Author Topic: Crashing when entering mission  (Read 2911 times)

0 Members and 1 Guest are viewing this topic.

Offline Bentron

  • 21
Crashing when entering mission
As the topic says, FS2 is crashing when it attempts to enter the mission.  More specifically, the second missions of the original FS2 and the FS1-FS2 Port campaigns.  Training missions and the first mission of both campaigns work fine (as well as first and second missions for Silent Threat... haven't checked beyond that).  The mission briefings work fine as well as ship selection and weapons loadout, but when I hit commit to start the mission, the game crashes with a seg fault.

I'm using a CVS build I checked out sometime on the 26th (not sure what time, but after 12pm central).  I was using the mediavps 3.6.7, but I'm fairly sure they aren't causing the problem since it does the same thing without any command-line options (mediavps are in their own mod folder).  Also, I'm running linux with a 64-bit kernel if that makes any difference.  When I get some more time to play around with it, I'll build the debug version and see if I can't get any more info.

In the mean time, I was wondering if anyone had an clue as to what the problem is or how to fix it.  I've tried clearing out the cache directories in ~/.fs2_open but it doesn't seem to make any difference.  I've also tried with and without the mediavps and in windowed mode with no luck.

On an unrelated note, I'm having issues with the 3.6.8 mediavps as described towards the end of this thread, which seem to have a fix.  However, I was wondering if anyone could direct me to FAQ/How-To/other post explaining how to extract .tbl files (and then repack them).  With the search not working, I only have the attention span enough  to skim through a page or two of topics before giving up  :blah:

Finally, I guess I can also use this as my intro post.  First off, I'd like to complement everyone who's contributed to the project.  I remember playing the games back when they were still relatively new and being amazed.  But now, coming up on ten years later, there's still an active modding and development community working on the game and making it greater than it ever was. 

I'd really like to contribute to the project myself (either the AI code - which I've looked at, or FS2NetD - which I haven't looked at yet), but I'm already committed to another project (not to mention school) and don't want to make any promises  ;)  That being said, to call the 16,000+ lines of code that is the AI system daunting is an understatement of epic proportion, and  any suggestions/tips/guides/etc for that subsystem or FS2NetD are more than welcome.

Wow, I hit preview and realized what a long winded post this was.  Sorry about that....

 
Re: Crashing when entering mission
I'm just gonna chime in here...  I'm also segfaulting when trying to launch the second mission (The Place of Chariots).  As described above, this occurs after the briefing at the instant that I hit the button to enter the mission.

This is freshly compiled from CVS (as of an hour or so ago), running on a 32-bit Linux kernel.  I've been running with the 3.6.8 MediaVPs, but it does the same with the 3.6.7, or with none at all.

I tried to get tricky with it.  I compiled the Icculus Freespace2 executable, ran through some of the campaign, and then imported my savegame into fs2_open.  Turns out it also segfaults on every other mission I've tried so far... I get to see the other missions for a couple seconds before it drops at least.  :(

I don't know if I've got it in me to compile a debug version tonight.  I'll probably have a go at it tomorrow and post it to Mantis.

 

Offline bfobar

  • 28
Re: Crashing when entering mission
I just posted this in Mantis. Fell free to add anything you know to my bug report.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Crashing when entering mission
I got different crashes in those missions.. None of these crashes occur with 20060224 debug build.

First type crashes halfway during mission load before reaching loadout screen (with debug build):
Crashing occurs with arrival cues. In 'Lion at the Door' Sfr Neqael causes crash with fs.log report of
Code: [Select]
Found required string [$Arrival Cue:]
Int3(): From c:\fs2_open\code\parse\sexp.cpp at line 17851
And the arrival cue consist of
Code: [Select]
$Arrival Cue: ( or
   ( has-departed-delay 8 "Maul" )
   ( is-destroyed-delay
      ( rand 5 10 )
      "Maul"
)
In 'Place of the Chariots' Aries wing causes similar crash (with similar fs.log ending)
Code: [Select]
$Arrival Cue: ( is-destroyed-delay
   ( rand 8 16 )
   "Aquarius"
)

Second type crashes when Commit is pressed in the loadout screen:
With Feint!, Parry!, Riposte! i get crash with
Code: [Select]
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_WEAPON_SELECT (16)
common_select_close() returning without doing anything
Entering game at time =  65.576
Player lethality: -0.2, num turrets targeting player: 0
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: Crashing when entering mission
(Wish I would have seen this thread before commenting in the Mantis bugs...)

The crash on commit looks like something Goober may have been playing with for wings.  I haven't looked at it in detail yet though so I may be wrong in that.  It's certainly a wing issue with recent sexp code changes though.  I think that the first crash type is related to the same set of changes, though it's basically a different thing.  The main idea here is that the code doesn't have good error checking here and will die on errors that it should probably handle silently and it doesn't do NULL checking on several ptrs like it should be doing.

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Re: Crashing when entering mission
Oh noes... :nervous:

Is this due to my object_ship_wing_point_team thing?

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: Crashing when entering mission
The crash bug is, but I'm not yet sure about the others.  Everything just appears to be an issue of all of the wing stuff not getting setup properly or it's getting reset at some point.  I'm bug hunted out for the next few days (this weekend was a bit much for me bug wise), otherwise I'd track this down and give you some more info.

 

Offline Bentron

  • 21
Re: Crashing when entering mission
I tried a debug build, but for the FS2 campaign, it now crashes when entering the campaign briefing for the second mission.  Mission 2 for the FS1 campaign is the same though... briefing if fine, but crash when you click commit.  I didn't anything useful in fs2_open.log, but there was a note at the top about debug_filter.cfg... Do I need to create this file?  If so, what should I put in it?

Here's the end of the fs2_open.log for the FS2 crash:

Code: [Select]
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
loading warp model -1
SHOCKWAVE =>  Loading default shockwave model...
SHOCKWAVE =>  Default model load: FAILED!!  Falling back to 2D effect...
MISSION LOAD: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Using alternate ship type name : Unknown
Int3(): From parse/sexp.cpp at line 17876

And here's the end of the log for the FS1 crash

Code: [Select]
=================== ENDING LOAD ================
Real count = 4763,  Estimated count = 2311
================================================
Frame  0 too long!!: frametime = 2.743 (2.743)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
ANI iconfighter04 with size 28x28 (12.5% wasted)
ANI icon_ml16 with size 24x24 (25.0% wasted)
ANI icon_disruptor with size 24x24 (25.0% wasted)
ANI icon_MX50 with size 24x24 (25.0% wasted)
ANI icon_fury with size 24x24 (25.0% wasted)
ANI 2_ml16.ani with size 304x304 (40.6% wasted)
ANI 2_disruptor.ani with size 304x304 (40.6% wasted)
ANI 2_mx50.ani with size 304x304 (40.6% wasted)
ANI 2_fury.ani with size 304x304 (40.6% wasted)
ANI iconasteroid with size 99x99 (22.7% wasted)
ANI FadeiconAsteroid with size 99x99 (22.7% wasted)
ANI FadeiconAsteroid.ani with size 99x99 (22.7% wasted)
ANI iconv-fightW with size 46x46 (28.1% wasted)
ANI Fadeiconv-FighterW with size 46x46 (28.1% wasted)
ANI Fadeiconv-FighterW.ani with size 46x46 (28.1% wasted)
ANI icont-fightW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 54x54 (15.6% wasted)
ANI iconasteroid.ani with size 99x99 (22.7% wasted)
ANI iconv-fightW.ani with size 46x46 (28.1% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =   7.777

Just let me know if you want/need the full logs or if I should make a debug_filter.cfg for more info.  Also, if somebody could point me to an older working CVS snapshot, I'd appreciate it. 

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Crashing when entering mission
Is this due to my object_ship_wing_point_team thing?

Where is that BTW? I noticed the message about it but didn't see what you'd changed.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
Re: Crashing when entering mission
I'm just a tad confused.  Do you still want me to open a new bug for this?

  

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Re: Crashing when entering mission
Where is that BTW? I noticed the message about it but didn't see what you'd changed.

Basically consolidated all the code that distinguished between them.  Much more readable and extensible now.

I'm just a tad confused.  Do you still want me to open a new bug for this?

If you want to.  If it's a duplicate we'll just close it. :)