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Post by Aves Dominari on Aug 14, 2013 22:53:45 GMT -5
Alright, thanks for the help. I'll sit them on the sidelines for now ;p
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Post by Kyzrati on Aug 14, 2013 23:33:42 GMT -5
The wait won't be long--I just made about 4-5 fixes to the game, including this one, and am uploading R9.4 right now.
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Post by 10101 on Aug 15, 2013 0:04:25 GMT -5
Is there some special change about 9.4? It's because i tried to upgrade Terror and Farm and the game crashes every time any weapon is fired (including alien reaction). Attachments:
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Post by Kyzrati on Aug 15, 2013 3:30:48 GMT -5
Well, crap. Yes, apparently I screwed something up really bad. I'll re-release R9.4 soon. That's what I get for changing the shooting code without testing it...
EDIT: I see in my haste to fix the weapon missing problem I left the new data variable null. Genius. Fortunately you were the only one to download it...
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Post by Kyzrati on Aug 15, 2013 3:57:25 GMT -5
It's fixed and rebuilt. I just replaced the original version.
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Post by Aves Dominari on Aug 15, 2013 14:17:48 GMT -5
Bad news. I just started to test a few more of my weapons; first up was the man-portable Heavy Laser. I tried to unload it into the ground, and... crash on last shot. Yes, it's R9.4 :l **************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 004687C3 *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:004687C3 with 58 EF 12 00 43 2F 70 2E 8C FA 12 00 00 00 00 00 00 00 00 00
*** 0 called from $ADDRESS:00482822 with 5B 38 70 2E 8C FA 12 00 FF FF FF FF 90 F9 12 00 89 0B 54 00
*** 1 called from $ADDRESS:004CD5C5 with 8B 3A 70 2E 10 F9 12 00 3E 5E 62 77 4E 11 01 AB 01 00 00 00
*** 2 called from $ADDRESS:0052FD16 with 18 0D ED 06 88 B0 DF 06 01 00 00 00
*** 3 called from $ADDRESS:0041E830 with 88 B0 DF 06
*** 4 called from $ADDRESS:0043201B with 88 B0 DF 06 A0 FA 42 01 00 00 00 00
*** 5 called from $ADDRESS:0041E830 with A0 FA 42 01
*** 6 called from $ADDRESS:00420990 with E8 F6 5F 00
*** 7 called from $ADDRESS:0041B5BC with 04 00 00 00 74 FA 12 00 E8 F6 5F 00 74 FA 12 00 05 00 01 01
*** 8 called from $ADDRESS:0041B9D4 with C0 FE 12 00 18 0F 2C 01 18 0F 2C 01 18 0F 2C 01 70 38 1B 00
*** 9 called from $ADDRESS:0055C70C with 04 00 00 00 A0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 10 called from $ADDRESS:00586BB5 with 04 00 00 00 A0 FE 12 00 C0 FE 12 00 CC FE 12 00 DF FE 12 00
*** 11 called from $ADDRESS:00586C6E with 00 00 40 00 00 00 00 00 5C 1B 19 00 0A 00 00 00 17 3F 70 2E
*** 12 called from $ADDRESS:005860CB with 00 B0 FD 7F
*** 13 called from $ADDRESS:766B3823 with 00 B0 FD 7F EE 93 12 00 00 00 00 00 00 00 00 00 00 B0 FD 7F
*** 14 called from $ADDRESS:777FA9BD with
*** 15 called from $ADDRESS:00000000 ************************************************************ EDIT: R9.4 doesn't seem to have fixed the issue at all. EDITEDIT: how do i do engrish Attachments:
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Post by Kyzrati on Aug 15, 2013 16:26:34 GMT -5
Ack, in my haste I didn't actually *test* the result of my fix, which did solve the original problem, but apparently weapons destroying themselves now cause a chain effect of issues beyond the area I fixed as well. Just wasn't taking those into account during several new additions in the past months. I'll fix them all, and actually test it this time.
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Post by Aves Dominari on Aug 15, 2013 16:34:44 GMT -5
Ninety-nine crippling bugs in the code, ninety-nine bugs in the code~ Take one down, patch it around, one hundred seven bugs in the code!
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Post by Kyzrati on Aug 15, 2013 16:45:54 GMT -5
The general rule is, those extra bugs were probably there to begin with, you just didn't know about them yet Turns out it was a newly added SA request that wasn't first testing weapon existence before the SA's applicability. Just replaced the .exe in the R9.4 download. And I actually tested it this time.
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Post by 10101 on Aug 19, 2013 13:50:19 GMT -5
Found an uncaught error, while doing bad things to the inventory.xt (or the entities.xt) Attachments:
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Post by Kyzrati on Aug 19, 2013 17:16:06 GMT -5
I can see that it likely has something to do with adding an auto-equipped weapon specified by entities.xt to the entity while spawning it, perhaps trying to add it to an invalid or non-entity slot type.
There are several checks around the area where the crash occurred, but they are assertions that don't make it into release builds since I didn't think those errors should be possible at all without having missed important checks elsewhere, so it's difficult to track down exactly what caused the problem from the log.
Still have that same game data? (Preferably where the game is always trying to spawn whatever entity that was, so it's easily repeatable.)
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Post by 10101 on Aug 20, 2013 0:12:31 GMT -5
Tried to autoequip the Ammorack. As it isn't an 'Arm' like the Wpn Module 1+2, it doesn't work.
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Post by Kyzrati on Aug 20, 2013 0:34:34 GMT -5
Ah yes, that would make sense. Auto-equipping only works for inventory slots that allow "manipulation," and right now the auto-equip system is pretty basic. It was intended for static entity designs like simple tanks and terror units, not those with lots of different dynamic/additional slots--the latter are supposed to be equipped at spawn time through spawning.xt.
I added another check on auto-equipping that should warn about that and skip the item.
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Post by Aves Dominari on Aug 27, 2013 8:03:35 GMT -5
Seeing as you promised to keep running XCOMRL support, I went and broke it again. **************************************************** *** A Programm Fault occured: *** Error code C0000094: INT DIVIDE BY ZERO **************************************************** *** Address: 0046D40F *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:0046D40F with 02 00 00 00 DA 91 90 6F 8C FA 12 00 00 00 00 00 00 00 00 00
*** 0 called from $ADDRESS:0045DE1B with B0 59 E1 09 1A 00 00 00 03 00 C9 02 00 00 00 00 00 00 00 00
*** 1 called from $ADDRESS:00429509 with 1A 00 00 00 00 00 00 00 03 00 C9 02 00 00 00 00 00 00 00 00
*** 2 called from $ADDRESS:004771E0 with 00 00 00 00 04 00 00 00 00 00 00 00 00 00 00 00 28 AB 42 09
*** 3 called from $ADDRESS:0042BEE2 with 00 00 00 00 E8 02 20 01 28 AB 42 09 3C 00 00 00 86 94 90 6F
*** 4 called from $ADDRESS:0048D6DE with 00 00 00 00 E8 02 20 01 28 AB 42 09 3C 00 00 00 00 00 00 00
*** 5 called from $ADDRESS:0043F692 with EA 97 90 6F 48 FC C3 09 01 00 00 00 18 03 C4 09 A0 EF 12 00
*** 6 called from $ADDRESS:00442210 with F2 80 90 6F 8C FA 12 00 FF FF FF FF 90 F9 12 00 99 0B 54 00
*** 7 called from $ADDRESS:004CD552 with 22 82 90 6F 10 F9 12 00 3E 5E 49 76 FB 12 01 C4 01 00 00 00
*** 8 called from $ADDRESS:0052FD26 with 08 AD F8 06 A0 47 EB 06 01 00 00 00
*** 9 called from $ADDRESS:0041E830 with A0 47 EB 06
*** 10 called from $ADDRESS:0043201B with A0 47 EB 06 48 FE 46 01 00 00 00 00
*** 11 called from $ADDRESS:0041E830 with 48 FE 46 01
*** 12 called from $ADDRESS:00420990 with E8 F6 5F 00
*** 13 called from $ADDRESS:0041B5BC with 03 00 00 00 74 FA 12 00 E8 F6 5F 00 74 FA 12 00 04 00 00 00
*** 14 called from $ADDRESS:0041B9D4 with C0 FE 12 00 18 0F 14 01 18 0F 14 01 18 0F 14 01 F8 38 30 00
*** 15 called from $ADDRESS:0055C71C with 04 00 00 00 A0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 16 called from $ADDRESS:00586BC5 with 04 00 00 00 A0 FE 12 00 C0 FE 12 00 CC FE 12 00 DF FE 12 00
*** 17 called from $ADDRESS:00586C7E with 00 00 40 00 00 00 00 00 5C 1B 2E 00 0A 00 00 00 BE 87 90 6F
*** 18 called from $ADDRESS:005860DB with 00 60 FD 7F
*** 19 called from $ADDRESS:776F3823 with 00 60 FD 7F AC 62 12 00 00 00 00 00 00 00 00 00 00 60 FD 7F
*** 20 called from $ADDRESS:77C1A9BD with
*** 21 called from $ADDRESS:00000000 ************************************************************ Recreating the crash is very simple; run the game and press z, a, tab, z, a. The cause of the crash is the explosion SPWNATDITRRN hitting the entities ATDIRKIEPLCE and ATDISGNTPLCE, and triggering the SPWNATDIRKIETRRN and SPWNATDISGNTTRRN special abilities. I commented the entities out completely and there was no crash, so hopefully that saves you a bit of digging. Attachments:
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Post by Kyzrati on Aug 27, 2013 17:03:07 GMT -5
Ah, you test my resolve! ;p
Interesting, a divide by 0... Oops, wonder how that ended up in there. You guys always doing funky things with your SA, hehe. I'll have it fixed today.
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