Posted: Tue Feb 01, 2011 1:31 am Post subject:
IE Ares help please.
Subject description: Help please, thank you.
Okay, so I've been modding ares 0.1 p1, I use ares standalone no launchbase. I got 1 distinct EIP while playing my mod and others I can't explain, that I think might just be scrambled eip mash, I have no frigging clue whats causing them, neither does ares. "Download below."
I've gotten the Ie's both playing online and on skirmish.They seem to happen at random after a random time has passed in the game.
I also sometimes get recon errors despite having no firewall and a correctly forwarded router, and it even happens in LAN games through my router.
Another odd thing is you can quit in skirmish fine, but if you quit on an online game the game will crash, also if you become an observer and all players quit or leave game, the online game will also crash then for both players..... Thus you never can even get to the score screen. Any form of quitting results in a semi random eip. Also their are too unique crashes, one will crash and ask if I want to create a log file, the other seems to do that but keeps crashing and generates like 15 except.txt's until Windows terminates the process.
If except.txt aren't enough I can try and use ares logging to get crash dmp files as well, but for now I just have the except.txt's posted below.
Also I will post my art and rules file if needed as well. Just let me know.
Thanks, again for any help I receive.
Here's a link for Except and crash files for a Skirmish game where EIP: FEEEFEEE went off.
I'll post Except and crashdump files for the other eip error as soon as they finish uploading.
Update edit:
Here's the link for Except and crash files for the random IE associated with quitting online games.
except.20110129-221816.txt
Description:
EIP: FEEEFEEE
Most common EIP, happens after random time has gone by.
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
The first two excepts are related to spawner units like Destroyers or Aircraft Carriers.
For the second one, the spawning unit is not aware the first spawned unit is already deleted from memory (the other spawns might be also, it just crashed trying to update the first one).
The first one is almost the same, but the spawn is in a different state, causing a crash in a slightly different position. (This one's first stack value points to the same function as the second one.)
About the third one: No idea at all. Game tries to reserve some memory for something related to Winsock; networking stuff.
(Didn't take a look at the crash dumps yet.) _________________ QUICK_EDIT
The first two excepts are related to spawner units like Destroyers or Aircraft Carriers.
For the second one, the spawning unit is not aware the first spawned unit is already deleted from memory (the other spawns might be also, it just crashed trying to update the first one).
My mod uses spawned aircraft defenses for comps, they've been there since before the error started happening, I just tried removing them from the picture"made them unbuildable", but crash still happened on skirmish.
I'm guessing they were just mashed in ie? But then again I can't read except.txt's....
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Enjoy Everyone! Last edited by EricAnimeFreak on Wed Feb 02, 2011 8:03 am; edited 1 time in total QUICK_EDIT
hmmm, after checking 2 debug logs, I've seen this twice for the EIP: 006B7718
Weapons factory bib clear - kicking out unit
Release_Mouse()
Exception handler fired!
Weapons factory bib clear - kicking out unit
Weapons factory bib clear - kicking out unit
Weapons factory bib clear - kicking out unit
Weapons factory bib clear - kicking out unit
Release_Mouse()
Exception handler fired!
I'm guessing it has something to do with war factory, I'm thinking a unit it doesn't like, the fact its a cloned war factory, or something along those lines. I actually have a theory I'm gonna go test. I started to notice this because on a map with no base space, the IE didn't happen. Which meant it was AI's error fault, and its probably from a higher tech it didn't get to build, so my theory was that it was something the advanced tech was causing error. So i disabled the ADV tech and it still error-ed, and noticed the debug file pointing me in the face.
So my new theory is the clone war factories are causing the problem. Gonna go test it tho.
Edit*
Went and tested it, ai still caused error, although it took longer. Clone factories were set to be unbuildable, debug doesn't seem helpful either...
EIP: 006B7718 Still eludes me..... although I could have sworn EIP: FEEEFEEE.... was the eip causing the random crash during gameplay.... Damn now I'm not sure about any of these errors, anymore, they all seem linked and garbled....
Thanks alexb for looking into this for me, without you and the modding community's help I don't know if i could solve this issue.
Looking forward to whatver you can deduce. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
The debug doesn't always relate to what crashed the game so take that with a huge grain of salt. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Okay I keep testing in order to try and narrow down whats causing it.
Things I know about the IE: it happens later into the game, it is generated by a ai computer, it happens with all my sides, it happens if I make my tech centers unbuildable, in one game IE didn't occur when ai lacked base space but this may have just delayed the ie from happening or could have been a game fluke.
This IE is still making me angry and I'm still trying to figure it out, continued thanks for those helping me try and find an answer. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
It took an entire week of testing, but I figured it out. My aimd file was accidentally replaced with an earlier version which was missing key things which led to IE, I ended up remaking my entire aimd file and it no longer errors in game, have not yet tested online to see if the other online error is still occurring. But hopefully everything will be solid now!
Thanks a bunch people, and will update you whether or not online error still happens when i test it. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Well the online error is still present, but the other bug seems to be fixed.
Quitting an online game still causes an error. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Posted: Fri Mar 04, 2011 6:00 am Post subject:
007CFDD0
Have you made any new terrain tiles? Because i get the 007CFDD0 error when something isn't correct with my tiles I created.
I got this error with Vanilla Yuri, Rock Patch, NPatch and now Ares. So I think it would be safe to say its not a game/patch issue but something you added, just like I did. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
A piece of memory that allocated by malloc() was freed twice, then an IE with this EIP would occur when the second free() was called. _________________ Fusion Reactor upgrade is complete.
Posted: Fri Mar 04, 2011 7:09 am Post subject:
007CFDD0
ok, what would cause this? Can you be a little more specific? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
As for my errors, I do beleive I've fixed them all except for 2.
I was, and still am using terrain Expansion as well as a TS ore replacement pack.
I once and a great while will get an odd crash, but I haven't gotten 1 in a while. I attribute these to very rare random crashes, I have a theory its related to new ARES prism logic tho.
As for the EIP that gives me the most continued repeatable IE's is the 0074911D EIP. A lot in my mod has changed since this thread was created, but the online bug still exists. Quitting, losing, or winning an online game gives me a 0074911D EIP every time, but not in skirmish mode.
Note my theory on online crashing is related possibly to my country/side list orders, but that's a guess. Original Campaign also doesn't seem to work on my mod as well, which I'm pretty sure has to do with my new sides not being recognized because of my lists being funnily ordered. As a result the base nodes don't seem to work on campaign.... But hopefully I can fix this when ares fixes the 16 country taunt limit.
My Country Side List as of right now:
Code:
[Countries]
0=AIALLIEDCountry
1=AISOVIETCountry
2=AIYURICountry
3=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
4=Alliance
5=French
6=Germans
7=British
; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
AIALLIED=AIALLIEDCountry,AIALLIEDCountry2,AIALLIEDCountry3,AIALLIEDCountry4,AIALLIEDCountry5; ;AIBasePlanningSide=0 ;
AISOVIET=AISOVIETCountry,AISOVIETCountry2,AISOVIETCountry3,AISOVIETCountry4; ;AIBasePlanningSide=1 ;
AIYURI=AIYURICountry; ;AIBasePlanningSide=2 ;
; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
GDI=British,French,Germans,Americans,Alliance; ;AIBasePlanningSide=0
Nod=Russians,Africans,Confederation,Arabs,China; ;AIBasePlanningSide=1
NAZISide=YuriCountry; ;AIBasePlanningSide=2
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Posted: Fri Mar 04, 2011 11:38 pm Post subject:
007CFDD0
LH_Mouse wrote:
@Nikademis Von Hisson:
God knows.
So all you can tell us is that if you get : EIP:007CFDD0
It means "A piece of memory that allocated by malloc() was freed twice, then an IE with this EIP would occur when the second free() was called." And you can't offer any other info? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
from what i know, that particular EIP is associated with terrain. But it's not just linked to one initial terrain problem. Could mean a number of things like improper overlay, tileset name to long, corrupted tiles and/or overlay types, etc, etc.... _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I knew the pieces from 157 and lower would be screwed up but I said I know the issue I will fix those later on the map. Sometimes I could fix without getting that error sometimes I couldn't. Two solutions I have to fix it is... make the map again. Or.....once I have the ini file set don't screw with it.
The other way is from a piece I created. I make a blank map place 4 pieces on it and play. If the map loads then fine on to the next set. If it doesn't, I check the pieces. I open the TMP Builder and go to open, and get preview of the piece and check all 4 pieces. When in preview 3 of 4 were at same hieght while there was an issue with the 4th. It is hard to explain this but maybe the pic will help.
All 4 are 2X2 pieces and 3 of the 4 were at the height of the pic. The arrow shows aproximently where the fourth image was. since this image appeared to be problem I fixed that tile and everything was fine.
@ LH_Mouse : no real help, lol...maybe it's like the old Tootsie Pop commerical..."how many licks does it take to get to the center of Tootsie Pop?" The world may never know...lol
In any case, thanks _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
FileName = roadjunc, this will not work!
all terrain file names must be 8 characters or less, and that includes the 01,02,03,etc,etc. In other words, if you named it rodjun01 it would work, roadjunc01 will not. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
@ cranium: it does work for me. Can you show me where it shouldn't?
@ LH_Mouse : I havent seen that one, there were 4 I posted on Renegade. I have 12 IE 4 I linked to terrain issues. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Well having a name longer than 8 characters including the integer does work, but every now and then it will throw an IE. Trust me. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
trust you? I can't even see you.......lol. I'm hoping Blade, Marshall, or DJBreit can shed some light on this point you made. I'll trust your comment, but if you go to the post in my signature and download the info there is no mention of how long the name can be. Those docs were set to me by DJBreit on making terrain tiles. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
You break the terrain more often than any of us so I would take Cranium's word for it this time. It cannot possibly hurt to try. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Posted: Sat Mar 05, 2011 10:38 pm Post subject:
ie
lol......well, i think there are very few who are making new terrain, but I think I found my 2 main reasons why. and yeah it can't hurt _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Take a look at all westwoods terrain names. There isnt one tileset that has a FileName= longer than 6 characters. and not only that, DCoder will tell you the same exact thing I told you.
When I first started my mod, I was naming my terrain with 8-10 characters too. Had nothing but problems. I now keep them at 6 or below and havent had a problem with my terrain since. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Sun Mar 06, 2011 12:27 am Post subject:
ie
ok, cool, thanks _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 06, 2011 10:24 am Post subject:
I even remember that Cranium has opened a bugreport on Ares and DCoder told him from the dump that the terrain filename is too long, but I just can't find it. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Since Cranium made a comment about 8....i have been looking for something that says that....the more I think about it the more that does sound familar, but 8 letters plus 2 numbers sounds right, if i find it ill post back up. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
If filenames longer than 9 chars work, then only by accident, which isn't the safest way to go. You can check and allow units to burrow on the roadjuncXX tiles. _________________ QUICK_EDIT
Posted: Mon Mar 07, 2011 10:31 am Post subject:
IE
I don't have burrow selected for my tiles. So it is 6 letters 2 numbers? I think my work started when C-Gen was still active. I remember a post from Marshall that I can't find, its not on 4 of the 6 I freq most....
As for working by accident, interesting.......then I have 10 maps that should crash more often....wonder why they haven't _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
As long as the final filename isn't longer than nine chars, everything should be ok. Disabled burrowing saves you here. If you enable it, the filename will magically become longer by at least one char, and then it wont find the files any more.
This is because burrowing is a boolean value saved right after the filename, thus, if disabled, serving as a null char for the too long filename, marking its end. If burrowing is enabled, it doesn't serve as a null char anymore (because its value is now 1), thus it will be taken as part of the filename. If you also allow tiberium, repeat. Because there is other data behind that, there's no way to know when the game stops reading the filename. This alone could lead to a crash.
If burrowing is guaranteed to always be disabled, a filename could be 10 chars long theoretically, but this is a fragile peace; imho generally a bad practice and not very professional. _________________ QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum