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Re: crash after level_load [Re: Wjbender] #457803
01/31/16 19:54
01/31/16 19:54
Joined: Feb 2006
Posts: 997
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 997
Germany
I tried "last_error" already, but the engine crashes once it reaches the wait(1), so the last_error block is never reached.

Removing entities from the level one by one doesn't help as the crsah disappears once I remove or add an entity from the level. But I'm sure this is no fix at all as the error will just appear at another point of the game (if it is some memory issue).

Re: crash after level_load [Re: pegamode] #457804
01/31/16 21:03
01/31/16 21:03
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
mmm that sounds like completely bizzare behaviour, i thought it might have been a shared material or texture or script between them ,but adding a random entity to it takes away your crash , makes no sense to me , except what sounds logical is a memmory related problem as you mention , or an engine bug , have you tried out asking the dev's .

i mean what would adding/removing a random entity effect in the level itself before loading , all i can think about internally ,during loading ,would be the entity list , memmory ,pointers , shedule list , materials , textures , bounds ,hulls , stack sizes perhaps , the list could go on but only the devs would know what is internally effected.


Compulsive compiler
Re: crash after level_load [Re: Wjbender] #457807
02/01/16 08:22
02/01/16 08:22
Joined: Feb 2006
Posts: 997
Germany
pegamode Offline OP
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pegamode  Offline OP
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I just asked JCL for help on this ... maybe I can get some more information about what really happens inside the engine with the first wait(1) after a level_load.

Re: crash after level_load [Re: pegamode] #457819
02/01/16 17:53
02/01/16 17:53
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
Lol, 8 pages now laugh

Are you sure this isn't just a one time compilation problem? I mean, once you add or remove an ent, you compile again...and the crash disappears.
Try recompiling without touching it, and see if the crash still occurs.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: crash after level_load [Re: EpsiloN] #457822
02/01/16 18:57
02/01/16 18:57
Joined: Feb 2006
Posts: 997
Germany
pegamode Offline OP
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pegamode  Offline OP
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Posts: 997
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Only recompiling doesn't help.

But changing the order of the entities inside WED helps. If I just delete a model, click undo and then recompile, the crash is gone. By deleting and undo the deleted model is set to the end of the list in WED and that helps. Of course deleting the last model in the list doesn't help as the order wouldn't change.

Re: crash after level_load [Re: pegamode] #457823
02/01/16 19:00
02/01/16 19:00
Joined: Sep 2003
Posts: 9,859
F
Firoball Offline
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Firoball  Offline
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Joined: Sep 2003
Posts: 9,859
Originally Posted By: pegamode
At least 16 characters plus file extension is no problem. The question is: Is it a limitation in WED only or is also the engine affected?


I can't fully remember, but I think there was a limit to 22 characters for action names or the like.
The mean part is: actually it's 21 characters (guess the \0 string end marker counts) and I know I had problems due to that that I was trying to go with an action name exactly 22 chars long grin
Can't remember whether the engine crashed or the function just was not started, though.

Re: crash after level_load [Re: Firoball] #458257
03/01/16 08:09
03/01/16 08:09
Joined: Feb 2006
Posts: 997
Germany
pegamode Offline OP
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pegamode  Offline OP
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The crash is based on an engine bug:

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=457806#Post457806

So this topic can be closed as solved.

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