Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: DahBlount on November 05, 2013, 09:46:51 pm
-
When I attempted to play the second mission, I CTDed, switched to debug build and got the following.
For ship 'TC-TRI', detail level
mismatch. Table has 4,
POF has 3.
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
fs2_open_3_7_1_SSE-DEBUG-20131105_r10010.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlInitializeExceptionChain + 133 bytes
ntdll.dll! RtlInitializeExceptionChain + 88 bytes
Log is included.
[attachment deleted by an evil time traveler]
-
This is not a CTD. Press Cancel.
This is a warning coming from the MVPs that is raised with recent builds, and should be fixed with the next version of the MVPs. It has nothing to do with BP.
-
Okay. I'll just wait on that then.
-
On the MVPs ? I'd suggest against that, we have no indication as to when this next release will happen. Just ignore the warning.
-
That's a cargo container that never appears in all of BP. You should be fine to play without any "fixes" if you just press cancel and alt tab back in.
-
That's a cargo container that never appears in all of BP.
Wrong.
Her Finest Hour and Everything is Permitted have a bunch of those. Might or might not have easter egg contents, too :nervous:
-
Wait, now I'm confused. I was able to load the mission and get to the briefing screen, but when I click on commit to mission, I crash. What's up with that?
Tested with r10010 and r10014.
-
Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
:)
-
Here you go.
[attachment deleted by an evil time traveler]
-
hmmm... so it crashes with both release and debug executables?
Also, you do seem to have a lot of loose files in your FSO directories.
Searching root 'C:\Games\Freespace2\blueplanet2\' ... 6 files
...
Searching root 'C:\Games\Freespace2\blueplanet\' ... 2 files
...
Searching root 'C:\Games\Freespace2\mediavps_3612\' ... 77 files
...
Searching root 'C:\Games\Freespace2\' ... 3581 files
Especially in 'C:\Games\Freespace2\data\', I've only got 14 loose files there. Maybe have a look through those 3581 files and move them out of your FSO dirs if you don't know what they're for?
-
Yeah, lots of loose files. Managed to reduce the number of files in the data folder to around 700, around 680 of them are cache files. Removed files from the MVP folder, leaving 18 files. The files in the BP folders are cache files.
After removal, attempted to play with both release and debug builds or r10010 and r10014 but the game still crashed.
-
well, that's annoying.
hmm.
What about grabbing another stack trace? :D
-
I will attempt to, for some reason it keeps on saying "Build failed" in the bottom left corner and pressing F5 does not work.
I already rechecked SVN and I am stuck as to what the problem is.\
Edit: Okay I got a successful build to work finally.
Edit2: Was able to get a stack trace but my internet crapped out on me. Posting from my phone, will have the stack trace to you tomorrow.
-
Here you go. http://pastebin.com/yZ9PQTQV
-
I too have the same crash. Previously my game crashed on the first mission but the new build fixed the issue. Now I'm crashing on this second mission using the same, new build. I'll post a crash log later.
[attachment deleted by an evil time traveler]
-
Will be fixed in the next build.
-
Thanks!
-
I am getting CTD in the exact same mission. Here is the log file.
I am using the latest BP.patch file and Yarn's Adaptable HUD (BP version) build. Because I really wanted my HUD elements to scale correctly.
[attachment deleted by an evil time traveler]
-
Whatever you are using, you are using a build based on a revision that does not have the fixes in the latest BP builds.
Let me be absolutely clear about this: The only builds I support for BP are the normal nightlies (with compatibility pack), and the ones I make myself. You are on your own when using anything else.
-
I am using the latest BP.patch file and Yarn's Adaptable HUD (BP version) build. Because I really wanted my HUD elements to scale correctly.
There's little reason to use my builds to play Blue Planet 2 because BP2 includes its own HUD, including a widescreen one, and it's not made with my builds in mind (not that it should be). Could you try the latest BP build here (http://www.hard-light.net/forums/index.php?topic=83318.0)?
BP.patch is useful only for making your own builds; just having it in your FS2 folder or anywhere else has absolutely no effect on how the game runs.
-
Wow, thank you very much for fast replies! I'll proceed to try those.
EDIT: The new 3.7.1 SSE2 BP build fixed things :) Although I find it a bit inconvenient to use 3 different exes simply when switching between mods. The new 3.7.1 BP build is good ONLY for BP2, it doesn't add widescreen scaling to BP1, so I have to keep using Yarn's BP build with that. But yeah, this is really not a huge problem. Just very confusing to new BP players.
I think yous guys should definitely upgrade your BP complete installer executable. It still includes only 3.6.17 build.
-
Right? These guys make actual gaming companies look like the government when it comes to fixes. Heck, comparing our fellow members to the government is an insult to our members. You guys are awesome :D
I'll post a build using the latest BP release and Yarn's patch file. Cool?
(If I am not allowed to post the build, then go ahead and delete it off my post or reply and I'll do it myself. Don't want to get into trouble :( )
-
I think yous guys should definitely upgrade your BP complete installer executable. It still includes only 3.6.17 build.
I think they're waiting for a few outstanding bugs to be fixed (and possibly for the finished Erebus model) before doing a new complete installer. I don't think anyone would disagree that that 3.6.17 build needs to leave circulation (it has a known corruption bug).
-
Well, I have to revise my previous statement. The newest 3.7.1 BP build doesn't seem to work 100% perfectly. I get a CTD if (and only if) I try to play two missions in a row in Act 3. I can complete the campaign now (as opposed to the Yarn's BP build), but I still have to restart the game after every mission to avoid CTD. Still, not a game-breaking issue, but there seems to be something really odd going on with the Act 3.
-
What sort of crash are you getting? I think I've been seeing something similar with playing any two missions in a row (i.e. non BP missions), possibly a dock-path assertion?
-
The same thing happens to me but only on occasion. I can guarantee it is not limited to BP though as it happens with almost any mod (Vanilla with MVPs, JAD, etc.) I have played with the newest builds.
-
What sort of crash are you getting? I think I've been seeing something similar with playing any two missions in a row (i.e. non BP missions), possibly a dock-path assertion?
Crash to Desktop, as in "Freespace Open has made an illegal operation and must be closed". It happens when I press Commit after playing at least one mission previously. This has happened ONLY with BP2. BP1 didn't crash at all, nor has any of my 10+ mods crashed even once. BP2 just doesn't want to co-operate with me :(
I'll post a new fs2open.log, if anyone wants. I'll just have to get home first :P
-
sure, a log of the crash would be good.
Also, are you using a different executable for BP2 to all the other mods that didn't have problems?
-
At the moment I use 3 different exes:
- 3.7.1 BP build for BP2
- 3.7.1 BP Yarn's build for BP1
- 3.7.1 Yarn's Adaptable HUD build for everything else (+10 mods)
Only BP2 seems to give problems. Or specifically, WIH Act 3 seems to be the most problematic. Acts 1&2 crashed very rarely.
Here is a log file.
[attachment deleted by an evil time traveler]
-
At the moment I use 3 different exes:
- 3.7.1 BP build for BP2
- 3.7.1 BP Yarn's build for BP1
- 3.7.1 Yarn's Adaptable HUD build for everything else (+10 mods)
Only BP2 seems to give problems. Or specifically, WIH Act 3 seems to be the most problematic. Acts 1&2 crashed very rarely.
Here is a log file.
Hrmm, there's an Assertion in that log trigger the crash that time.
ASSERTION: "dock_list == NULL" at object.cpp:157
dock_list should have been cleared already!
Int3(): From d:\fso\scp bp\code\globalincs\windebug.cpp at line 1040
-
That is the issue I thought I saw recently, I believe it is a recently introduced bug, possibly from r9995. I'll have to run some tests to confirm that.
-
OK, the bug that was preventing you from playing two missions in a row should be squashed. Could you please confirm that? Simplest way to test would be to get the compatibility pack for BP & BP2 (http://www.hard-light.net/forums/index.php?topic=83606.0), then grab the next nightly build (http://www.hard-light.net/forums/index.php?board=173.0) that includes revision r10058 (it should be ready in a few hours).
If that issue is fixed, could you check to see if the Spinning Space Stations of Doom (http://www.hard-light.net/forums/index.php?topic=86058.0) issue is fixed as well. If it isn't please post another log. The debug executable should get a bit further before exiting and it'll (hopefully) give us some more info about the cause of that problem.
-
Tried some missions in a row with the Simulator and then proceeded to continue the Act 3 M05. So far, crashes and spinning are gone :)
While I can't promise that I don't run into new problems in the long run, I must say I'm very happy to see that things get updated and fixed so quickly. Even the 3d weapons selection GUi problem was fixed in the new build. I mean, it's truly amazing to see this old game getting the care it deserves. In the future, I might even volunteer as a beta-tester, in order to contribute to the overall effort even slightly. :D
Just a small question, though. What are the specific features I'm missing out when using the compatibility vps? The opening post only referred something in the render code. I'd like to know more.
-
Okay, a new problem with the Act 3 Mi05 that I didn't notice before, since at first I just tested if those stations were gonna spin. The mission is quite difficult, but now it's even more difficult, since a horrible microlag starts right when I'm starting to destroy AWACS. The mission starts with a solid 60 fps, but after some point the game almost becomes unplayable, with 0,5 second freezes every 3 seconds. FPS is jumping from 60 to 0 like crazy.
-
Just a small question, though. What are the specific features I'm missing out when using the compatibility vps? The opening post only referred something in the render code. I'd like to know more.
IIRC, you are missing shadows, a bumped up number of dynamic light sources and glowpoints being capable of emitting light.
-
So niffiwan, using the normal build with the BP2 compatibility package is the same as using a BP2 build? If that's the case then it would make things easier for me to apply the Yarn patch to the current build.
-
So niffiwan, using the normal build with the BP2 compatibility package is the same as using a BP2 build?
No, you miss out on
shadows, a bumped up number of dynamic light sources and glowpoints being capable of emitting light.
-
I have effectively hijacked this thread now, but I think I know what's causing those mysterious microlags (BTW they don't occur in any other mission so far). At some point, a single Cerberus turret warps millions of kilometers away from the battlefield. I completed the mission, even though it was tough with all the lagging, and I found the last hostile target far away:
(http://koti.mbnet.fi/olzie/screen0044.jpg)
I don't know how the engine works, but I think some object that far could confuse some process.
-
It's weird to see that happen, but that shouldn't cause any issues. Far away objects are just that; they do not interact with anything.
-
Holy ****. Millions of kilometers away? And why would there be a Alastor warping in, anyway? It connected to anything in the mission?
-
Holy ****. Millions of kilometers away? And why would there be a Alastor warping in, anyway? It connected to anything in the mission?
WTF!?! Alastors are Warp-Capable??? Does it have an AI- WAIT! I know, it's connected to CASSANDRA!!!
On a more serious note, isn't that distance CRAZY STUPID Far Away? The number itself is overlapping the rest of the wording. So from a coding perspective, if there are lines of code that are looking for a number between 1-100000 as distance and that turret is spitting out that ridiculous number, wouldn't that break the code? Or if there are loops of code that take that distance and this big number is creating a huge load on the calculations of the statements, then the distance would matter as higher magnitudes of 10 would make the code work that much harder.
Well in any case I find it hard to believe that the creator of this mission had his finger on the zoom out key for around an hour in FRED until it reached a ridiculous number, and then the same author placed a sentry there by accident. . . . Wait a minute...THIS COULD ACTUALLY HAPPEN!!!
(TY AdmiralRalwood, I guess I do have to stick with BP-specific code)
-
So niffiwan, using the normal build with the BP2 compatibility package is the same as using a BP2 build? If that's the case then it would make things easier for me to apply the Yarn patch to the current build.
My patch and the BP patch do not interfere with each other, so applying both should be easy enough.
-
Or someone could have opened the mission in notepad and manually entered a huge position value :D
Also, (for interests sake only) FSO measures co-ordinates as a 32bit float, so it can represent up to something like 3.4 × 10^38 without overflow... but you get significant precision problems before you get anywhere near that sort of distance. In fact, given the distance at which the Alastor was at I would have expected it to be "vibrating" in space.
-
Or someone could have opened the mission in notepad and manually entered a huge position value
Yeah, I know this would be easy to fake, but in all honesty this is what really happened. I don't know the exact moment when this warping occurred. It seems I'm just a glitch magnet :P
I noticed that I'm not the only one experiencing microlag in this mission. Here is a youtube video from another guy. Pattern with occasional slowups is almost the same and it starts near the end of the video and never stops. You can easily spot it by observing the movement of missiles launched from the Karunas. It's not caused by the overall action / number of ships, since it continues even after the majority are destroyed. More likely there is a script that is proving to be a bottleneck.
-
Or someone could have opened the mission in notepad and manually entered a huge position value
Yeah, I know this would be easy to fake, but in all honesty this is what really happened. I don't know the exact moment when this warping occurred. It seems I'm just a glitch magnet :P
Sorry, I didn't mean to imply that you'd done that, rather that there are easier ways of putting a ship that far out rather than holding down a button in FRED for minutes :)
As for the microlag/stuttering, I believe that some people have noticed that almost since act3 was released. We don't seem to have been able to find the cause yet :(
-
Could the lag be just a part of using low end machines? There are quite a few beams and lasers and missile flying around at once for most of the mission and when that's finished you have to deal with the huge debris field, especially if you're like me and make sure every ship is destroyed and the Carthage is disabled before ending the mission.
-
Could the lag be just a part of using low end machines?
I think Core i7 920 @ 3,3 Ghz, 6 GB DDR3 and Geforce GTX 770 handles FSO just fine. I played that humorous Freespace 3: Search For Bosch campaign at one point and it had HUNDREDS of ships in some missions and there still wasn't microlag. So it must be a script that is bottlenecking the system, not the overall action or amount of ships in WiH Act 3 M05.
Look at the video I posted. Especially parts like 36:50 and 41:30. The fps jumps from stable to zero, to stable, to zero etc.. With only 1-2 second intervals.
-
Could the lag be just a part of using low end machines?
I think Core i7 920 @ 3,3 Ghz, 6 GB DDR3 and Geforce GTX 770 handles FSO just fine. I played that humorous Freespace 3: Search For Bosch campaign at one point and it had HUNDREDS of ships in some missions and there still wasn't microlag. So it must be a script that is bottlenecking the system, not the overall action or amount of ships in WiH Act 3 M05.
Look at the video I posted. Especially parts like 36:50 and 41:30. The fps jumps from stable to zero, to stable, to zero etc.. With only 1-2 second intervals.
Here's an experiment: Can you record another video, this time using the "-profile_frame_time" commadline argument?
-
Here's an experiment: Can you record another video, this time using the "-profile_frame_time" commadline argument?
Done. I also removed the Compatibility vps and used the newest BP build (14th november), added execptions to my Antivirus and disabled VSync. Fraps was showing a solid 100+ fps in the beginning.
This time the lagging started when I was nearing the Arcadia in the order to inspect comms (=upload virus). You know, the part where those AA -beams try to fire you without lock. Fraps couldn't quite keep up with the constant fps changes (it remains 55-60 fps throughout the captured video). FS_open's own "simulation fps" changed rapidly from 44 to 88 all the time, not having the time either to get close to zero. My video shows a few seconds of missiles traveling. The microlagging is a bit more bareable this time, but it's still annoying as hell for rude perfectionists like me :P The strangest thing is that I STILL haven't encountered this microlag in other missions.
BTW I think you should change the position of those game engine overview statistics. Right now, they overlap annoyingly with the objectives gauge.
P.S Today I also completed the Act 3. Wow, the final "mission" was just intense!! :eek2: Overall ACT 3 had far more varied and advanced missions than anything before. They definitely weren't some random fly/shoot missions that you just could run through. You had to actually use some brain :) The difficulty of "Her finest hour" is my only complain. I have completed it several times now, and end up with 100 % reinforcements casualties every time, even though I really try to micromanage everything :/
Big props for one of the best fanmade mods ever, in any game!
-
Should I create a new topic called "Lykurgos' bug collection"?
Because I seem to run into one bug after another. This time I was just goofing around, playing some missions via the Tech Room simulator. The exact combination this time was the last mission of Act 2 ja then the intro (Icarus) of Act3. The game crashed when it was loading Icarus. I reproduced the error again using the debugger and this is what I got:
ASSERTION: "Polygon_models[num]->id == model_num" at modelread.cpp:3244
Index collision between model sunbox.pof and requested model 2705. Please backtrace and investigate.
Int3(): From d:\fso\scp bp\code\globalincs\windebug.cpp at line 1040
I also attached the whole log file.
BTW, with regards to the "Her Finest Hour" microlag, this guy got it too: http://www.hard-light.net/forums/index.php?topic=83902 (http://www.hard-light.net/forums/index.php?topic=83902)
[attachment deleted by an evil time traveler]
-
Speaking of glitch magnets and bugs, I have a friend who somehow manages to corrupt technology by simply using it. Doesn't happen all the time, but it's quite something. One incident was a computer in college lab with the program Multisim, an electronics circuit simulation program. We were simulating Op Amps and technically the Max Output voltage is limited to the rails, which were set at + and - 15V. But for some reason, only on the computer he was using, the output voltage exceeded the rails :o . I was building the physical circuit and I didn't notice this until the end of lab, and he was being all pride-like and trying to solve the problem without my help. That computer is, to this day, unfixed :o