Author Topic: Game crashes in M6  (Read 21073 times)

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Offline Nemesis6

  • 28
  • Tongs
I'm getting the crashes, too.

Intel Core i7 760
4 gigabytes of DDR3 dual-channel ram
Geforce GTX 480
Creative X-fi card
Windows 7 Professional

 

Offline FIZ

  • 26
This is a hypothesis but perhaps these crashers may be coming from the new collision detection code. You can revert to the old collision detection code by enabling a flag in the Troubleshooting tab in the launcher. Toggle that and see if you're getting the same issues.

This seemed to work for me.  m6 crashed for me 3 out of 4 times, usually when 3rd Basestar appeared or Frigate was blown up.  It did not crash one time however with default settings, so I'll replay it a few more times later just to confirm that this fixed the issue for me.

Specs:

Win XP SP3 32 bit
2 Gigs Ram
NVidia GTX 550 TI with 1 Gig Ram
Intel Core 2 Q660


Other than that, congrats on a great development!  I really enjoyed it.

 

Offline Ace

  • Truth of Babel
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    • http://www.lordofrigel.com
Please keep posting crash logs, we thought we sorted this one out in beta and we want to get it sorted out ASAP in a patch.
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline Demitri

  • 27
Keeps happening with me too. Right as the 3rd basestar jumps in.

OS - Windows 7 Home Premium 64-bit SP1
CPU - Intel Core i5 2500K @ 3.30GHz   
RAM - 8.00 GB Dual-Channel DDR3
Graphics - AMD Radeon HD 6950 2gb

[attachment removed and sold on the black market]
"Brothers and sisters are natural enemies!
Like Englishmen and Scots!
Or Welshmen and Scots!
Or Japanese and Scots!
Or Scots and other Scots!
Damn Scots! They ruined Scotland!" - Groundskeeper Willie

 

Offline Echelon9

  • 210
I seem to be crashing in M6 as well.  I tried running the debug version and it immediately crashes.  For me it seems to happen (most of the time) as I hear someone saying Krypter, Krypt*crash*...  My specs are attached as well as the log file.

When you run the Debug build, for some reason your display resolution is getting set to something like 640x480. Can you please reconfirm in the launcher that the resolution is being set to your normal, higher resolution?

When you get the Debug build up and running in mission, please try to play until the M6 crash happens again. The fs2open.log in that case should be useful to use tracking down this bug.

 

Offline Echelon9

  • 210
Keeps happening with me too. Right as the 3rd basestar jumps in.

OS - Windows 7 Home Premium 64-bit SP1
CPU - Intel Core i5 2500K @ 3.30GHz   
RAM - 8.00 GB Dual-Channel DDR3
Graphics - AMD Radeon HD 6950 2gb

Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.

Code: [Select]
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.318 (0.318)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_SIMULATOR_ROOM (20)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Sep 05 22:56:53 2012

 

Offline Demitri

  • 27
Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.

Actually it didn't. It kept dropping me to desktop with a warning message and eventually I pressed cancel as I couldn't get passed it. Guessing it must have closed it down correctly in that case. I've just ran through it again and hit debug instead and attached the log. Does this one show anything different?

[attachment removed and sold on the black market]
"Brothers and sisters are natural enemies!
Like Englishmen and Scots!
Or Welshmen and Scots!
Or Japanese and Scots!
Or Scots and other Scots!
Damn Scots! They ruined Scotland!" - Groundskeeper Willie

 

Offline Da-Fort

  • 22
I keep crashing on this mission as well. The first time I went through it was going great. I decided to help out the smaller ship by picking off some of the missiles. I took a ship-to-ship missile to the face for my trouble. All the other times I keep crashing between the entrence of the third basestar and the ship trying to ram.

I also tried to play the game with everything set to low and disabling all the advanced options in the launcher as per advice in this thread and yet I still keep crashing between those 2 points. What really frustrates me is that the sound hangs after the crash and I have to restart my computer.

I also tried to play that mission in debug mode but according to the fs2_open.log it crashes because it can only open the loading screen at a resolution of 1024x768 and not 640x480? This might be happening because I was unable to find the debug mode in the launcher so I started the program by using the fs2_open_Diaspora_R1_Debug.exe in the root folder. Where can I find the debug option in the launcher?

My rig:

W7 64
i7 - 950 (3.07GHz)
XFX 5870
8GB RAM
2 x 1TB HD
ASUS Xonar DG
« Last Edit: September 06, 2012, 04:03:13 pm by Da-Fort »

 

Offline Ace

  • Truth of Babel
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    • http://www.lordofrigel.com
In debug press "No" to ignore the warning message about no 640x480 interface art, that way you can get into the mission and post a crash log.
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline jg18

  • A very happy zod
  • 210
  • can do more than spellcheck
I also tried to play that mission in debug mode but according to the fs2_open.log it crashes because it can only open the loading screen at a resolution of 1024x768 and not 640x480? This might be happening because I was unable to find the debug mode in the launcher so I started the program by using the fs2_open_Diaspora_R1_Debug.exe in the root folder. Where can I find the debug option in the launcher?

In the launcher's Basic Settings tab, choose the debug build from the "FS2 Open Executable:" drop down box.

 
I took a ship-to-ship missile to the face for my trouble.

At least it wasn't an arrow to the knee.

 

Offline Da-Fort

  • 22
Thanks for helping me find the correct way to use the debug mode. Now I am completely sure most things where turned off. Apart from the giant FPS drop in debug mode these 3 errors kept popping up and they kept coming up even though I pressed no several times. This happened around the same time the game would crash. Attached is the fs2_open.log. If you want I could delete the log and create a new one if you think this one is too messy.

Code: [Select]
Unknown weapon rendering type = -1

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Unknown weapon rendering type = -1

kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Unknown weapon rendering type = -1

kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes[/td]

[attachment removed and sold on the black market]
« Last Edit: September 06, 2012, 04:56:55 pm by Da-Fort »

 

Offline Echelon9

  • 210
Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.

Actually it didn't. It kept dropping me to desktop with a warning message and eventually I pressed cancel as I couldn't get passed it. Guessing it must have closed it down correctly in that case. I've just ran through it again and hit debug instead and attached the log. Does this one show anything different?

Code: [Select]
WARNING: "Unknown weapon rendering type = -1" at weapons.cpp:3628
Int3(): From e:\code\diaspora\code\globalincs\windebug.cpp at line 1371

and

Code: [Select]
Unknown weapon rendering type = -1
We've seen this crash with other users, working on a fix.

 

Offline Ace

  • Truth of Babel
  • Moderator
  • 212
    • http://www.lordofrigel.com
The weapon rendering bug should be fixed now and in the first patch.
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline Da-Fort

  • 22
Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.

Actually it didn't. It kept dropping me to desktop with a warning message and eventually I pressed cancel as I couldn't get passed it. Guessing it must have closed it down correctly in that case. I've just ran through it again and hit debug instead and attached the log. Does this one show anything different?

Code: [Select]
WARNING: "Unknown weapon rendering type = -1" at weapons.cpp:3628
Int3(): From e:\code\diaspora\code\globalincs\windebug.cpp at line 1371

and

Code: [Select]
Unknown weapon rendering type = -1
We've seen this crash with other users, working on a fix.

Yep. Same thing on mine when I checked the very bottom of the file.

Code: [Select]
WARNING: "Unknown weapon rendering type = -1" at weapons.cpp:3628
Int3(): From e:\code\diaspora\code\globalincs\windebug.cpp at line 1371

EDIT: I see Ace has already posted that the next patch should fix it. Can we have this up in the known issues sticky?
« Last Edit: September 06, 2012, 05:17:54 pm by Da-Fort »

 

Offline Frak_Tastic

  • 26
  • Giggity Giggity Fracker!
Just tried this mission with the "old collisiondetection" mode setting ON per Kara's suggestion in another thread.  Seems to fix the CTDs.  Went 3 for 3 tries on M6 without a crash.

 

Offline FIZ

  • 26
This is a hypothesis but perhaps these crashers may be coming from the new collision detection code. You can revert to the old collision detection code by enabling a flag in the Troubleshooting tab in the launcher. Toggle that and see if you're getting the same issues.

This seemed to work for me.  m6 crashed for me 3 out of 4 times, usually when 3rd Basestar appeared or Frigate was blown up.  It did not crash one time however with default settings, so I'll replay it a few more times later just to confirm that this fixed the issue for me.

Specs:

Win XP SP3 32 bit
2 Gigs Ram
NVidia GTX 550 TI with 1 Gig Ram
Intel Core 2 Q660


Other than that, congrats on a great development!  I really enjoyed it.

With old collision detection enabled I could play fine.

With old collision detection disabled and debug mode on I got a similar debug message:

Code: [Select]
nknown weapon rendering type = -1

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes


[attachment removed and sold on the black market]

 

Offline Ace

  • Truth of Babel
  • Moderator
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    • http://www.lordofrigel.com
Well there's 2 major crash issues barring the MP issues with the Raiders that was introduced recently:

1) the weapon render issue (will be fixed in patch)

2) collision detection code on some systems (so old collision detection code fixes this for many people)
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline Solver

  • 21
Also keeping crashing at various points in M6, with the weapons rendering type message. Any chance of a workaround or hotfix? Would love to complete the game :)

 

Offline karajorma

  • King Louie - Jungle VIP
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We're going to release an official patch over the weekend (hopefully) that will fix the M6 issue (and hopefully some other issues).
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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