It has been a while since I looked into this stuff, but I want to say it's something with an animation. Now I could be totally wrong here. I haven't looked through code for ages.
Hyper can shed some light on this. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Hunted though the stack a bit and found a return pointer that was inside a UnitClass function, and the pointer was in the area of drawing harvestr.shp, that would also explain the calls to CC_Draw_Shape. So yea, it pretty looks like its down that route... QUICK_EDIT
Well It can't be just random, and I don't have ETS. I tried 3 times to start the same mission (I was running Team Black's test map) and it IEed all 3 times at the "Creating theories on possible enemy plan". I did make it a separate campaign but it didn't have issues til I added new graphics for the civilian tech structures (Array, Hospital, and Armory). The only structure editting was changing ammo to 999, making them captureable, and changed the name of the Civilian Array. _________________ QUICK_EDIT
Then TS shit on itself really, really hard. I would keep a tally of EIPs and see if you get a usable one. Until then, there's nothing Hyper or I can do. QUICK_EDIT
You guys should check the stack more, if the exception pointer is usless, the stack can help you quite a bit, you can normaly detect a patern too...
As for the whole exception pointer issue, the ETS pointers would be around the 008***** mark, where TS is anything between 004***** and 007*****, anything higher and its pretty likley is not a pointer. but data has got into the pointers variable. Ill get exact figures one day. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Mon Jul 06, 2009 10:50 am Post subject:
Here's 2 IE ive got when playing my mod recently
i recently edited the language.dll how ever the things i edited were more likly to make menus look ugly than crash TS
1st crash i was playing at the fast setting and just when i drove a mammoth tank to the enemys starting location it IE'd (yesterday)
2nd Crash didnt not generat an IE, TS crashed on start up and i had to reboot my machine (Today)
3rd Crash i noticed it was not in compatability mode or running as admin so i tryed that. This time when i was playing a map i droped some drop pods in to the middle of the enemys base and when thay hit the ground it IE'd
EDIT; I un-did the changes. i am unsure of the cause of the first error but i managed to replicate the 3rd, same error more or less and the thing both have in common was TS was lagging fog of war was on (i dont normally trun it on at all) and i drop'd the pods next to a mini oblisk. im going to try and replicate with out fog-of-war.
Double EDIT; 3 times in a row ive managed to get the same error.
except exploded in RLEBlitAlpha blah but I traced it back quite a ways and it looks like it had an issue loading an SHP. Though... Hyper would know this better than I.
except (2) blew up in the building class drawing routine around redrawing it and near the charged anim section. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Tue Jul 07, 2009 11:18 am Post subject:
I think ive found to the second problem but im not 100% sure how to fix it. (i think its my bad art codding)
I have found the building that blew up the game and in doing so created a almost identical IE
as for the first i think it was one of those one off errors. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
look for the link under Game.exe and language.dll basics and read the pdf (its at the end if i remember correctly) _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
That dialog is a unused resource that was linked to the old exception routine. It would display the except file and allow programmers to pass the error onto the debugger, quit the application or return to the games debug menu. QUICK_EDIT
00401000 to 00868FFF is a TS address
0086D000 to 008BD000 is a ETS address
00869000 to 009E9000 will be HP addresses, but the except.txt will have information marking it as HP, so no confusion between ETS and HP.
Hope this helps you guys out when im not around QUICK_EDIT
@ ARustySpoon
I took a look at your map file, I havent opened it up with FS yet, but I'm leaning towards a faulty trigger, I'll know more when I open it with FS and take a look at your triggers. I noticed you had a trigger or two dealing with power plants, so that may just be the problem. QUICK_EDIT
last imporant fuction called (EIP) is CC_Draw_Shape, so it died on a SHP drawing task.
Aswell as a CellClass function, what i think is CellClass::Draw_Tiberium or so, ill have to debug it when i get home...
EDIT:
Yup, i was right, its Tiberium...
Check the tiberium field on the bottom right of the map, to the right of the start location, remove it and and make sure it dont go on any slopes. QUICK_EDIT
Yea, when i debuged the game i noticed when i scrolled to the right all the time it crashed, and checked the stack data when it crashed and there was pointers to the CellClass function, traced it back and it was something with frame order when drawing, or something QUICK_EDIT
I have added several new graphics to the game and made some minor tweaks to rules and art.ini to accommodate these changes.
The second is old, and was a result of an online game. I have no idea what caused it, as far as I know, there are no missing weapons, etc.
The first IE I mentioned in this post, I have new information about it.
I was adding a new building to my mod, and noticed the crash occurred as a result of the building's art settings having DemandLoad=true.
I had a matching "garbage" EIP- and when I cut DemandLoad=true, the building no longer crashed TS.
The building is civilian, and has a CAFILENAME and CTFILENAME SHP file; they are both located in an ecache MIX file. _________________ ORA/YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Yes, it is a modified TS building. _________________ ORA/YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
DemandLoad is used when buildings are placed in isotemp.mix or isosnow.mix. Since you don't changed those original files and placed it in a normal ecacheXX.mix, you don't need this key.
DemanLoad is afaik something like a path declaration for the engine so it knows where to look for the building SHPs and if you placed them in ecacheXX.mix it can't find them or has trouble finding them. _________________ SHP Artist of Twisted Insurrection: Â Nod buildings
This one just started happening, no apparent reason.
Probably just an aside, but the name for MIX file extensions is now just "mix". It used to be "MIX file". No idea why it happened.
That except wasn't the one I intended to upload... :/ Ah well.
No matter. _________________ ORA/YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
All of these IEs are occurring during the loading process; each when the fourth or fifth line of loading text is on the screen. _________________ ORA/YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Posted: Thu Aug 06, 2009 9:53 pm Post subject:
again IE
Hi, I started to get this IE recently after doing some changes. I did a lot of them and even if I revert to last IE free version I get this IE .. I probably made my backup already with something wrong I get this IE each game within 1 or 2 minutes.
since i had no luck with my first except.txt, i'll try a second time. TS always crashes seemingly random after some minutes of playing, both in singleplayer and LAN games.
hm. Blowing up after BuildingClass_Redraw and just before BuildingClass_PlayChargedAnim. So the best guess is some building is missing a reference to a charged animation or the building itself is bad. Something to do with a building for sure though. QUICK_EDIT
Got this while a buggy with speed bonus was driving to a cell occupied by a bonus crate. It might have something to do with a unit I was working on a while ago, that has a broken weapon or so, and tried to come out from the crate.
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