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Re: crash after level_load [Re: pegamode] #457621
01/24/16 20:55
01/24/16 20:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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You didn't specifically state what kind of crash do you get, did you?
acknex has stopped working, script crash in ..., ? Have you used sys_marker already?

It could just be an action (a function) from a previous level that continues to run after the level_load, which then deals with an invalid pointer (not necessarily an entity). The error would be to look for in the level from which you switch to the seemingly crashing level.
I was recently experiencing similar problems with entity functions not being stopped on level_change. Do you have let's say a rocket that shoots high into the sky or some random bird flying high? If they leave the level(_ent)/ ABT boundaries this could lead to problems later on.


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Re: crash after level_load [Re: Superku] #457622
01/24/16 21:13
01/24/16 21:13
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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I just get a "acknex stopped working" windows error.

Nothing logged out.

If it is a running script shouldn't I see it in the list of running functions? And why does it not crash when I load another level then? And the same question vice versa. If it is a problem with a function of the new level, why does it not crash when it gets loaded from another level ... really strange.

Why does it not crash anymore when I delete a random entity in the level?

Re: crash after level_load [Re: pegamode] #457624
01/24/16 22:10
01/24/16 22:10
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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I don't know, sorry. Just trying to poke you a little to get you on the right track. wink

I've once had "acknex has stopped working" errors after level_load in a multiplayer skateboard game. The reason was a faulty texture in a very old WAD file.


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Re: crash after level_load [Re: Superku] #457625
01/24/16 22:16
01/24/16 22:16
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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How did you track that down? Just try and error?

My first thought was just to modify the level that the crash disappears, but I fear that it would just lead into another sporadic crash in another situation as it doesn't fix the issue itself.

Is there any chance to get an external debugger to work? Unfortunately the SED debugger can't help.

Re: crash after level_load [Re: pegamode] #457626
01/24/16 22:25
01/24/16 22:25
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Originally Posted By: pegamode
My first thought was just to modify the level that the crash disappears, but I fear that it would just lead into another sporadic crash in another situation as it doesn't fix the issue itself.
I would advice you to create a blank new level, instead of the one that causes the crash after loading (just save this one somewhere, so it doesn't get changed/damaged). Then start putting everything from the older map into it one by one (yeah, it will take hell of the time, but probably will help you to track the crash down if it's related to something on that level).

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Re: crash after level_load [Re: 3run] #457627
01/24/16 22:35
01/24/16 22:35
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Hm... I think I - after jcl told me that the reason very likely could be a faulty texture - just took the level, deleted maybe half of it and tried again. No error -> deleted less and tried again, until I had it isolated (it was the r25.wad if I remember correctly, should anyone else be using that).

When you have let's say such a faulty texture loading that may not cause a crash, but some other object that gets created later could write into invalid memory areas because of that - at least to my knowledge.


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Re: crash after level_load [Re: Superku] #457633
01/25/16 07:40
01/25/16 07:40
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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cyberspace
had such an issue once , turned out it was something todo with regions (i cannot remember specifically ) , if you use them , try deleting them .


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Re: crash after level_load [Re: Wjbender] #457634
01/25/16 08:25
01/25/16 08:25
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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We don't use regions.

Is there any way to identify a faulty texture properly (I don't mean just by replacing them one by one, but something like open it in Photoshop and get an error message)?

Re: crash after level_load [Re: pegamode] #457635
01/25/16 09:35
01/25/16 09:35
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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Posts: 968
Originally Posted By: pegamode
I just get a "acknex stopped working" windows error.

Nothing logged out.

If it is a running script shouldn't I see it in the list of running functions? And why does it not crash when I load another level then? And the same question vice versa. If it is a problem with a function of the new level, why does it not crash when it gets loaded from another level ... really strange.

Why does it not crash anymore when I delete a random entity in the level?

Keep in mind that the order of the functions matter for pointers and other calls, so deleting a random entity changes the order of the running functions, so it could be related to a pointer. I'm not saying it IS, only that it COULD BE laugh
Also, another level with the same functions could be starting them in a different order, and again, bypassing this pointer problem...


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Re: crash after level_load [Re: EpsiloN] #457643
01/25/16 12:18
01/25/16 12:18
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Germany
The question is: How can I track this down?

Unfortunately the engine gives no hint on what it is currently processing. Until now I was able to add several log messages into suspicious scripts to identify the bugs and fix them. Now it seems the problem could be everywhere: in the code, in the models, textures ...

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