Author Topic: Bug: Emanation causes multiplayer to crash when initializing  (Read 1101 times)

ChupaReaper

  • Guest
Emanation causes multiplayer to crash when initializing:
The unit's xml:
Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>
<parameters>
<size value="3"/>
<height value="3"/>
<max-hp value="1000" regeneration="20"/>
<max-ep value="0" regeneration="0"/>
<armor value="50"/>
<armor-type value="ranged_large"/>
<sight value="15"/>
<time value="10"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false" red="0.0" green="0.0" blue="0.0"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="smite_meister"/>
</upgrade-requirements>
<resource-requirements>
<resource name="population" amount="1"/>
<resource name="wealth" amount="800"/>
</resource-requirements>
<resources-stored/>
<image path="images/shade.bmp"/>
<image-cancel path="../../images/cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/shade_select01.wav"/>
<sound path="sounds/shade_select02.wav"/>
<sound path="sounds/shade_select03.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/shade_action01.wav"/>
<sound path="sounds/shade_action02.wav"/>
<sound path="sounds/shade_action03.wav"/>
</command-sounds>
<emanations>
<emanation name="dark_haste" bias="neutral" stacking="overwrite" duration="1" target="ally" radius="16">
<static-modifiers>
<attack-speed value="50"/>
<move-speed value="100"/>
</static-modifiers>
<flags>
</flags>
</emanation>
</emanations>

</parameters>

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="20"/>
<animation path="models/shade_idle.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="400"/>
<anim-speed value="100"/>
<animation path="models/shade_move.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="50"/>
<anim-speed value="100"/>
<animation path="models/shade_attack.g3d"/>
<sound enabled="false"/>
<attack-strenght value="200"/>
<attack-var value="50"/>
<attack-range value="15"/>
<attack-type value="siege"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.4"/>
<projectile value="true">
<particle value="true" path="shade_projectile.xml"/>
<sound enabled="true">
<sound-file path="sounds/shade_projectile01.wav"/>
<sound-file path="sounds/shade_projectile02.wav"/>
<sound-file path="sounds/shade_projectile03.wav"/>
</sound>
</projectile>
<splash value="true">
<radius value="3"/>
<damage-all value="false"/>
<particle value="true" path="shade_splash.xml"/>
</splash>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="360"/>
<anim-speed value="80"/>
<animation path="models/shade_death.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="sounds/shade_death01.wav"/>
<sound-file path="sounds/shade_death02.wav"/>
<sound-file path="sounds/shade_death03.wav"/>
</sound>
<fade value="false"/>
</skill>
</skills>

<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../../images/stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="move"/>
<name value="move"/>
<image path="../../images/move.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>

<command>
<type value="attack"/>
<name value="attack"/>
<image path="../../images/attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
</command>
</commands>
</unit>

Multiplayer works when this is removed (nested in parameters):
Code: [Select]
<emanations>
<emanation name="dark_haste" bias="neutral" stacking="overwrite" duration="1" target="ally" radius="16">
<static-modifiers>
<attack-speed value="50"/>
<move-speed value="100"/>
</static-modifiers>
<flags>
</flags>
</emanation>
</emanations>

Here's the crash report:
Code: [Select]
Crash
Version: Advanced Engine v0.2.13
Time: Sun May 16 18:54:50 2010
Description: Access violation (Reading address 0x0000000A)
Address: 01389453

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Sun May 16 18:56:01 2010
Description: Access violation (Reading address 0x0000000A)
Address: 01389453

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Sun May 16 18:57:23 2010
Description: Access violation (Reading address 0x0000000A)
Address: 01439453

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Wed May 19 17:07:22 2010
Description: Access violation (Reading address 0x00000000)
Address: 011D4715

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Wed May 19 22:22:27 2010
Description: Access violation (Writing address 0x3A737265)
Address: 013A5135

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Sat May 29 23:29:55 2010
Description: Access violation (Reading address 0x0000006D)
Address: 002B7D3E

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Sat May 29 23:30:47 2010
Description: Access violation (Reading address 0x0000006D)
Address: 00D17D3E

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Sun May 30 02:32:07 2010
Description: Integer divide by zero
Address: 0133A562

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 14:54:11 2010
Description: Access violation (Reading address 0x000010A0)
Address: 00CA4C71

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 14:55:45 2010
Description: Access violation (Reading address 0x0000001C)
Address: 003250BE

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 14:58:19 2010
Description: Access violation (Reading address 0x0000001C)
Address: 013E50BE

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 15:01:24 2010
Description: Access violation (Reading address 0x0000001C)
Address: 011A50BE

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 15:26:45 2010
Description: Access violation (Reading address 0x0000001C)
Address: 010950BE

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 15:28:33 2010
Description: Access violation (Reading address 0x0000001C)
Address: 00D450BE

=======================
Crash
Version: Advanced Engine v0.2.13
Time: Mon May 31 15:28:33 2010
Description: Access violation (Reading address 0x0000001C)
Address: 00D450BE

=======================

It's a shame because I'm going to be using these a lot, Shades are awesome because of their emanation but still pretty good without it for now.
« Last Edit: 31 May 2010, 14:48:49 by ChupaReaper »

silnarm

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  • Behemoth
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Re: Bug: Emanation causes multiplayer to crash when initializing
« Reply #1 on: 1 June 2010, 03:10:44 »
Emanation causes multiplayer to crash when initializing:
The unit's xml:
...snip...

Multiplayer works when this is removed (nested in parameters):
Code: [Select]
<emanations>
<emanation name="dark_haste" bias="neutral" stacking="overwrite" duration="1" target="ally" radius="16">
<static-modifiers>
<attack-speed value="50"/>
<move-speed value="100"/>
</static-modifiers>
<flags>
</flags>
</emanation>
</emanations>
...snip...

It's a shame because I'm going to be using these a lot, Shades are awesome because of their emanation but still pretty good without it for now.

Thanks! Will take a look as soon as I can, If you can keep providing bug reports like that, I think you'll be able to use all the emanations you like, giving me XML I can reproduce the problem with is a very good way to ensure it gets fixed! Thanks again, and keep them rolling in!
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