Author Topic: Loading crashes when using updated techtree&odd behavior.[Multiple Projectiles]  (Read 1620 times)

Coldfusionstorm

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Loading completes fine but when firing the updated cannon. The game crashes, The Crash is kinda inconsistent but change the speed of the projectile and the loading a file from the same techtree saved with the old projectile speed the game crashes , or the skill plain does not work. perhaps the game loads old cached content?.

Starting a game from scratch (not loading but simply building base from start, This does not occur and multiple projectiles work correctly).

   <skill>
         <type value="attack"/>
         <name value="attack_skill"/>
         <ep-cost value="160"/>
         <speed value="250"/>
         <anim-speed value="50"/>
         <animation path="../../../../../../glestinspace_data/factions/uef/units/remech/models/remech.g3d"/>
         <sound enabled="false" start-time="0.5">
         </sound>
         <attack-strenght value="350"/>
         <attack-var value="0"/>
         <attack-range value="2000"/>
         <attack-type value="gauss_rifle"/>
         <attack-start-time value="0.0"/>
         <attack-fields>
            <field value="air"/>
            <field value="land"/>
         </attack-fields>
         <projectiles>
            <projectile attack-start-time="0.0" damage-percentage="50">
               <particle value="true" path="orbital_strike.xml"/>
               <hitsound enabled="false"/>
            </projectile>
            <projectile attack-start-time="0.0" damage-percentage="50">
               <particle value="true" path="orbital_strike2.xml"/>
               <hitsound enabled="false"/>
            </projectile>
         </projectiles>
         <splash value="false">
            <radius value="6"/>
            <damage-all value="true"/>
            <particle value="false" path="something"/>
         </splash>
      </skill>

And editing the particle file "Orbital strike"
<?xml version="1.0" standalone="yes"?>
<!-- THIS IS A GIS COPYRIGHTED FILE !-->

<projectile-particle-system>
      <texture value="false" luminance="false" path="../../../../../../glestinspace_data/factions/uef/units/siege_tank/images/lumminace.bmp"/>
      <model value="true" path="models/orbital_strike.g3d"/>
   <primitive value="line"/>
   <offset x="0" y="0" z="0"/>
   <color red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
   <color-no-energy red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
      <size value="1" />
      <size-no-energy value="1" />
      <speed value="0"/>
   <gravity value="0"/>
      <emission-rate value="1"/>
      <energy-max value="200"/>
      <energy-var value="1"/>
   <trajectory type="parabolic">
      <speed value="10"/>
      <scale value="90"/>
   </trajectory>
      
</projectile-particle-system>

Or this other file
<?xml version="1.0" standalone="yes"?>
<!-- THIS IS A GIS COPYRIGHTED FILE !-->

<projectile-particle-system>
      <texture value="false" luminance="false" path="../../../../../../glestinspace_data/factions/uef/units/siege_tank/images/lumminace.bmp"/>
      <model value="true" path="models/orbital_strike.g3d"/>
   <primitive value="line"/>
   <offset x="0" y="0" z="0"/>
   <color red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
   <color-no-energy red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
      <size value="1" />
      <size-no-energy value="1" />
      <speed value="0"/>
   <gravity value="0"/>
      <emission-rate value="1"/>
      <energy-max value="200"/>
      <energy-var value="1"/>
   <trajectory type="parabolic">
      <speed value="9"/>
      <scale value="90"/>
   </trajectory>
      
</projectile-particle-system>
« Last Edit: 13 March 2015, 01:19:33 by Coldfusionstorm »
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titi

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 ::) How to make a bugreport ....

Well please start the game from a console and show us the stacktrace/output.
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Coldfusionstorm

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I know, but i was not sure what info you needed. And if you even deemed it a bug. BrB, getting console output. (i have it set to start with that XD.

Well,I could not quite seem to get it to crash by using the attack skill and change the speed, i did however crash on loading, it also hits me that im using the 3.10 dev version i should properly update.starnova.exe v3.10.0-dev
Compiled using: VC++: 1600 on: Nov 24 2014 05:13:14 platform: Windows endianness: little
GIT: [$Rev$] - using STREFLOP [SSE] - [no-denormals]
*ERROR* [2015-03-13 02:40:52] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFl
ags = 1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingG
ame\techs/glestinspace/factions/Uef/units/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_co
il/models/warp_coil_scaled_construction.g3d]
*ERROR* [2015-03-13 02:40:54] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFlags =
1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\te
chs/glestinspace/factions/Uef/units/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/wa
rp_coil_scaled_construction.g3d]
Game unique identifier is: 127cd0fc-c91c-11e4-8dcc-432aae7eab7f
*ERROR* [2015-03-13 02:42:27] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFl
ags = 1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingG
ame\techs/glestinspace/factions/Uef/units/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_co
il/models/warp_coil_scaled_construction.g3d]
*ERROR* [2015-03-13 02:42:29] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFlags =
1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\te
chs/glestinspace/factions/Uef/units/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/wa
rp_coil_scaled_construction.g3d]
Game unique identifier is: 127cd0fc-c91c-11e4-8dcc-432aae7eab7f
*ERROR* [2015-03-13 02:44:42] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFl
ags = 1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingG
ame\techs/glestinspace/factions/Uef/units/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_co
il/models/warp_coil_scaled_construction.g3d]
*ERROR* [2015-03-13 02:44:44] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFlags =
1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\te
chs/glestinspace/factions/Uef/units/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/wa
rp_coil_scaled_construction.g3d]
Game unique identifier is: 127cd0fc-c91c-11e4-8dcc-432aae7eab7f

======= In MinidumpCallback...

***ERROR details captured:
Crash minidump folder: C:\Users\Frederick\AppData\Roaming\glest_in_space\
file: e2a7b832-1871-40c3-9593-e1bbc14da3e0.dmp
Succeeded: 1
*ERROR* [2015-03-13 02:44:57] Access violation. Illegal read by 1526556376 at 2751692801526556376|Unknown module|Unknown
 function
1526034611|Unknown module|Unknown function
1517344168|Unknown module|Unknown function
1516896500|Unknown module|Unknown function
1523835349|Unknown module|Unkn []

D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame>

This is the Dump (coppied to clipboard from MS VS c++ 2010 Express

http://pastebin.com/PunZgnbe

And the file itself
http://www.filedropper.com/e2a7b832-1871-40c3-9593-e1bbc14da3e0
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titi

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So the steps to reproduce are:
1. Start a game with multi particle system
2. Save the game
3. Stop MG
4. Change the particle speed
5. Start MG
6. Load saved game
=> crash ?

update:
Of course you cannot load a game when you change from multi particles to single particles or vice versa. This must result in a crash.
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Coldfusionstorm

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Allmost, When loading is done.

Resume game and use the skill.

I was trying to get the skill to work, Perhaps some lingering data. But yes, What you described, was it. i haven't been able to reproduce it today tho.

What about adding exstra projetiles between loads, Would this count as changing the type of the projectile? (from single to muliple?)
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titi

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In general it does not make sense to change the data and to expect load game form an older version will works! This will never really work and its not worth putting some energy into it. In opposit we should think about saving a CRC of the techtrees xmls to savegame. On loading we check if anything was changed. If this is the case we should block load or at least warn people that this incompatible version might crash.
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Coldfusionstorm

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I use the load feature alot of testing techtree changes, it is in fact one of my test tools for testing new buildings, Tech requirements, large battles and semi-simulations of different battle sizes (ex, If changing the totalt health pool of 50 Tanks how long does it take to kill all the units with a attack of 30, Sure you can do the math for it, but sometimes you need to manipulate it, and it would take alot of time to build up such a army each time, not to mention that the build would be quite tedius, and this is just 50 tanks.

I can see what you mean tho, Is there some general check we could put in place for stuff like this?, is it even worth it?.

Also, Some people like to build a huge base or build different places, a safe game the come back to now and then.

All this is just on top of my head, Implementing CRC check might be overkill right now. And would it really safe time in the long run?.

A general error like "data mismatch", or something like that.

Or tech tree versioning stucture. so techs with same name(and uniqe game identifier), would track revisions.

But that is getting off topic, The bug report attached to this post just came when loading finished (but rendering did not start), and i pressed enter when the application stopped(megaglest froze). And simply trying to load the same file again worked.
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