So in my work for Inferno, I was creating a mission that seemed to generate an inexplicable freeze-up. On the advice of Droid (and after exploring alternate but otherwise fruitless bypass attempts) I've followed the steps in the
READ ME FIRST thread to download the code and generate my own debug build, then run FSO from the active Visual C++ 2010 Express window. Thanks to Iss Mneur, I got around my issue with it being in a stand-alone directory and followed the remaining procedures in the thread. When the crash occurred, this is the call stack that it generated. I'm not exactly sure how Pastebin works or what it is really for, but there was hardly volumes of info so posting it directly here did not seem to be a problem for me. If anyone has the desire, inclination, and knowledge to take a look at this and tell me what's wrong, it would be appreciated. A major plot point for my mission hinges on this getting fixed.
On another note, this occurs as a series of objects self-destruct in rapid succession, however it only seems to happen if the player is relatively close to the explosion. If the player is some distance away, then everything works fine. This may also be related to the LUA error message thread I created (that was moved to the scripting board).
Here's the call stack:
1930c038()
atioglxx.dll!6919b9ea()
[Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll]
atioglxx.dll!69233fd0()
atioglxx.dll!691f63cd()
atioglxx.dll!6919fc58()
atioglxx.dll!693827f0()
> fs2_open_3_6_13d_INF_SSE2.exe!opengl_render_pipeline_program(int start, const vertex_buffer * bufferp, const buffer_data * datap, int flags) Line 696 + 0x70 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!gr_opengl_render_buffer(int start, const vertex_buffer * bufferp, int texi, int flags) Line 1107 + 0x15 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!gr_render_buffer(int start, const vertex_buffer * bufferp, int texi, int flags) Line 652 + 0x18 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!model_really_render(int model_num, matrix * orient, vec3d * pos, unsigned int flags, int objnum) Line 3016 + 0x34 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!model_render(int model_num, matrix * orient, vec3d * pos, unsigned int flags, int objnum, int lighting_skip, int * replacement_textures) Line 2015 + 0x19 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!shockwave_render(object * objp) Line 406 + 0x3c bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!obj_render(object * obj) Line 1498 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!obj_render_all(void (object *)* render_function, bool * draw_viewer_last) Line 204 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_render_frame(camid cid) Line 3650 + 0x11 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_frame(int paused) Line 4451 + 0x13 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_do_frame() Line 4839 + 0x7 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state) Line 6510 C++
fs2_open_3_6_13d_INF_SSE2.exe!gameseq_process_events() Line 407 + 0x14 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_main(char * cmdline) Line 7085 + 0x5 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char * szCmdLine, int nCmdShow) Line 7154 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!__tmainCRTStartup() Line 275 + 0x2c bytes C
fs2_open_3_6_13d_INF_SSE2.exe!WinMainCRTStartup() Line 189 C
kernel32.dll!769e339a()
ntdll.dll!77639ed2()
ntdll.dll!77639ea5()
Thanks!