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Re: Engine crash after level_load
[Re: pegamode]
#457825
02/01/16 19:08
02/01/16 19:08
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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That's the important part:
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?
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Re: Engine crash after level_load
[Re: FBL]
#457831
02/01/16 19:59
02/01/16 19:59
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Joined: Feb 2006
Posts: 1,011 Germany
pegamode
OP
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Posts: 1,011
Germany
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[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.
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Re: Engine crash after level_load
[Re: pegamode]
#457832
02/01/16 20:00
02/01/16 20:00
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Joined: Feb 2006
Posts: 1,011 Germany
pegamode
OP
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OP
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Joined: Feb 2006
Posts: 1,011
Germany
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I'll now do the "delete-undo" trick and check the logfile again. And here it is:
[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.
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Re: Engine crash after level_load
[Re: pegamode]
#457835
02/01/16 21:32
02/01/16 21:32
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
User
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User
Joined: Mar 2012
Posts: 927
cyberspace
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I'll now do the "delete-undo" trick and check the logfile again. And here it is:
[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
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Re: Engine crash after level_load
[Re: pegamode]
#457838
02/01/16 22:10
02/01/16 22:10
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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I'll now do the "delete-undo" trick and check the logfile again. And here it is: 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...")?
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Re: Engine crash after level_load
[Re: FBL]
#457849
02/03/16 10:32
02/03/16 10:32
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Joined: Feb 2006
Posts: 1,011 Germany
pegamode
OP
Serious User
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OP
Serious User
Joined: Feb 2006
Posts: 1,011
Germany
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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".
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Re: Engine crash after level_load
[Re: pegamode]
#458055
02/14/16 21:23
02/14/16 21:23
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Joined: Feb 2006
Posts: 1,011 Germany
pegamode
OP
Serious User
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OP
Serious User
Joined: Feb 2006
Posts: 1,011
Germany
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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:
VIEW* ShaftView = {
bmap = "#64x64x14";
material = mtlShaftDepth;
flags = SHOW|NOFLAG1;
}
When I remove the SHOW flag like this:
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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