Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: leoben on November 03, 2013, 05:35:43 pm
-
As the subject says, appcrash. No error message provided. Tried with fresh pilot - same thing. And when I say first mission, I mean the one that comes after your first dreamscape experience. Any ideas? Would any log files help?
-
I get the same crash. I get a debug log that mentions a missing bitmap, "invisible", for a weapon called "Ammo Pack".
-
Yep - two images to help
[attachment deleted by ninja]
-
I can also confirm that this only happens with build 3.7.1, not with build 3.6.17.
-
Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
-
Attached.
[attachment deleted by ninja]
-
the log is disappointingly unhelpful. Although I haven't verified all the checksums, given that this has happened to two people I'm presuming that the files are not the problem.
How do you feel about following these instructions (http://www.hard-light.net/forums/index.php?topic=82688.msg1479356#msg1479356) and posting a stack trace from the crash?
Otherwise, I'll see if I can reproduce the issue when I have some free time.
edit: fix typo
-
I will attempt to do a stack trace for you. Is there a specific file I need to stack trace under $(FS2PATH)?
-
is this supposed to work with VS2013 as well? It seems I can't get the damn thing run from within VS with the correct build. Someone needs to walk me through this.
-
This is the first error I got, but I somehow feel that these are not the droids we're looking for
http://pastebin.com/Anv9kDG3
-
I think this is what you need!
http://pastebin.com/r88sdVzq
-
is this supposed to work with VS2013 as well? It seems I can't get the damn thing run from within VS with the correct build. Someone needs to walk me through this.
That's only really an option if you build the engine from source yourself.
I think this is what you need!
http://pastebin.com/r88sdVzq
Which nightly build did you use? The line numbers mentioned there do not match up to the line numbers in the current svn trunk.
-
This is the first error I got, but I somehow feel that these are not the droids we're looking for
http://pastebin.com/Anv9kDG3
bp-shp.tbm(line 222):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Glowpoint overrides: ( "red_glow_10:1,2" )].
You are trying to run BP without compatibility package with a trunk build. You can find the compatibility package here. (http://www.hard-light.net/forums/index.php?topic=83606.0)
-
I didn't use a nightly build, used 3.7.1 BP build.
Please bear with me here, I don't have the first clue of what I'm doing here, so I'm trying to explain it as 'educated' as possible :)
So I followed the instructions very carefully laid out in the thread for how to debug with VS. I did everything to the letter, when I noticed that I'm actually using VS2013. Now I didn't panic because that tortoise thingy did actually create a 2013 project folder, so I said yaaay.
I built a solution in VS, 6 succeeded, 1 failed as predicted, because VS Express can't mess around with FRED2. Great. Now, here's where I got confused (which happens often):
A new exe popped up in the game folder, that had the same name as the BP 3.7.1 debug build, except it was missing the 'BP'. I didn't make much of it. So I opened up the launcher, configured it in proper debug mode (windowed mode etc), pressed f5 in VS, and then black screen. I alt-tabbed out, and I already got error msges before anything happened. I was guessing because it was using a different exe that it should have.
So here's what I did: I started everything again (tortoise, then VS). When VS completed the build solution the second time, I took the original BP debug build (exe), renamed it in the game folder to reflect the filename of the build that VS created, and vois la - the game started, and proceeded to the crashpoint that I originally wanted it to debug. I copied the call stack and that's what you see there on the last link I posted.
This whole thing doesn't make sense to me, as I have no clue how VS works and what it does to these builds when it's 'building a solution'. So I only deducted that the errors I was originally seeing were consistent with the issue that I'm not using the compatibility package, or the file is not in the right folder etc. So, I took the original, renamed it to the one VS built, and it worked.
What am I missing here? Does this not help in the end to debug the original appcrash that Tenebra first mission runs into with 3.7.1 BP build?
-
No. The BP executables aren't just renamed standard exes, there's quite a bit of code in them that isn't in trunk. The Visual Studio debugger cannot give accurate results with the kind of frankenstein thing you did there (I am actually quite astonished that it doesn't crash and burn!).
-
OK - so can you give me some instructions on how I can haul its ass to the crashpoint I need it to be at? Because the build that VS built starts producing errors the milisecond I fire it up through VS.
-
And those errors are consistent with me using an incorrect build for BP.
-
At any rate, I have reproduced the issue at home and fixed it. I will post new builds soon.
-
For future reference, to make a BP build, you have to apply the patch (BP.patch) that's in the build thread (http://0d9fd69acfe8b29d616377b057d2fc04) (and it has to be that one, not the obsolete one that's already in your FS2 folder). To apply a patch, follow steps 12-15 of the post that Niffiwan linked to (this one (http://www.hard-light.net/forums/index.php?topic=82688.msg1479356#msg1479356)).
-
Gotcha - thanks!
-
New builds are up.
-
Is there a new build for those using the compatibility pack instead of a BP build? I tested it with 10004, 10005, and 9961 (The only nightlies I've grabbed recently) and it still crashes.
-
For the compatibility package, you need a nightly that includes Revision 10009, so you'll need to wait another 12 hours or so before it's automatically generated.
-
Ah okay.
-
Huh, I see the old post I wrote nearly three years ago is still useful.
-
I can confirm that the 1104 build did NOT fix this issue for me. Error is the same.
-
I can confirm that the 1104 build did NOT fix this issue for me. Error is the same.
By "the same", do you mean the warning (not error) mentioned in this post (http://www.hard-light.net/forums/index.php?topic=85977.msg1717933#msg1717933)? Because your first post said there was no error message (which matched my experience before r10009 fixed it for me).
If you do mean the warning(s) referred to in that post, those are just warnings, not fatal errors. If you just hit "no", the game will continue running. You won't even see them if you don't run the debug executable (which you shouldn't, for normal gameplay).
-
apologies - should have been more clear: I still get an appcrash as soon as I start the mission. No error messages.