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Post by Kyzrati on Oct 20, 2012 12:07:01 GMT -5
Okay, I'll try it... a zillion times and see if I can get it to happen. Strange that it wouldn't happen *every* time though, leading me to believe something else must be a factor. I'll look into it tomorrow, day's long gone here. No, wait, it *is* tomorrow. Damnit 
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Post by draxis on Oct 20, 2012 12:53:57 GMT -5
I got the crash while playing Aggression, hit a group of humans with Hatred. Log:
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 00460513 *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:00460513 with 18 00 35 02 06 00 00 00 00 00 00 00 58 0D F9 01 FC A7 39 02
*** 0 called from $ADDRESS:00436D37 with 6D C4 6C 4B 58 00 00 00 60 00 91 7C FF FF FF FF 3F 00 00 00
*** 1 called from $ADDRESS:00437CD3 with 51 CD 6C 4B F4 FA 12 00 81 C5 6C 4B 04 F6 12 00 EC F9 12 00
*** 2 called from $ADDRESS:004A9BE7 with 3D CE 6C 4B F4 FA 12 00 EC F9 12 00 42 FA 12 00 00 00 00 00
*** 3 called from $ADDRESS:004D9E75 with A0 42 D5 00 F0 A4 3E 00 01 00 00 00
*** 4 called from $ADDRESS:0041BBD0 with F0 A4 3E 00
*** 5 called from $ADDRESS:0042CC2B with F0 A4 3E 00 E8 BD 3E 00 00 00 00 00
*** 6 called from $ADDRESS:0041BBD0 with E8 BD 3E 00
*** 7 called from $ADDRESS:0041E3F0 with 50 64 58 00
*** 8 called from $ADDRESS:004195AC with 04 00 00 00 DC FA 12 00 50 64 58 00 DC FA 12 00 06 00 01 00
*** 9 called from $ADDRESS:004199B4 with 00 FF 12 00 E0 99 3E 00 E0 99 3E 00 E0 99 3E 00 00 00 00 00
*** 10 called from $ADDRESS:00502453 with 02 00 00 00 F0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 11 called from $ADDRESS:0052C715 with 02 00 00 00 F0 FE 12 00 00 FF 12 00 0C FF 12 00 00 00 00 00
*** 12 called from $ADDRESS:0052C7CE with 00 00 40 00 00 00 00 00 1C 23 15 00 0A 00 00 00 59 CB 6C 4B
*** 13 called from $ADDRESS:0052BC39 with 00 00 00 00 00 00 00 00 00 70 FD 7F 05 00 00 C0 C8 FF 12 00
*** 14 called from $ADDRESS:7C817077 with
*** 15 called from $ADDRESS:00000000 ************************************************************
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Post by Aves Dominari on Oct 20, 2012 17:05:57 GMT -5
I've got an Aggression crash too, although this time it's different. I've added another 2X2 site to the game, but whenever it is placed the game crashes with the following error:
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 00505E50 *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:00505E50 with 00 00 00 00 E9 71 50 00 00 00 00 00 3C F0 12 00
*** 0 called from $ADDRESS:004272B4 with 5C EE 12 00 00 00 00 00 6C EE 12 00 14 91 4B B9 D4 FA 12 00
*** 1 called from $ADDRESS:004493C2 with 37 00 00 00 00 00 00 00 00 00 00 00 27 00 77 07 00 00 00 00
*** 2 called from $ADDRESS:00425DDD with 37 00 00 00 00 00 00 00 00 00 00 00 27 00 77 07 00 00 00 00
*** 3 called from $ADDRESS:004A929B with 68 07 8C 03
*** 4 called from $ADDRESS:004A972F with 8C 98 4B B9 D4 FA 12 00 BC D4 3C 00 00 00 00 00 54 F8 43 00
*** 5 called from $ADDRESS:004A9DD0 with A0 9B 4B B9 D4 FA 12 00 A0 06 65 77 D4 77 66 76 EC 98 8C 03
*** 6 called from $ADDRESS:004D9E75 with 00 D3 3C 00 38 E2 3C 00 01 00 00 00
*** 7 called from $ADDRESS:0041BBD0 with 38 E2 3C 00
*** 8 called from $ADDRESS:0042CC2B with 38 E2 3C 00 F0 DE 3C 00 00 00 00 00
*** 9 called from $ADDRESS:0041BBD0 with F0 DE 3C 00
*** 10 called from $ADDRESS:0041E3F0 with 50 64 58 00
*** 11 called from $ADDRESS:004195AC with 01 00 00 00 BC FA 12 00 50 64 58 00 BC FA 12 00 03 00 00 00
*** 12 called from $ADDRESS:004199B4 with E0 FE 12 00 D8 0E 5A 00 D8 0E 5A 00 D8 0E 5A 00 00 00 00 00
*** 13 called from $ADDRESS:00502453 with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 14 called from $ADDRESS:0052C715 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 15 called from $ADDRESS:0052C7CE with 00 00 40 00 00 00 00 00 44 1A 75 00 0A 00 00 00 84 9E 4B B9
*** 16 called from $ADDRESS:0052BC39 with 00 F0 FD 7F
*** 17 called from $ADDRESS:76663823 with 00 F0 FD 7F 2A 19 12 00 00 00 00 00 00 00 00 00 00 F0 FD 7F
*** 18 called from $ADDRESS:7762A9BD with
*** 19 called from $ADDRESS:00000000 ************************************************************ It's not the same error draxis came across, because the site in question has the [RAND] rotation instead of [NONE]. I've added the test build of Aggression so you can look at it. I've also bound the Hatred spell to an item instead of a special ability; hopefully that will keep the crashes down.
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Post by Kyzrati on Oct 20, 2012 20:05:31 GMT -5
I've got an Aggression crash too, although this time it's different. I've added another 2X2 site to the game, but whenever it is placed the game crashes with the following error: **************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 00505E50 *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:00505E50 with 00 00 00 00 E9 71 50 00 00 00 00 00 3C F0 12 00
*** 0 called from $ADDRESS:004272B4 with 5C EE 12 00 00 00 00 00 6C EE 12 00 14 91 4B B9 D4 FA 12 00
*** 1 called from $ADDRESS:004493C2 with 37 00 00 00 00 00 00 00 00 00 00 00 27 00 77 07 00 00 00 00
*** 2 called from $ADDRESS:00425DDD with 37 00 00 00 00 00 00 00 00 00 00 00 27 00 77 07 00 00 00 00
*** 3 called from $ADDRESS:004A929B with 68 07 8C 03
*** 4 called from $ADDRESS:004A972F with 8C 98 4B B9 D4 FA 12 00 BC D4 3C 00 00 00 00 00 54 F8 43 00
*** 5 called from $ADDRESS:004A9DD0 with A0 9B 4B B9 D4 FA 12 00 A0 06 65 77 D4 77 66 76 EC 98 8C 03
*** 6 called from $ADDRESS:004D9E75 with 00 D3 3C 00 38 E2 3C 00 01 00 00 00
*** 7 called from $ADDRESS:0041BBD0 with 38 E2 3C 00
*** 8 called from $ADDRESS:0042CC2B with 38 E2 3C 00 F0 DE 3C 00 00 00 00 00
*** 9 called from $ADDRESS:0041BBD0 with F0 DE 3C 00
*** 10 called from $ADDRESS:0041E3F0 with 50 64 58 00
*** 11 called from $ADDRESS:004195AC with 01 00 00 00 BC FA 12 00 50 64 58 00 BC FA 12 00 03 00 00 00
*** 12 called from $ADDRESS:004199B4 with E0 FE 12 00 D8 0E 5A 00 D8 0E 5A 00 D8 0E 5A 00 00 00 00 00
*** 13 called from $ADDRESS:00502453 with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 14 called from $ADDRESS:0052C715 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 15 called from $ADDRESS:0052C7CE with 00 00 40 00 00 00 00 00 44 1A 75 00 0A 00 00 00 84 9E 4B B9
*** 16 called from $ADDRESS:0052BC39 with 00 F0 FD 7F
*** 17 called from $ADDRESS:76663823 with 00 F0 FD 7F 2A 19 12 00 00 00 00 00 00 00 00 00 00 F0 FD 7F
*** 18 called from $ADDRESS:7762A9BD with
*** 19 called from $ADDRESS:00000000 ************************************************************ It's not the same error draxis came across, because the site in question has the [RAND] rotation instead of [NONE]. I've added the test build of Aggression so you can look at it. I've also bound the Hatred spell to an item instead of a special ability; hopefully that will keep the crashes down. This crash doesn't have to do with your areas. You seem to have used the "E_FACTION_SPOT" SA condition in some incompatible way I didn't think of. That's a brand new, very untested condition--what's the full script for the ability you've made which is using that condition? Thanks for the logs, guys, this is helping a lot. I'll try and get a fix release out soon, but I'm in the middle of adding other stuff so I can't put everything together yet.
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Post by Aves Dominari on Oct 20, 2012 21:03:36 GMT -5
It's REVEAL_DEAD; I use E_FACTION_RANGE to spawn skeletons if you get close to the coffins in the tomb.
REVEAL_DEAD - PROP_NEW_ROUND E_FACTION_RANGE(XCOM)<=1 - - - - SPAWN_ENT - ENTITY="Skeleton"|NUMBER=1|FACTION=TERROR|AIR_SPAWN=1|TU=RESTORE GLOBAL DEFAULT "A skeletal hand pushes the lid of the sarcophagus aside..."
EDIT: Yeah, you're right. Changed the condition to a random chance and it runs fine.
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Post by Kyzrati on Oct 20, 2012 21:22:32 GMT -5
Oooh, I like the sound of that. I'll check out that ability and fix the condition. Getting closer is a much better conditional test for this than randomness!  (I was going to use that condition myself at some point, which was why I added it, but didn't have a chance to do much testing on it yet.)
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Post by Aves Dominari on Oct 20, 2012 23:08:30 GMT -5
Well, once you get around to fixing it I'll use the proximity test ;p
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Post by Kyzrati on Oct 21, 2012 3:42:46 GMT -5
Well, once you get around to fixing it I'll use the proximity test ;p Found the problem: There's nothing wrong on the game side except that I had a bit of a typo on the check that's supposed to tell you that E_FACTION_RANGE is *incompatible* with the PROP_NEW_ROUND trigger--You were supposed to get an error message for even trying that! I fixed it for the next version, and the proper way to do it would be the separate P_FACTION_RANGE condition, which is compatible with prop triggers. But an even better way to do it would be to use a different trigger you probably didn't know existed: ENT_MOVES_BY_P. This will trigger your skeleton as soon as someone walks up next to the sarcophagus, rather than requiring them to stand around it until the next turn (unless that's your intention: only trigger if they stop and hang around). So you should probably be using ENT_MOVES_BY_P with P_FACTION_RANGE(XCOM)<=1. About the other crash we're getting, after some investigation: 1) It's not only caused by shooting a barricade, as confirmed by draxis' report--any entity/prop it hits could cause it. 2) Changing from spell to item will probably not fix the issue, since it's almost certainly the effect end of the code which is doing it--the SHOOT effect is brand new and probably has a bug. 3) I still can't cause it on my end though, no matter how much stuff I shoot! Stubborn problem needs more investigation... Shouldn't need any more crash reports for it, though, since I've already narrowed it down to the part that's crashing; just have to figure out why (there are a huge number of variables and pointers flying through that one spot, so it's a tough one).
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Post by Kyzrati on Oct 21, 2012 9:31:07 GMT -5
Found and fixed, finally. That other crash was something I'd never encountered before because I haven't done any extensive playtesting with the prototypes found in the special_abilities.xt file. Luckily draxis and Andrew both came across it in different situations, and I decided to play Aggression until I saw it myself. Turns out it happens when firing Hatred at the ground a few cells behind a target which is a few cells away, so that their path runs through the target. This causes the projectiles to reach the intermediate obstruction at the exact same time, and if the first destroys the obstruction, the subsequent ones still think it's there and try to access it... = crash. X@COM has never had multiple projectile support until 8.0, so I had no idea the original collision detection contained this logical error which didn't take into account the fact that other projectiles could mess with nearby objects along the flight path. Or maybe all this is a bit too much information  So it doesn't matter whether it's a staff or spell, it'll crash either way. Already fixed for 8.1, but I still have a few more things I want to iron out before releasing that update some time this week. Along with all the fixes, the update will include equippable armor!
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Post by Aves Dominari on Oct 21, 2012 12:26:19 GMT -5
Oh, but it does. The Staff only fires a single projectile, so it would never crash due to that error. At least you've figured it out now!
EDIT: I'd like t report some funky behavior regarding melee attacks. I'm in my first real brawl with monks (most of the time I shoot them to death, not an option right now), and when they dodge my melee attacks the projectile sails off into the distance. My Grunt, for example, swung with his hammer, the monk dodged, and he hit a wall four tiles away.
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Post by Kyzrati on Oct 21, 2012 19:49:12 GMT -5
Oh, didn't know you'd switched it to only one projectile. That would definitely solve it, but having multiple projectiles was so useful! It's the main reason my Elder has been annihilating everything. Lost most everyone else so far (still playing the same game, but I think I've taken out most of the guards, at least the uniques.)
Doh, you've found the melee issue. I've known about that one for a long time since the melee particle--yes, melee attacks actually shoot particles, too--is fired expecting that it will collide with whatever is in the adjacent cell. In some cases it could miss a target and fly off, but it was extremely rare. Now that we have dodging abilities, that kinda messes things up. I'll have to fix that, too.
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Post by Kyzrati on Oct 21, 2012 22:08:40 GMT -5
OK, fixed that now, too.
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Post by Aves Dominari on Oct 21, 2012 23:15:41 GMT -5
Yeah, having the cluster of projectiles was what really made him good. Once 8.1 rolls around he'll be returning to his full glory; I just have the ability commented out for now.
EDIT: HA! I claim the 100th comment AS MY OWN!
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Post by Kyzrati on Oct 22, 2012 0:22:33 GMT -5
Heh, that you did. Two more posts of your own and you'll even gain the rank of Sergeant! (And no, I don't want to see two senseless posts!)
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Post by draxis on Oct 22, 2012 16:35:14 GMT -5
Got another crashing error, this time while restarting my mission. I had just (before restarting) activated the Explosion Analysis (C-x) in debug mode, but no explosion was occuring and the crash was not until I restarted. I had successfully restarted before. Relevent log ssection: I=0144162 Deinitializing map UI I=0144163 GM::endGame() | Ending game I=0144173 \---DONE I=0144173 GM::startGame() | Starting game I=0144174 | Preparing new game data I=0144174 | BS::initialize() | Initializing BattleScape I=0144174 | | Loading Seed Settings... I=0144174 | | ...seeding map generation with value: 1350941199 (random) I=0144175 | | Loading Cataclysm Settings... I=0144177 | | ...Cataclysm settings loaded I=0144177 | | Loading map... I=0144177 | | ...found ground/earth cells I=0144177 | | Loading Cataclysm Area Data... I=0144180 | | ...18 Cataclysm areas loaded E=0144181 | | BS::loadMapChars_Cataclysm() | Random area pool emptied before map could be filled I=0144202 | | ...created 14400 cells I=0144203 | | ...adjusted slopes I=0144203 | | Loading props... F=0144203 | | BS::initialize() | Read unknown map Prop key: '\FF' F=0144203 Screenshot of error message: tnypic.net/j6kdk.pngI had had similar problems before, but it happened every time on the first map gen and it fixed itself then. I have not encountered it since.
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