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PostPosted: Mon Jul 25, 2011 6:39 am 
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Joined: Mon Jul 25, 2011 6:16 am
Posts: 1
The first crash was save0 simply crashing rwr whenever I opened it, and the second crash was caused by respawning using f5 several times while trying to knife people. (But man was it fun. Try it some time!) I hope this can help you improve the game. I'd be happy to provide as much info as I can. It's easy to replicate the f5 crash on my computer. I was able to reliably crash rwr twice, and the save file crashes every time I open it. I tried renaming the file, (like one of the other suggestions) but that didn't do anything. If you want, I can PM you the full specs of my computer.

Full logs are linked below, and the last few lines are in the code boxes. (No user player? Lolwut?)


Full broken save crash log.
Code:
02:04:48: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
02:04:48: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
02:04:48: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
02:04:48: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:04:49: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:04:50: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:04:51:                                         : CHECK: load game, no user player

Full F5 respawn crash log.
Code:
02:10:23: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:10:24: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:10:24: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:10:28: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
02:10:32: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:10:32: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
02:12:44: DefaultWorkQueue('Root') shutting down on thread 00094DC0.
02:12:44: DefaultWorkQueue('Root')::WorkerFunc - thread 000ABFD0 stopped.
02:12:44: DefaultWorkQueue('Root')::WorkerFunc - thread 000ABFA0 stopped.
02:12:48: *-*-* OGRE Shutdown
02:12:48: Unregistering ResourceManager for type Compositor
02:12:48: Unregistering ResourceManager for type Font
02:12:48: Unregistering ResourceManager for type Skeleton
02:12:48: Unregistering ResourceManager for type Mesh
02:12:48: Unregistering ResourceManager for type HighLevelGpuProgram
02:12:48: Uninstalling plugin: ParticleFX
02:12:48: Plugin successfully uninstalled
02:12:48: Unloading library Plugin_ParticleFX
02:12:48: Uninstalling plugin: Octree & Terrain Scene Manager
02:12:48: Plugin successfully uninstalled
02:12:48: Unloading library Plugin_OctreeSceneManager
02:12:48: Uninstalling plugin: Cg Program Manager
02:12:48: Plugin successfully uninstalled
02:12:48: Unloading library Plugin_CgProgramManager
02:12:48: Uninstalling plugin: D3D9 RenderSystem
02:12:48: D3D9 : Shutting down cleanly.
02:12:48: Unregistering ResourceManager for type Texture
02:12:48: Unregistering ResourceManager for type GpuProgram
02:12:48: D3D9 : Direct3D9 Rendering Subsystem destroyed.
02:12:48: Plugin successfully uninstalled
02:12:48: Unloading library RenderSystem_Direct3D9
02:12:48: Unregistering ResourceManager for type Material


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PostPosted: Mon Jul 25, 2011 7:27 am 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The first log is a good one, I may have found something because of it. The game auto-save works periodically and it doesn't save if you're dead as you're not controlling anyone, this part is basically fine. The problem comes from quitting the game while being dead -- the game is forcefully saved and the user soldier index cannot be saved as you're dead. Then on the next load, a check fails as it expects to find a soldier to control for the user in the save game.

Can't test the theory right now, but it would seem possible looking at the code. I'll come up with a fix for this in the next release. Thanks!

The other log is less informative, it just crashes somewhere unexpectedly. The respawn cheat is a bit of a hack, so I wouldn't expect it to work that stable anyway.


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PostPosted: Sat Aug 06, 2011 2:25 pm 
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Joined: Fri Jul 22, 2011 3:04 pm
Posts: 70
My game just crashed without any message, just threw me to the windows :cry: i got almost 10000 exp :roll:
maybe this will help, dont know :)

Code:
[list]16:42:24: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
16:42:26: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:42:26: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:42:27:                                         : out of characters -- creating more
16:42:27:                                         : out of characters -- creating more
16:42:27:                                         : out of characters -- creating more
16:42:30:                                         : out of characters -- creating more
16:42:30:                                         : out of characters -- creating more
16:42:30:                                         : out of characters -- creating more
16:42:30:                                         : out of characters -- creating more
16:42:45:                                         : out of characters -- creating more
16:42:48:                                         : out of characters -- creating more
16:42:52:                                         : out of characters -- creating more
16:42:52:                                         : out of characters -- creating more
16:42:52:                                         : out of characters -- creating more
16:43:40: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:43:40: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
16:44:05: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1.
16:44:05: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
16:44:05: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
16:44:25: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:47:33: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:49:30:                                         : CHECK: character in invalid block: character=270278392 dead=1 position=Vector3(-2622.99, -0.06, 3888.81) velocity=Vector3(-1291.65, 0.94, 1523.96)
16:49:44:                                         : CHECK: character in invalid block: character=290331496 dead=1 position=Vector3(2073.55, -0.06, 2189.05) velocity=Vector3(878.982, 0.94, 743.178)
17:02:53:                                         : CHECK: character in invalid block: character=270276032 dead=1 position=Vector3(-592.124, -0.06, -283.903) velocity=Vector3(-345.28, 0.94, -232.266)
17:08:05: D3D9 device: 0x[032FAA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
17:08:05: Released D3D9 texture: Ogre/ShadowTexture0
17:08:05: D3D9 Device 0x[032FAA60] entered lost state
17:08:06: !!! Direct3D Device successfully restored.
17:08:06: D3D9 device: 0x[032FAA60] was reset
17:08:28: D3D9 device: 0x[032FAA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
17:08:28: Released D3D9 texture: Ogre/ShadowTexture0
17:08:28: D3D9 Device 0x[032FAA60] entered lost state
17:08:28: !!! Direct3D Device successfully restored.
17:08:28: D3D9 device: 0x[032FAA60] was reset
17:13:53: DefaultWorkQueue('Root') shutting down on thread 003C1348.
17:13:53: DefaultWorkQueue('Root')::WorkerFunc - thread 003D0EC0 stopped.
17:13:53: DefaultWorkQueue('Root')::WorkerFunc - thread 003D0EF0 stopped.
17:13:55: *-*-* OGRE Shutdown
17:13:55: Unregistering ResourceManager for type Compositor
17:13:55: Unregistering ResourceManager for type Font
17:13:55: Unregistering ResourceManager for type Skeleton
17:13:55: Unregistering ResourceManager for type Mesh
17:13:55: Unregistering ResourceManager for type HighLevelGpuProgram
17:13:55: Uninstalling plugin: ParticleFX
17:13:55: Plugin successfully uninstalled
17:13:55: Unloading library Plugin_ParticleFX
17:13:55: Uninstalling plugin: Octree & Terrain Scene Manager
17:13:55: Plugin successfully uninstalled
17:13:55: Unloading library Plugin_OctreeSceneManager
17:13:55: Uninstalling plugin: Cg Program Manager
17:13:55: Plugin successfully uninstalled
17:13:55: Unloading library Plugin_CgProgramManager
17:13:55: Uninstalling plugin: D3D9 RenderSystem
17:13:55: D3D9 : Shutting down cleanly.
17:13:55: Unregistering ResourceManager for type Texture
17:13:55: Unregistering ResourceManager for type GpuProgram
17:13:55: D3D9 : Direct3D9 Rendering Subsystem destroyed.
17:13:55: Plugin successfully uninstalled
17:13:55: Unloading library RenderSystem_Direct3D9
17:13:55: Unregistering ResourceManager for type Material
[/list]


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PostPosted: Sat Aug 06, 2011 3:27 pm 
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Joined: Fri Jul 22, 2011 3:04 pm
Posts: 70
now i got another crash "Invalid vector<T> subscript"
and here is the log again if you need
Code:
[list]18:19:09: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
18:19:09: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:19:09: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
18:19:09: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
18:19:09: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
18:19:09: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
18:19:09: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
18:19:09: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
18:19:09: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1.
18:19:09: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
18:19:09: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
18:19:09: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
18:19:09: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
18:19:09: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
18:19:09: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
18:19:09: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:19:09: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:19:10: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:19:10: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:19:12: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
18:19:15: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:19:15: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:20:23: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:22:45: DefaultWorkQueue('Root') shutting down on thread 00571348.
18:22:45: DefaultWorkQueue('Root')::WorkerFunc - thread 00580EF0 stopped.
18:22:45: DefaultWorkQueue('Root')::WorkerFunc - thread 00580EC0 stopped.
18:22:47: *-*-* OGRE Shutdown
18:22:47: Unregistering ResourceManager for type Compositor
18:22:47: Unregistering ResourceManager for type Font
18:22:47: Unregistering ResourceManager for type Skeleton
18:22:47: Unregistering ResourceManager for type Mesh
18:22:47: Unregistering ResourceManager for type HighLevelGpuProgram
18:22:47: Uninstalling plugin: ParticleFX
18:22:47: Plugin successfully uninstalled
18:22:47: Unloading library Plugin_ParticleFX
18:22:47: Uninstalling plugin: Octree & Terrain Scene Manager
18:22:47: Plugin successfully uninstalled
18:22:47: Unloading library Plugin_OctreeSceneManager
18:22:47: Uninstalling plugin: Cg Program Manager
18:22:47: Plugin successfully uninstalled
18:22:47: Unloading library Plugin_CgProgramManager
18:22:47: Uninstalling plugin: D3D9 RenderSystem
18:22:47: D3D9 : Shutting down cleanly.
18:22:47: Unregistering ResourceManager for type Texture
18:22:47: Unregistering ResourceManager for type GpuProgram
18:22:47: D3D9 : Direct3D9 Rendering Subsystem destroyed.
18:22:47: Plugin successfully uninstalled
18:22:47: Unloading library RenderSystem_Direct3D9
18:22:47: Unregistering ResourceManager for type Material
[/list]


here is the savegame link maybe can help dont know http://uploading.com/files/547e441e/savegame2.dat/


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PostPosted: Sat Aug 06, 2011 3:29 pm 
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Joined: Fri Jul 22, 2011 3:04 pm
Posts: 70
hey i noticed that everytime i get 10000 experience points i get this crash!!! :geek:


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PostPosted: Sat Aug 06, 2011 5:25 pm 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
theonesun wrote:
hey i noticed that everytime i get 10000 experience points i get this crash!!! :geek:


Thanks theonesun, good find this! What a stupid mistake in the code, accidentally there are only 9 squad-size-control-icons in the HUD, 10 would be needed. Got it fixed for the next release. Now just stay away from 10k points until the next version :)


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PostPosted: Sat Aug 06, 2011 6:14 pm 
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Joined: Fri Jul 22, 2011 3:04 pm
Posts: 70
haha ok :D
its just with this new alpha 0.3 release im killing so many soldiers, especially happens at the town [E],[W]. so im getting much experience.
but good to hear that its fixed for the next release :)


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