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Re: Engine crash after level_load [Re: pegamode] #457825
02/01/16 19:08
02/01/16 19:08
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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Posts: 9,859
That's the important part:

Code:
Normal exit at 1859.663
Close level,DLL,objects
Free input,funcs,panels,defs,syns,views,strings,vars..ok
Free sounds,bmaps,fonts,hash,defs1,script..ok
Close dx,multimedia,D3D,engine,nexus..ok
A8 Engine - Pro Edition V8.46.3 - Sep 10 2015
(c) Conitec - www.3dgamestudio.com
Close window at 1859.874



It can happen that the game does not crash, but still the log is incomplete. And then there's something wrong, even if you don't notice.
So if you patch your level with the delete and undo trick, what happens to the log?

Re: Engine crash after level_load [Re: FBL] #457827
02/01/16 19:22
02/01/16 19:22
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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I remember I had a nasty bug with pssm shadows and wait (1).
The pssm_run function internally uses a while() - wait(1) loop for the effect. By calling the same function with (0) as parameter it will deactivate itself - but ONE FRAME LATER, due to the while() - wait(1) loop.

So deactivating pssm, loading level, setting it again in a row caused to not stop the effect and instead have it running twice. Game got slower and slower after soem iterations and eventually crashed at some point.

A wait(1) after level loading fixed this. wait(1). As usual.

While this shadow thingy is sort of specific, the function construct with the while loop is not. Maybe you have such a trap running somewhere.

Re: Engine crash after level_load [Re: FBL] #457831
02/01/16 19:59
02/01/16 19:59
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Posts: 1,011
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Code:
[20:53:54:177] INFO [void print_all_running_tasks()]: starting function
[20:53:54:177] INFO [void print_all_running_tasks()]: calculateFreeGPUmemory
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: mouse_key_observer
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: animate_mouse_map
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: garbageObserver
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: fmod_eventUpdater
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: fmod_trackMemoryUsage
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: inv_arrows
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: internalClock
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: scheduleHandler
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: load_new_room
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: mouse_key_observer
[20:53:54:177] INFO [void print_all_running_tasks()]: entity is NULL
[20:53:54:177] INFO [void print_all_running_tasks()]: exiting function
[20:53:54:177] INFO [void load_new_room (STRING* lName, STRING* entPosName)]: loading level: telescope_room.wmb
LevelInit at 765.687
14 entities 0 cameras 0 lights 0 sounds 2 paths
 1 lmaps 1 textures 7 meshes 7 submeshes 104 faces...ok
LevelReady at 767.752
[20:53:56:255] INFO [void load_new_room (STRING* lName, STRING* entPosName)]: level was loaded.



This is my logfile (published version of the game ... dev looks the same).
The "level was loaded." message is placed right before the "wait(1);". With reaching the wait the engine just crashes without any error message.

Re: Engine crash after level_load [Re: pegamode] #457832
02/01/16 20:00
02/01/16 20:00
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Posts: 1,011
Germany
I'll now do the "delete-undo" trick and check the logfile again.

And here it is:

Code:
[21:08:07:534] INFO [void print_all_running_tasks()]: starting function
[21:08:07:534] INFO [void print_all_running_tasks()]: calculateFreeGPUmemory
[21:08:07:534] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:534] INFO [void print_all_running_tasks()]: mouse_key_observer
[21:08:07:534] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: animate_mouse_map
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: garbageObserver
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: fmod_eventUpdater
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: fmod_trackMemoryUsage
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: inv_arrows
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: internalClock
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: scheduleHandler
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: load_new_room
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: mouse_key_observer
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: exiting function
[21:08:07:566] INFO [void load_new_room (STRING* lName, STRING* entPosName)]: loading level: telescope_room.wmb
LevelInit at 44.897
15 entities 0 cameras 0 lights 0 sounds 2 paths
 1 lmaps 1 textures 7 meshes 7 submeshes 104 faces...ok
LevelReady at 45.528
[21:08:08:206] INFO [void load_new_room (STRING* lName, STRING* entPosName)]: level was loaded.
[21:08:08:456] INFO [action useable_object()]: starting function
[21:08:08:456] INFO [action useable_object()]: start action for: telescope_controls
[21:08:08:456] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:456] INFO [action useable_object()]: exiting function
[21:08:08:456] INFO [action useable_object()]: starting function
[21:08:08:456] INFO [action useable_object()]: start action for: telescope_right_button
[21:08:08:472] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:472] INFO [action useable_object()]: exiting function
[21:08:08:472] INFO [action useable_object()]: starting function
[21:08:08:472] INFO [action useable_object()]: start action for: telescope_left_button
[21:08:08:472] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:472] INFO [action useable_object()]: exiting function
[21:08:08:472] INFO [action useable_object()]: starting function
[21:08:08:472] INFO [action useable_object()]: start action for: telescope_coinslot
[21:08:08:472] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:472] INFO [action useable_object()]: exiting function
[21:08:08:487] INFO [action useable_object()]: starting function
[21:08:08:487] INFO [action useable_object()]: start action for: telescope_instructions
[21:08:08:487] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:487] INFO [action useable_object()]: exiting function
[21:08:08:487] INFO [action useable_object()]: starting function
[21:08:08:487] INFO [action useable_object()]: start action for: door_audry_telescope
...



But I just saw something suspicious in one code block ... I will dive deeper into that now.

Last edited by pegamode; 02/01/16 20:12.
Re: Engine crash after level_load [Re: pegamode] #457833
02/01/16 20:22
02/01/16 20:22
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
Hmm ... I noticed that though I removed all actions in WED I added one by script. And there was a bug in this action that I just fixed.

Unfortunately it was not the one that leads into the crash :-(

Re: Engine crash after level_load [Re: pegamode] #457835
02/01/16 21:32
02/01/16 21:32
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
User
Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
Originally Posted By: pegamode
I'll now do the "delete-undo" trick and check the logfile again.

And here it is:

Code:
[21:08:07:534] INFO [void print_all_running_tasks()]: starting function
[21:08:07:534] INFO [void print_all_running_tasks()]: calculateFreeGPUmemory
[21:08:07:534] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:534] INFO [void print_all_running_tasks()]: mouse_key_observer
[21:08:07:534] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: animate_mouse_map
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: garbageObserver
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: fmod_eventUpdater
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: fmod_trackMemoryUsage
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: inv_arrows
[21:08:07:550] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:550] INFO [void print_all_running_tasks()]: internalClock
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: scheduleHandler
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: load_new_room
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: mouse_key_observer
[21:08:07:566] INFO [void print_all_running_tasks()]: entity is NULL
[21:08:07:566] INFO [void print_all_running_tasks()]: exiting function
[21:08:07:566] INFO [void load_new_room (STRING* lName, STRING* entPosName)]: loading level: telescope_room.wmb
LevelInit at 44.897
15 entities 0 cameras 0 lights 0 sounds 2 paths
 1 lmaps 1 textures 7 meshes 7 submeshes 104 faces...ok
LevelReady at 45.528
[21:08:08:206] INFO [void load_new_room (STRING* lName, STRING* entPosName)]: level was loaded.
[21:08:08:456] INFO [action useable_object()]: starting function
[21:08:08:456] INFO [action useable_object()]: start action for: telescope_controls
[21:08:08:456] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:456] INFO [action useable_object()]: exiting function
[21:08:08:456] INFO [action useable_object()]: starting function
[21:08:08:456] INFO [action useable_object()]: start action for: telescope_right_button
[21:08:08:472] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:472] INFO [action useable_object()]: exiting function
[21:08:08:472] INFO [action useable_object()]: starting function
[21:08:08:472] INFO [action useable_object()]: start action for: telescope_left_button
[21:08:08:472] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:472] INFO [action useable_object()]: exiting function
[21:08:08:472] INFO [action useable_object()]: starting function
[21:08:08:472] INFO [action useable_object()]: start action for: telescope_coinslot
[21:08:08:472] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:472] INFO [action useable_object()]: exiting function
[21:08:08:487] INFO [action useable_object()]: starting function
[21:08:08:487] INFO [action useable_object()]: start action for: telescope_instructions
[21:08:08:487] INFO [action useable_object()]: added object to inRoomObjects vector.
[21:08:08:487] INFO [action useable_object()]: exiting function
[21:08:08:487] INFO [action useable_object()]: starting function
[21:08:08:487] INFO [action useable_object()]: start action for: door_audry_telescope
...



But I just saw something suspicious in one code block ... I will dive deeper into that now.


why is there one more entity if you undid the delete?

this one showed 15 the previous 14

Last edited by Wjbender; 02/01/16 21:33.

Compulsive compiler
Re: Engine crash after level_load [Re: pegamode] #457837
02/01/16 21:58
02/01/16 21:58
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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Posts: 9,859
Any active view entities?

While it is unclear whether those could be the culprit in any way, some other user (I think Superku) had such strange crashes with view entities , and also our crashy crashy project used view entities. That's more helpless guessing than anything else, though, and might be completely unrelated in the end.

Re: Engine crash after level_load [Re: pegamode] #457838
02/01/16 22:10
02/01/16 22:10
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
Originally Posted By: pegamode
I'll now do the "delete-undo" trick and check the logfile again.

And here it is:

Code:
(...)



But I just saw something suspicious in one code block ... I will dive deeper into that now.


So did it just not crash or did it also exit properly ("normal exit at...")?

Re: Engine crash after level_load [Re: FBL] #457849
02/03/16 10:32
02/03/16 10:32
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
Quote:

why is there one more entity if you undid the delete?

this one showed 15 the previous 14


Sorry, I tried both (removing and adding a model) ... seems I just posted the wrong log. But the result in both cases is exactly the same.

In both cases the crash is gone and I get a "normal exit".

Re: Engine crash after level_load [Re: pegamode] #458055
02/14/16 21:23
02/14/16 21:23
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
I broke down the code as much as I could and found out the following:

In one of my c-files I used the following code:

Code:
VIEW* ShaftView = {
	bmap = "#64x64x14";
	material = mtlShaftDepth;
	flags = SHOW|NOFLAG1;
}



When I remove the SHOW flag like this:

Code:
VIEW* ShaftView = {
	bmap = "#64x64x14";
	material = mtlShaftDepth;
	flags = NOFLAG1;
}



the engine crash is gone.

Is it wrong to use the SHOW flag in this case???

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