Crash report

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Jhykronos
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Crash report

Post by Jhykronos »

During the opponent's turn. I believe the PC was trying to move routing units through a crowd. Got an error message about units being in the same square, followed by an exception 0x8000003, EXP address 0x0048e550, then crashed to desktop.
Jhykronos
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Re: Crash report

Post by Jhykronos »

Oops, got another one. Steam version, Windows 7. Tutorial scenario 1 crashed when we pulled up the unit listing. C++ programmer's favorite exception: 0xC0000005.
rbodleyscott
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Re: Crash report

Post by rbodleyscott »

Wow, you are unlucky, we haven't had any crash reports of any sort from the beta testers since the very early in the beta process, and that was a different issue involving skirmish selection.

The routing/pursuing process involves extremely complicated interlocking queued threads of code. We will obviously try to identify the bug, but it is clearly a very rare combination of events which triggers it, as this is the first time this crash has been reported. Sorry it spoiled that game.

Your other crash is hard to explain.

If anyone else has either of these crashes, or any other crashes, please report them on the board, including as much detail as possible about the event that triggered them and events that preceded them.
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Jhykronos
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Re: Crash report

Post by Jhykronos »

rbodleyscott wrote:Wow, you are unlucky, we haven't had any crash reports of any sort from the beta testers since the very early in the beta process, and that was a different issue involving skirmish selection.
Well, it was stable on the first machine for 12 hours of gameplay over the previous 4 days. And for 2-3 hours since then.
The routing/pursuing process involves extremely complicated interlocking queued threads of code. We will obviously try to identify the bug, but it is clearly a very rare combination of events which triggers it, as this is the first time this crash has been reported. Sorry it spoiled that game.
On that subject, Is there a log file or something to send here if this happens?
Your other crash is hard to explain.
Well, that was on a different copy of the game on a different machine. In my own programming experience, 0xC0000005 will sometimes throw on some machines and not others. Heck, sometimes it isn't the program at all; a faulty RAM can cause the same problem.
If anyone else has either of these crashes, or any other crashes, please report them on the board, including as much detail as possible about the event that triggered them and events that preceded them.
Do you have a template for the information you want listed in a report? Something like:

Platform (PC/MAC/I-device)
OS
Release (Steam/Slitherine)
Version #
CPU / RAM
Video Hardware
Video Driver
etc.
rbodleyscott
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Re: Crash report

Post by rbodleyscott »

Jhykronos wrote:
The routing/pursuing process involves extremely complicated interlocking queued threads of code. We will obviously try to identify the bug, but it is clearly a very rare combination of events which triggers it, as this is the first time this crash has been reported. Sorry it spoiled that game.
On that subject, Is there a log file or something to send here if this happens?
Yes, it is called error.log and you will find it in \My Documents\my Games\PikeandShot
If anyone else has either of these crashes, or any other crashes, please report them on the board, including as much detail as possible about the event that triggered them and events that preceded them.
Do you have a template for the information you want listed in a report? Something like:

Platform (PC/MAC/I-device)
OS
Release (Steam/Slitherine)
Version #
CPU / RAM
Video Hardware
Video Driver
etc.

That and error.log, though a DXDiag report would also potentially help.

Pip, anything else needed?
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pipfromslitherine
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Re: Crash report

Post by pipfromslitherine »

The contents of the error.log file immediately after a crash can be useful (in My Documents/My Games/PIKEANDSHOT)

Cheers

Pip
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Pans
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Re: Crash report

Post by Pans »

I´ve got the following message after my game hang up.

Pans
Attachments
screenshot two
screenshot two
Pike_Shot_error_2.jpg (148.93 KiB) Viewed 6204 times
screenshot one
screenshot one
Pike_Shot_error_1.jpg (135.54 KiB) Viewed 6204 times
rbodleyscott
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Re: Crash report

Post by rbodleyscott »

Pans wrote:I´ve got the following message after my game hang up.

Pans
Many thanks for this report, we are trying to track down the cause of this error.

What we really need, however, is the contents of the error.log file from My Documents\My Games\Pike and Shot immediately after this or any other crash happens. (Unfortunately, if you have played since, it will have been overwritten).

So if you, or anyone else, see this error again, please post the contents of the error.log file in your report.

Likewise for any other game crashes.
Richard Bodley Scott

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Pans
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Re: Crash report

Post by Pans »

rbodleyscott wrote:
Pans wrote:I´ve got the following message after my game hang up.

Pans
Many thanks for this report, we are trying to track down the cause of this error.

What we really need, however, is the contents of the error.log file from My Documents\My Games\Pike and Shot immediately after this or any other crash happens. (Unfortunately, if you have played since, it will have been overwritten).

So if you, or anyone else, see this error again, please post the contents of the error.log file in your report.

Likewise for any other game crashes.
I only have an error.txt - which is from the 17th. It says "KERNEL MEMORY CHECKING IS **OFF**"
I found it in the folder C:\program files\slitherine\Pike and Shot

Andreas
rbodleyscott
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Re: Crash report

Post by rbodleyscott »

Pans wrote:
rbodleyscott wrote:
Pans wrote:I´ve got the following message after my game hang up.

Pans
Many thanks for this report, we are trying to track down the cause of this error.

What we really need, however, is the contents of the error.log file from My Documents\My Games\Pike and Shot immediately after this or any other crash happens. (Unfortunately, if you have played since, it will have been overwritten).

So if you, or anyone else, see this error again, please post the contents of the error.log file in your report.

Likewise for any other game crashes.
I only have this one - which is from the 17th.
I found it in the folder C:\program files\slitherine\Pike and Shot

Andreas
There is an error.log file there, but I think the one that we actually want is the one in My Documents/My Games/PIKEANDSHOT

Of course this may depend on which version of Windows you are using.

Pip will no doubt correct me if I am wrong.
Richard Bodley Scott

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Pans
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Re: Crash report

Post by Pans »

ok - after I found it and it is with the correct time stamp. But unfortunatley your forum page do nnot allow to upload files with extension .log
this is a bit tricky on a german speaking PC

Andreas
rbodleyscott
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Re: Crash report

Post by rbodleyscott »

Pans wrote:ok - after I found it and it is with the correct time stamp. But unfortunatley your forum page do nnot allow to upload files with extension .log
this is a bit tricky on a german speaking PC

Andreas
Can you open it with notepad and copy and paste the text here please?
Richard Bodley Scott

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Pans
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Re: Crash report

Post by Pans »

here the conent of the log file directly after the crash

VER:10001
PLATFORM: WINDOWS
CPU String: AuthenticAMD
Stepping ID = 2
Model = 2
Family = 15
Extended family = 1
CLFLUSH cache line size = 64
APIC Physical ID = 3
CPU Brand String: AMD Phenom(tm) 9500 Quad-Core Processor
Cache Size = 512K
UNKNOWN TAGS IN: CONFIG/SYSTEM.TXT
Unknown Tag: MOVIEMODE
Unknown Tag: DYNAMICENV
END: CONFIG/SYSTEM.TXT
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 6573
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/LOADSAVE.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONS.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SCENED.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CORE/UI/SKIRMISH.BSF
Still refed: C:/Program Files/Slitherine/Pike and Shot/CAMPAIGNS/2EnglishCivilWar/CAMPAIGN.BSF
**WARNING**: GetSideID Invalid side index: 836
**WARNING**: GetSideID Invalid side index: 819
**WARNING**: GetSideID Invalid side index: 819
**WARNING**: GetSideID Invalid side index: 819
Playing as: 0
SIDE 0
RQ:16777223,3,0
RD:16777223
RQ:16777231,8,0
RD:16777231
RQ:16777229,13,0
RD:16777229
RQ:16777226,18,0
RQ:16777217,12,0
RD:16777226
RD:16777217
RQ:16777224,24,0
RD:16777224
RQ:16777225,12,0
RD:16777225
RQ:16777220,2,0
RD:16777220
RQ:16777237,13,0
RD:16777237
RQ:16777231,15,0
RQ:16777223,8,0
RQ:16777222,4,0
RD:16777231
RD:16777223
RD:16777222
RQ:16777229,12,0
RD:16777229
RQ:16777227,12,0
RD:16777227
RQ:9,12,0
RD:9
RQ:10,10,0
RD:10
RQ:6,16,0
RD:6
RQ:18,20,0
RQ:14,18,0
RD:18
RD:14
RQ:16777236,16,0
RD:16777236
RQ:16777231,11,0
RD:16777231
RQ:16777239,15,0
RQ:16777223,10,0
RD:16777239
RD:16777223
RQ:16777224,22,0
RD:16777224
RQ:16777221,11,0
RD:16777221
RQ:16777232,16,0
RD:16777232
RQ:16777237,8,0
RD:16777237
RQ:17,9,0
RD:17
RQ:9,16,0
RD:9
RQ:10,8,0
RD:10
RQ:6,16,0
RD:6
ERROR
GetTile(unit->mTile.x,unit->mTile.y).unit == NULL && "Trying to enter an occupied tile"
.\BattleMap.cpp(3769) : Failed
ERROR

######## EXCEPTION: 0x80000003 at address: 0x0048E4D0
SEARCHING: C:\Program Files\Slitherine\Pike and Shot;C:\Program Files\Slitherine\Pike and Shot;C:\Windows
C:\Program Files\Slitherine\Pike and Shot;C:\Program Files\Slitherine\Pike and Shot;C:\Windows
KernelErrorHandler
c:\dev\kernel\kernelerror.cpp(192) : +0 bytes (KernelErrorHandler) 0
CBattleMap::UnitEnterTile
c:\dev\ba2\game\battlemap.cpp(3769) : +141 bytes (CBattleMap::UnitEnterTile) 0
CUnit::PlaceUnit
c:\dev\ba2\game\unit.cpp(2154) : +0 bytes (CUnit::PlaceUnit) 0
CBattleScriptHandler::CallFunction
c:\dev\ba2\game\battlescripthandler.cpp(2539) : +0 bytes (CBattleScriptHandler::CallFunction) 0
CScriptHelper::FunctionCall
c:\dev\ba2\util\scripthelper.cpp(1222) : +34 bytes (CScriptHelper::FunctionCall) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(821) : +0 bytes (CScriptHelper::Execute) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(1172) : +0 bytes (CScriptHelper::Execute) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1085) : +0 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(305) : +34 bytes (CCScript::CallFunction) 0
CScriptHelper::FunctionCall
c:\dev\ba2\util\scripthelper.cpp(1222) : +34 bytes (CScriptHelper::FunctionCall) 0
CScriptHelper::GetValue
c:\dev\ba2\util\scripthelper.cpp(1010) : +24 bytes (CScriptHelper::GetValue) 0
CScriptHelper::GetRHS
c:\dev\ba2\util\scripthelper.cpp(988) : +0 bytes (CScriptHelper::GetRHS) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(858) : +16 bytes (CScriptHelper::Execute) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(1172) : +0 bytes (CScriptHelper::Execute) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1085) : +0 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(305) : +34 bytes (CCScript::CallFunction) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(192) : +29 bytes (CCScript::CallFunction) 0
CCScriptInstance::CallFunction
c:\dev\ba2\util\c_scriptmanager.cpp(163) : +0 bytes (CCScriptInstance::CallFunction) 0
CBattleScriptHandler::CallFunction
c:\dev\ba2\game\battlescripthandler.cpp(2596) : +32 bytes (CBattleScriptHandler::CallFunction) 0
CScriptHelper::FunctionCall
c:\dev\ba2\util\scripthelper.cpp(1222) : +34 bytes (CScriptHelper::FunctionCall) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(821) : +0 bytes (CScriptHelper::Execute) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(1172) : +0 bytes (CScriptHelper::Execute) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1085) : +0 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(305) : +34 bytes (CCScript::CallFunction) 0
CScriptHelper::FunctionCall
c:\dev\ba2\util\scripthelper.cpp(1222) : +34 bytes (CScriptHelper::FunctionCall) 0
CScriptHelper::GetLHSValue
c:\dev\ba2\util\scripthelper.cpp(752) : +22 bytes (CScriptHelper::GetLHSValue) 0
CScriptHelper::IsTrue
c:\dev\ba2\util\scripthelper.cpp(768) : +18 bytes (CScriptHelper::IsTrue) 0
CScriptHelper::IsTrue
c:\dev\ba2\util\scripthelper.cpp(1180) : +0 bytes (CScriptHelper::IsTrue) 0
CCScript::IsTrue
c:\dev\ba2\util\c_script.cpp(1123) : +22 bytes (CCScript::IsTrue) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1034) : +14 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(305) : +34 bytes (CCScript::CallFunction) 0
CScriptHelper::FunctionCall
c:\dev\ba2\util\scripthelper.cpp(1222) : +34 bytes (CScriptHelper::FunctionCall) 0
CScriptHelper::GetValue
c:\dev\ba2\util\scripthelper.cpp(1010) : +24 bytes (CScriptHelper::GetValue) 0
CScriptHelper::GetRHS
c:\dev\ba2\util\scripthelper.cpp(988) : +0 bytes (CScriptHelper::GetRHS) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(858) : +16 bytes (CScriptHelper::Execute) 0
CScriptHelper::Execute
c:\dev\ba2\util\scripthelper.cpp(1172) : +0 bytes (CScriptHelper::Execute) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1085) : +0 bytes (CCScript::ExecuteBlock) 0
CCScript::ExecuteBlock
c:\dev\ba2\util\c_script.cpp(1063) : +33 bytes (CCScript::ExecuteBlock) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(305) : +34 bytes (CCScript::CallFunction) 0
CCScript::CallFunction
c:\dev\ba2\util\c_script.cpp(192) : +29 bytes (CCScript::CallFunction) 0
CCScriptInstance::CallFunction
c:\dev\ba2\util\c_scriptmanager.cpp(163) : +0 bytes (CCScriptInstance::CallFunction) 0
CBattleDisplay::CallScriptFunction
c:\dev\ba2\game\battledisplay.cpp(16120) : +20 bytes (CBattleDisplay::CallScriptFunction) 0
CBattleDisplay::DoAI
c:\dev\ba2\game\battledisplay.cpp(18484) : +35 bytes (CBattleDisplay::DoAI) 0
CBattleDisplay::UpdateLogic
c:\dev\ba2\game\battledisplay.cpp(12543) : +0 bytes (CBattleDisplay::UpdateLogic) 0
CBattleDisplay::Update
c:\dev\ba2\game\battledisplay.cpp(5398) : +0 bytes (CBattleDisplay::Update) 0
CUIManager::UpdateObjects
c:\dev\ba2\game\uimanager.cpp(1375) : +0 bytes (CUIManager::UpdateObjects) 0
CUIManager::Update
c:\dev\ba2\game\uimanager.cpp(2161) : +0 bytes (CUIManager::Update) 0
CGame::Update
c:\dev\ba2\game\game.cpp(807) : +0 bytes (CGame::Update) 0
CPlatform::MainLoop
c:\dev\ba2\game\platform_windows.cpp(865) : +11 bytes (CPlatform::MainLoop) 0
WinMain
c:\dev\ba2\game\platform_windows.cpp(517) : +11 bytes (WinMain) 0
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) : +29 bytes (__tmainCRTStartup) 0
BaseThreadInitThunk
RtlInitializeExceptionChain
RtlInitializeExceptionChain
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28274
Joined: Sun Dec 04, 2005 6:25 pm

Re: Crash report

Post by rbodleyscott »

Thanks. Over to Pip!
Richard Bodley Scott

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rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28274
Joined: Sun Dec 04, 2005 6:25 pm

Re: Crash report

Post by rbodleyscott »

Update: Thanks Andreas (Pans), this crash bug has been tracked down and hopefully cured. The cure will be in the first patch.
Richard Bodley Scott

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Greetings44
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 152
Joined: Tue Jan 25, 2011 6:31 pm

Re: Crash report

Post by Greetings44 »

Got the same error, unfortunately in a 'Caracole Tourney' game, previous 16 games no problem.

ExpCode 0x80000003 ExpFlags 0 ExpAddress: 0x0048E4D0


VER:10001
PLATFORM: WINDOWS
CPU String: GenuineIntel
Stepping ID = 5
Model = 5
Family = 6
Extended model = 2
CLFLUSH cache line size = 64
APIC Physical ID = 1
CPU Brand String: Intel(R) Core(TM) i3 CPU M 350 @ 2.27GHz
Cache Size = 256K
UNKNOWN TAGS IN: CONFIG/SYSTEM.TXT
Unknown Tag: MOVIEMODE
Unknown Tag: DYNAMICENV
END: CONFIG/SYSTEM.TXT
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
Rebuilding the Device....
Clearing 4 VB
Clearing 2 Textures
SUCCESS!!!! Rebuilding the Device....
INITIAL LOAD 8329
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
The following was returned by the server:
0

[{"ErrorCode":"0","clientVersion":"00010001","login":"Greetings44"}]

Still refed: H:/Slitherine/Pike and shot/CORE/UI/LOADSAVE.BSF
Still refed: H:/Slitherine/Pike and shot/CORE/UI/OPTIONS.BSF
Still refed: H:/Slitherine/Pike and shot/CORE/UI/OPTIONSADVANCED.BSF
Still refed: H:/Slitherine/Pike and shot/CORE/UI/SCENED.BSF
Still refed: H:/Slitherine/Pike and shot/CORE/UI/SKIRMISH.BSF
Playing as: 1
SEARCHING: H:\Slitherine\Pike and shot;H:\Slitherine\Pike and shot;C:\Windows
Waiting: 5 : DEAC432B
Waiting: 5 : DEAC432B
Waiting: 5 : DEAC432B
Waiting: 5 : DEAC432B
Waiting: 5 : DEAC432B
Waiting: 59 : DEAC432B
Waiting: 141 : DEAC432B
Waiting: 141 : DEAC432B
Waiting: 157 : DEAC432B
Waiting: 185 : DEAC432B
Waiting: 185 : DEAC432B
Waiting: 232 : DEAC432B
Waiting: 232 : DEAC432B
Waiting: 232 : DEAC432B
Waiting: 232 : DEAC432B
Waiting: 232 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 366 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 598 : DEAC432B
Waiting: 665 : DEAC432B
Waiting: 665 : DEAC432B
Waiting: 665 : DEAC432B
768: ALL_Move : 15, 26, 32, 0 : DEAC432B
829: ALL_Move : 6, 26, 31, 0 : 6ED362FD
RQ:16777234,28,0
RD:16777234
1099: ALL_Move : 5, 26, 30, 0 : 2C5982D1
1152: ALL_Move : 21, 25, 30, 0 : 2C5982D1
1361: ALL_TURN : 12, 22, 35, 0 : 10497B4A
1397: UNIT_ASSAULT : 12, 1002, 0, 0 : 10497B4A
Waiting: 1398 : 10497B4A
Waiting: 1398 : 10497B4A
1563: ALL_Move : 22, 21, 36, 0 : D802432E
RQ:16777230,13,0
RD:16777230
1645: Unit_Shoot : 22, 1014, 0, 0 : 82941FCD
2166: ALL_TURN : 11, 35, 35, 0 : 9BF63CB6
2516: Unit_Shoot : 17, 1018, 0, 0 : 9BF63CB6
2808: ALL_FALLBACK : 1, 29, 32, 0 : 2E9D3C23
Waiting: 2809 : 9ED17D7
Waiting: 2809 : 9ED17D7
2966: Unit_Shoot : 16, 1008, 0, 0 : 1A05CBA8
3010: ALL_Move : 18, 28, 33, 0 : 769AC09D
RQ:16777224,25,0
RD:16777224
3266: UNIT_ASSAULT : 14, 1011, 0, 0 : 4E76256A
Waiting: 3267 : 4E76256A
Waiting: 3267 : 4E76256A
Waiting: 3296 : 8F2E174E
3598: Unit_Shoot : 19, 1007, 0, 0 : 8F2E174E
Waiting: 3599 : D6B710D9
3682: Unit_Shoot : 20, 1008, 0, 0 : D6B710D9
Waiting: 3683 : 4F061038
Waiting: 3683 : 4F061038
3973: ALL_TURN : 18, 27, 34, 0 : 4F061038
3992: Unit_Shoot : 18, 1008, 0, 0 : 4F061038
RQ:16777223,30,0
RD:16777223
Waiting: 4021 : 9166474F
4140: ALL_Move : 15, 26, 33, 0 : 9166474F
4383: Unit_Shoot : 15, 1008, 0, 0 : 9166474F
4433: ALL_Move : 6, 26, 32, 0 : 207C2841
4780: Unit_Shoot : 6, 1018, 0, 0 : 207C2841
5278: Unit_Shoot : 4, 1023, 0, 0 : 3BDB60C3
RQ:16777238,12,0
RQ:16777239,12,0
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
Waiting: 5279 : 4168AE77
RD:16777238
Waiting: 5307 : 3DDA08A9
Waiting: 5307 : 3DDA08A9
RD:16777239
5394: ALL_Move : 3, 18, 35, 0 : F5B2846B
5660: ALL_Move : 13, 34, 34, 0 : F5B2846B
5740: ALL_Move : 13, 34, 35, 0 : F5B2846B
5769: ALL_TURN : 13, 33, 36, 0 : F5B2846B
5849: Unit_Shoot : 13, 1003, 0, 0 : F5B2846B
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 5850 : 438DAE3D
Waiting: 32 : 2CAC2134
Waiting: 32 : 2CAC2134
Waiting: 32 : 2CAC2134
Waiting: 32 : 2CAC2134
Waiting: 60 : 2CAC2134
Waiting: 60 : 2CAC2134
Waiting: 60 : 2CAC2134
Waiting: 76 : 2CAC2134
Waiting: 76 : 2CAC2134
Waiting: 76 : 2CAC2134
Waiting: 76 : 2CAC2134
Waiting: 76 : 2CAC2134
Waiting: 76 : 2CAC2134
Waiting: 130 : 2CAC2134
Waiting: 130 : 2CAC2134
Waiting: 130 : 2CAC2134
Waiting: 157 : 2CAC2134
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 215 : 96900B27
Waiting: 316 : 96900B27
Waiting: 316 : 96900B27
Waiting: 390 : 96900B27
Waiting: 457 : 96900B27
Waiting: 457 : 96900B27
Waiting: 457 : 96900B27
Waiting: 457 : 96900B27
Waiting: 634 : ED27E238
Waiting: 634 : ED27E238
Waiting: 634 : ED27E238
Waiting: 634 : ED27E238
Waiting: 634 : ED27E238
Waiting: 634 : ED27E238
Waiting: 708 : ED27E238
Waiting: 708 : ED27E238
954: Unit_Shoot : 1002, 22, 0, 0 : 776DD81B
RQ:22,14,0
RD:22
1134: Unit_Shoot : 1019, 22, 0, 0 : 7610C6D6
Waiting: 1135 : 468E2AC3
Waiting: 1135 : 468E2AC3
1289: Unit_Shoot : 1022, 4, 0, 0 : 468E2AC3
Waiting: 1290 : 2D7A4755
1531: Unit_Shoot : 1023, 4, 0, 0 : 2D7A4755
RQ:4,3,0
RD:4
1909: Unit_Shoot : 1014, 22, 0, 0 : F54BAC8
2328: ALL_Move : 1012, 24, 37, 0 : F8E35F82
2434: ALL_TURN : 1012, 23, 36, 0 : F8E35F82
2467: Unit_Shoot : 1012, 12, 0, 0 : F8E35F82
2845: ALL_Move : 1021, 31, 29, 0 : 12EABA0C
2922: Unit_Shoot : 1021, 19, 0, 0 : 12EABA0C
3176: ALL_TURN : 1017, 32, 35, 0 : 33CCF8E6
3216: Unit_Shoot : 1017, 8, 0, 0 : 33CCF8E6
Rebuilding the Device....
Clearing 168 VB
Clearing 3 Textures
SUCCESS!!!! Rebuilding the Device....
Greetings44
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 152
Joined: Tue Jan 25, 2011 6:31 pm

Re: Crash report

Post by Greetings44 »

Curiously enough I was able to finish the turn after this!
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28274
Joined: Sun Dec 04, 2005 6:25 pm

Re: Crash report

Post by rbodleyscott »

Greetings44 wrote:Got the same error, unfortunately in a 'Caracole Tourney' game, previous 16 games no problem.
Sorry to hear that. The cause of this bug has been identified and will hopefully be completely cured by the patch which will go live next week. Sorry it occurred in your tourney game - glad to hear that you managed to continue the game anyway.
(As it is caused by the program attempting to place a defunct unit on its own current position, hopefully it should not have too much effect on the game if you manage to continue it!).
Richard Bodley Scott

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