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 Forum index » Modding Central » Red Alert 2 Editing Forum
Can't figure out this crash error: 007601C7 - [Solved]
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Overmind
Cyborg Soldier


Joined: 05 May 2022

PostPosted: Mon Aug 22, 2022 4:35 pm    Post subject:  Can't figure out this crash error: 007601C7 - [Solved] Reply with quote  Mark this post and the followings unread

I'm getting this error: 007601C7.
I still did not figure out what causes it.

I'm using a long range IsMagBeam weapon.
Could it be something related to animations not completing?
Weapons and warheads are fine, no problem there, but sometimes when killing stuff this crash happens.

Last edited by Overmind on Tue Aug 30, 2022 5:47 am; edited 1 time in total

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FurryQueen
General


Joined: 24 Jul 2010
Location: The Midwest

PostPosted: Wed Aug 24, 2022 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll have to set up my disassembler and run this through to see what's going on. Been a hot minute since I did this last though. lol
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Overmind
Cyborg Soldier


Joined: 05 May 2022

PostPosted: Thu Aug 25, 2022 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

It does seem to be related to something the IsMagBeam does because last time this happened it was when using my Jammer that had a mag-beam effect attached.

Probably IsMagBeam acts weird when damaging moving units, structures or something.

Would be nice to confirm and document, though.

By the way, is there a way to update that public list of errors ?
I have some extra confirmed ones that I could add in there.

Last edited by Overmind on Tue Aug 30, 2022 5:46 am; edited 1 time in total

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Thu Aug 25, 2022 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Very odd crash, yes it crashes on trying to plot a pixel color for drawing the mag beam. Overflows the square root table, pretty illogical to crash, should had just returned garbage values in such a case, unless the overflow was larger than the game's memory.
Start coordinate for the beam was invalid at any case causing this.
Only thing you can do is not use such a large range.
If you used Ares likely Ares code failed here as it hooks this location.
https://github.com/Ares-Developers/Ares/blob/4f1d929920aca31924c6cd4d3dfa849daa65252a/src/Ext/WeaponType/Hooks.Wave.cpp#L261
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Overmind
Cyborg Soldier


Joined: 05 May 2022

PostPosted: Tue Aug 30, 2022 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for the feedback.

Indeed in both cases the units using it were high range.

Start coordinate is practically at the destination for the mag beam so anything drawn there may suffer strange effects along the way.
Since the actual magnetron works fine up to range 10, I'll keep it at that for units and use different beam types for the long range weapons.

I'm marking this as solved since my suspicions were confirmed.

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bbglas007
Vehicle Drone


Joined: 14 Mar 2021

PostPosted: Wed Aug 31, 2022 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
I'll have to set up my disassembler and run this through to see what's going on. Been a hot minute since I did this last though. lol


Hey got a tutorial on how to do that? That's pretty awesome

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