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Editor crashes with new patch

Posted: Wed Jan 25, 2017 9:36 pm
by Rosseau
Editor still crashing. Should have stuck to 1.00. Never had problems 10 years with Matrix, so guess I was due.

Here is ERROR LOG:
VER:10001
PLATFORM: WINDOWS
CPU String: GenuineIntel
Stepping ID = 3
Model = 12
Family = 6
Extended model = 3
CLFLUSH cache line size = 64
CPU Brand String: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
Cache Size = 256K
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 872
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
WARNING: Missing font calsonsmall
Playing as: 0
SIDE 0
######## EXCEPTION: 0xC0000005 at address: 0x705520BC
SEARCHING: C:\Slitherine\Sanctus Reach;C:\Slitherine\Sanctus Reach;C:\WINDOWS
C:\Slitherine\Sanctus Reach;C:\Slitherine\Sanctus Reach;C:\WINDOWS
0: SymGetSymFromAddr64(): GetLastError = 487
0: SymGetSymFromAddr64(): GetLastError = 487
0: SymGetSymFromAddr64(): GetLastError = 487
CMDevice::DrawIndexedPrimitive
c:\dev\monkey11\devicemonkey.cpp(1436) : +49 bytes (CMDevice::DrawIndexedPrimitive) 0
CMMesh::RenderRaw
c:\dev\monkey11\meshmonkey.cpp(935) : +0 bytes (CMMesh::RenderRaw) 0
CBattleDisplay::ClosePatch
c:\dev\ba2_tile_shader\game\battledisplay_windows.cpp(62) : +86 bytes (CBattleDisplay::ClosePatch) 0
CBattleDisplay::DrawBaseTile
c:\dev\ba2_tile_shader\game\battledisplay.cpp(10897) : +0 bytes (CBattleDisplay::DrawBaseTile) 0
CBattleDisplay::DrawTiles
c:\dev\ba2_tile_shader\game\battledisplay.cpp(11991) : +0 bytes (CBattleDisplay::DrawTiles) 0
CBattleDisplay::Render
c:\dev\ba2_tile_shader\game\battledisplay.cpp(1647) : +0 bytes (CBattleDisplay::Render) 0
CUIObject::DoRender
c:\dev\archon\ui\uicomponents.cpp(1444) : +0 bytes (CUIObject::DoRender) 0
CUIManager::RenderObjects
c:\dev\archon\ui\uimanager.cpp(1473) : +0 bytes (CUIManager::RenderObjects) 0
CUIManager::RenderObjects
c:\dev\archon\ui\uimanager.cpp(1995) : +0 bytes (CUIManager::RenderObjects) 0
UIManagerRenderFunction
c:\dev\archon\ui\uimanager.cpp(1902) : +0 bytes (UIManagerRenderFunction) 0
CMViewport::Render
c:\dev\monkey11\viewportmonkey.cpp(190) : +16 bytes (CMViewport::Render) 0
CUIManager::Render
c:\dev\archon\ui\uimanager.cpp(2287) : +0 bytes (CUIManager::Render) 0
CGame::Update
c:\dev\ba2_tile_shader\game\game.cpp(928) : +0 bytes (CGame::Update) 0
CPlatform::MainLoop
c:\dev\archon\platform_windows.cpp(910) : +11 bytes (CPlatform::MainLoop) 0
WinMain
c:\dev\archon\platform_windows.cpp(530) : +11 bytes (WinMain) 0
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) : +29 bytes (__tmainCRTStartup) 0
BaseThreadInitThunk
RtlSubscribeWnfStateChangeNotification
RtlSubscribeWnfStateChangeNotification

Here is ERROR TRACE:
VER:10001
PLATFORM: WINDOWS
CPU String: GenuineIntel
Stepping ID = 3
Model = 12
Family = 6
Extended model = 3
CLFLUSH cache line size = 64
CPU Brand String: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
Cache Size = 256K
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 872
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
Playing as: 0
SIDE 0
######## EXCEPTION: 0xC0000005 at address: 0x705520BC
SEARCHING: C:\Slitherine\Sanctus Reach;C:\Slitherine\Sanctus Reach;C:\WINDOWS
C:\Slitherine\Sanctus Reach;C:\Slitherine\Sanctus Reach;C:\WINDOWS
0: SymGetSymFromAddr64(): GetLastError = 487
0: SymGetSymFromAddr64(): GetLastError = 487
0: SymGetSymFromAddr64(): GetLastError = 487
CMDevice::DrawIndexedPrimitive
c:\dev\monkey11\devicemonkey.cpp(1436) : +49 bytes (CMDevice::DrawIndexedPrimitive) 0
CMMesh::RenderRaw
c:\dev\monkey11\meshmonkey.cpp(935) : +0 bytes (CMMesh::RenderRaw) 0
CBattleDisplay::ClosePatch
c:\dev\ba2_tile_shader\game\battledisplay_windows.cpp(62) : +86 bytes (CBattleDisplay::ClosePatch) 0
CBattleDisplay::DrawBaseTile
c:\dev\ba2_tile_shader\game\battledisplay.cpp(10897) : +0 bytes (CBattleDisplay::DrawBaseTile) 0
CBattleDisplay::DrawTiles
c:\dev\ba2_tile_shader\game\battledisplay.cpp(11991) : +0 bytes (CBattleDisplay::DrawTiles) 0
CBattleDisplay::Render
c:\dev\ba2_tile_shader\game\battledisplay.cpp(1647) : +0 bytes (CBattleDisplay::Render) 0
CUIObject::DoRender
c:\dev\archon\ui\uicomponents.cpp(1444) : +0 bytes (CUIObject::DoRender) 0
CUIManager::RenderObjects
c:\dev\archon\ui\uimanager.cpp(1473) : +0 bytes (CUIManager::RenderObjects) 0
CUIManager::RenderObjects
c:\dev\archon\ui\uimanager.cpp(1995) : +0 bytes (CUIManager::RenderObjects) 0
UIManagerRenderFunction
c:\dev\archon\ui\uimanager.cpp(1902) : +0 bytes (UIManagerRenderFunction) 0
CMViewport::Render
c:\dev\monkey11\viewportmonkey.cpp(190) : +16 bytes (CMViewport::Render) 0
CUIManager::Render
c:\dev\archon\ui\uimanager.cpp(2287) : +0 bytes (CUIManager::Render) 0
CGame::Update
c:\dev\ba2_tile_shader\game\game.cpp(928) : +0 bytes (CGame::Update) 0
CPlatform::MainLoop
c:\dev\archon\platform_windows.cpp(910) : +11 bytes (CPlatform::MainLoop) 0
WinMain
c:\dev\archon\platform_windows.cpp(530) : +11 bytes (WinMain) 0
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) : +29 bytes (__tmainCRTStartup) 0
BaseThreadInitThunk
RtlSubscribeWnfStateChangeNotification
RtlSubscribeWnfStateChangeNotification

Re: Editor crashes with new patch

Posted: Wed Jan 25, 2017 9:57 pm
by zakblood
thanks for this, one of the developers will need to take a look, as it's means little to me i'm sorry to say

Re: Editor crashes with new patch

Posted: Wed Jan 25, 2017 10:53 pm
by VPaulus

Re: Editor crashes with new patch

Posted: Thu Jan 26, 2017 1:08 am
by pipfromslitherine
Sorry - we managed to slip in this bug. There is a temp workaround. Copy the depth_tile*.txt files from the CORE/SHADERS/1 folder to the CORE/SHADERS folder and you should be good to go. Will of course be fixed in the next update.

Cheers

Pip

Re: Editor crashes with new patch

Posted: Thu Jan 26, 2017 3:20 am
by Rosseau
Pretty close! Scenarios will open but all the terrain objects are white. Most of us are plenty busy anyway, but really appreciate the quick response. Glad the game seems to be doing well, too.

Re: Editor crashes with new patch

Posted: Thu Jan 26, 2017 3:48 pm
by pipfromslitherine
Hmmm - I'm not seeing that happen. It could be a fog setting issue in your campaign?

Cheers

Pip

Re: Editor crashes with new patch

Posted: Thu Jan 26, 2017 11:35 pm
by Rosseau
Working fine with 1.02 so far. Thanks!!!