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Crash (SymLoad, SymGetSymFromAddr, DIVIDE_BY_ZERO)
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Raf
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PostPosted: Sat Dec 25, 2021 10:02 pm    Post subject:  Crash (SymLoad, SymGetSymFromAddr, DIVIDE_BY_ZERO) Reply with quote  Mark this post and the followings unread

Hi,

DTA crashes when I try to load some saved games.

I can't join attachments here, so I uploaded the saved games, DTA.log and EXCEPT.txt to https://ufile.io/8tkje6gc

Try to load any of the savegames in the zip, it will crash.

I'm on Win 11 21H2 22000.376 x64, fresh install, and I play on DTA_9.0.1 "vanilla" (just downloaded and unzipped).
The mission is TTD #3 : The Frontal Duel.

It looks like something happened during the game and condemned any save game.

The last lines of DTA.log :

Loaded 218 isometric tiles consuming 1372 Kb
Exception!
Dump exception info
Found IMAGEHLP.DLL - linking to required functions
SymLoad failed with code 18 - (null)
Exception code is -1073741676
Found exception description
SymGetSymFromAddr failed with code 126 - (null)
Register dump...
EIP bytes dump...
Stack dump...
Exception_Dialog()
Resource found
WM_INITDIALOG

The first lines of EXCEPT.log :

Error code: EXCEPTION_INT_DIVIDE_BY_ZERO
Description: The thread tried to divide an integer value by an integer divisor of zero.
Exception occurred at 0060DC0D

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Dec 28, 2021 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey,

This is a generic crash related to corrupted save files. Westwood simply coded to the game to forcefully crash at this 0x0060DC0D address instead of making the game display a helpful error message when it encounters a corrupted save. Unfortunately, because of the way the game's save system works, it's impossible to say what's wrong with the save or to restore/fix a corrupted save in any way.

We have however been encountering this same issue occasionally in our internal testing since version 8 (released last Autumn), but because it only happens occasionally and most of the time the save system works fine, it's hard to pinpoint the cause. We'll keep investigating and hopefully manage to fix it in a later build.

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