sea-Level and that is where the prob is initiated.

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 13:23
by DevUrandom
I can't confirm this (in skirmish).

I made some land visible using the sat-uplink and scrolled to water. I zoomed in as far as possible and got below sea level. Then I scrolled towards a high land while still pressing zoom-in to keep the low zoom level. Nothing happened... I tried several times...

Attached: Causeway modified for current SVN version (lowercase filenames).

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 17:14
by cybersphinx
I also could not reproduce this... what version are you using? 2.0.5 for Windows? Does it give you any useful output? (Are the releases debug versions? Probably not. Might be an idea to offer both a release and a debug binary...)

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 17:47
by Rman Virgil
DevUrandom wrote: I can't confirm this (in skirmish).

I made some land visible using the sat-uplink and scrolled to water. I zoomed in as far as possible and got below sea level. Then I scrolled towards a high land while still pressing zoom-in to keep the low zoom level. Nothing happened... I tried several times...

Attached: Causeway modified for current SVN version (lowercase filenames).
* The "Causway" File I had & used was the one still available at this thread: HERE which is a KB lighter and 2 weeks older than the version you supplied in your post here which I can't even launch as it just freezes my comp on the load GUI. I can still use the older .wz

* In skirmish you need to play for a 1/2 hour min on max ai difficulty - lots of units lot of structs lots of events etc allover the map - at least that is experience.

* Win XP fully updated, all drivers as well, Duo Core Centrino.... this is the only prob I've had in MP or SKI with the latest GPL WZ.

* I've figured-out a simple solution for my projects in which MP is a consideration and the Verticality is much more extreme than "Causway" - all humans scroll-zooming all over very fast cause thats the way MP tends to be, very diff than SP SKI: A Simple README - "Zoom-Scroll Below Sea-Level and risk CTDs ..... besides, the polygon pop-ups are butt ugly and it serves absolutely no tactical purpose whatsoever to utilize the "Feature" in this way."

* Voila ! End of story. No fuss, no muss.... problem taken care of on my end.

* Thanks for responding fellas, I truly appreciate it - L8rs, rv :)

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 18:23
by DevUrandom
You got XP, you say... Doesn't that generate these minidump files? Extension is .mdmp afaik. Maybe you need to configure XP to generate them, I don't exactly know that. But if I could get those files, it would be really good help, because that would give me the callstack at the moment it crashed.
I usually am not able to get a MP game running, especially not with lots of units... :(

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 13 Feb 2007, 18:48
by Rman Virgil
DevUrandom wrote: You got XP, you say... Doesn't that generate these minidump files? Extension is .mdmp afaik. Maybe you need to configure XP to generate them, I don't exactly know that. But if I could get those files, it would be really good help, because that would give me the callstack at the moment it crashed.
I usually am not able to get a MP game running, especially not with lots of units... :(
* Sure, XP does provide that - however it only gives you the default option to send it to MS via the net - it won't even allow you to cut 'n paste it... dang MS control freaks. Anyway there's ways around that BS and I'll get it together  to provide that info as soon as I can get back to my personal LT - right now I only have access to my work LT (which doesn't have WZ on it for obvious reasons.... though I've been tempted to create a phantom drive/partition so I could work on my projects during breaks from work) and my personal Cell-PDA which is what I'm using now to post this.

Thanks, rv :)

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 14 Feb 2007, 01:14
by Rman Virgil
error:      buildFeature - feature- 162128 already found at 146, 79
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162128 already found at 147, 79
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162216 already found at 89, 146
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162224 already found at 90, 146
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162224 already found at 90, 147
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162232 already found at 90, 146
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162232 already found at 90, 147
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162232 already found at 91, 146
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162232 already found at 91, 147
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162288 already found at 146, 80
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162392 already found at 68, 146
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162504 already found at 38, 139
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162536 already found at 147, 101
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162536 already found at 147, 102
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162592 already found at 147, 46
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162592 already found at 147, 47
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162600 already found at 146, 47
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162600 already found at 147, 47
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162640 already found at 110, 1
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162640 already found at 110, 2
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162640 already found at 111, 1
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162640 already found at 111, 2
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162688 already found at 1, 47
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162696 already found at 1, 46
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162720 already found at 0, 103
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162752 already found at 37, 148
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162792 already found at 112, 135
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162800 already found at 112, 135
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
error:      buildFeature - feature- 162832 already found at 82, 70
error:      Assert in Warzone: ..\..\..\..\..\Desktop\Warzone\src\feature.c:860 : buildFeature (!(TILE_HAS_FEATURE(mapTile(mapX+width,mapY+breadth))))
* That's the stderr generated report.... doesn't look too helpful.

* The MS WER Service requires a company security id to create an account in order to access the filed XP Error Reports.

* MS let's you see the report on your DT before sending it to their server but they very deliberately donot allow you to capture the text 'cept as GF screen caps which would amount to over 100 files - not practical. It's MSs way of obviously binding you to their WER Online Service

* I can't figure out any other simple way to get a text record of the XP error reports generated - anybody here know some way to to that, be happy to try it.

* Btw - I am becoming expert at triggering the CTDs - for what that's worth. ;)

* It's like tunneling through the high elevations like some space-time anomaly worm-hole then suddenly dropping below sea-level then up again worm-holeing beneath the polygons to the surface structs again (bit of a roller-coaster ride) - as you can see from the stderr, wz starts processing the SAME feature as trying to occupy 2 diff map coordinates - at least that's how i'm interpreting the durn thing.


- l8r, rv  :o

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 14 Feb 2007, 02:22
by DevUrandom
Some while ago I got an mdmp file from some guy... I have NO idea where he got it from, but it helped me a lot... Maybe it is thrown to the application folder?

But http://community.einsteintech.net/forums/post/189.aspx and http://www.systemtools.com/board/Forum1 ... 00242.html make me believe that this mdmp file is created in your temp folder, usually windows/temp, or DocumentsSettings\USER\temp\WERxxx

Best you search for that file first, before trying the latter.

I found some more detailed informations (in german):
http://www.a-m-i.de/tips/watson/watson.php

Translation/repetition of the IMO most important parts:
Dr. Watson is shiped with every Windows-installation. When it is active 2 files (a log and a dump) are created on every crash of a program.

Windows XP:
You can deactivate the "create crash report and send it to M$" in Systempreferences -> System -> Extended -> Error Report [I don't know how those are named in english, this is just a guess].

If you set in HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AeDebug the value of Auto to 0, Windows should give you an option to debug the application on a crash. If you choose to do that, it will start DrWatson which will create the dump.

When you run Windows/System32/DRWTSN32.EXE, you will get a configuration screen where you can setup what will be dumped...
If you can find out how to enable Windows to create these files and where they can be found, _please_ tell me, so I can tell others in the future...

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 14 Feb 2007, 06:27
by Rman Virgil
DevUrandom wrote: Some while ago I got an mdmp file from some guy... I have NO idea where he got it from, but it helped me a lot... Maybe it is thrown to the application folder?

But http://community.einsteintech.net/forums/post/189.aspx and http://www.systemtools.com/board/Forum1 ... 00242.html make me believe that this mdmp file is created in your temp folder, usually windows/temp, or DocumentsSettings\USER\temp\WERxxx

Best you search for that file first, before trying the latter.

I found some more detailed informations (in german):
http://www.a-m-i.de/tips/watson/watson.php

Translation/repetition of the IMO most important parts:
If you can find out how to enable Windows to create these files and where they can be found, _please_ tell me, so I can tell others in the future...
* FIRST: Learned a bunch of stuff through this process & these last suggestions - thanks. :) Everyday above ground is a good day - and even more so if you advance your learning.

* SECOND: I have the Crash Log & Crash Mini-dump in a .rar - should I attach here or e-mail the archive to you ??

* THIRD: Dr Watson is indeed an XP component / utility & found exactly where you described.

* 4th: You should go to the "Advanced Properties" Tab of "My Computor" to set the MS WER defaults first and then...

* 5th: You launch the Dr Watson utility to set it's defaults... you must also use this screen to access the Logs & the Dumps to read and make duplicates. If you try to follow the directory structure on your HD without useing this utility you'll come to a dead-end in your folder structure because MS has made these files invisible to this manner of access - typical MS hiding stuff BS.

* Again, thanks and let me know how you want the .rar

l8rs, rv :)

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 14 Feb 2007, 08:24
by lav_coyote25
ok - now that i have seen the error you are getting... that appears to be similar in scope as what i previously submitted in another thread... cant remember off hand which... but anyways....  it would appear that you have placed several items in one spot... ie: double or tripple clicked on an item to place on the map..say a hardpoint ( doesnt matter which one - they would all do it.)... it took going to the coordinates on the map and tracking them down ... just looking at it without moving them wont help.... you will have to move the item at the co-ordinates..to check if there is more than one instance.... also - from trial and error... found that gateways cannot impinge on any hardpoints or the like..... also if in the course of texturing after laying gateways and not rechecking gateways.... if your cliff texture happens to hit on an occupied tile - you will also cause a crash that way.


or it is none of the above... just trying to make aware what i have experienced. ;D

update:  found the thread...http://wz2100.net/forum/index.php?topic=299.0

Re: Problem In MP On Certain Maps with Lots of H2O & Extreme Verticality

Posted: 14 Feb 2007, 09:17
by Rman Virgil
lav_coyote25 wrote: ok - now that i have seen the error you are getting... that appears to be similar in scope as what i previously submitted in another thread... cant remember off hand which... but anyways....  it would appear that you have placed several items in one spot... ie: double or tripple clicked on an item to place on the map..say a hardpoint ( doesnt matter which one - they would all do it.)... it took going to the coordinates on the map and tracking them down ... just looking at it without moving them wont help.... you will have to move the item at the co-ordinates..to check if there is more than one instance.... also - from trial and error... found that gateways cannot impinge on any hardpoints or the like..... also if in the course of texturing after laying gateways and not rechecking gateways.... if your cliff texture happens to hit on an occupied tile - you will also cause a crash that way.


or it is none of the above... just trying to make aware what i have experienced. ;D

* Yes, those are very important to be mindful of - that cannot be emphasized enough.

* Which is why I do my placements on the 2D Map while having the 3D Map View aligned just so I can see the object appear in the world but also clearly see already laid gateways on the 2D Map I'm working on.  A technique I'd recommend to those getting started in WZ map-making.

* Most of those conditions will either prevent your Map from compiling outta EW or if it does compile - the resulting .wz will not launch in-game.

* Still I did double check all that stuff already.

* (BTW - what your describing is more than1 feature occuping the same map coordinate, a  violation of classical physics..... what my output is indicating, incorrectly, is 1 feature occuping multiple map coordinates, something more like "folded space / teleportation / string-theory/ quantum mechanics / cloning" etc.)

* Whats happening here is fooling the math operants like so ....

* In the original WZ - without the extreme Zoom feature - you couldnot readily violate  the coordinate mapping like going right through the polygons of a mountain..... instead you were kept to the surface: up and over or around, not through.

* Looking thru the crash log & dump, I believe the  issue is mathematical ..... what is being triggered by going thru polygon elevations (negative space ?) is an attempted division by 0 in the progressive game tracking process  and that's a no-no (aka exception) that puts the brakes on everything.

- rv :)