Fatal Application Exit

A_Wal_
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Fatal Application Exit

Post by A_Wal_ »

After getting this error message that didn't tell me where the error was I put in backup files to replace the ones I'd just edited and the same thing happened. Turns out it's the test match itself that's returning the error, other ones work.

Here's what the error message says.
Unhandled Exception
ExpCode: 0xC0000005
ExpFlags: 0
ExpAddress: 0x0053516E


I was messing about with a new object that does damage at the start of each turn that it's active. Could this object be what caused it? I had a couple of vortexes out as well so maybe they're conflicting or something.

I've never had this issue with the object but it's always behaved weirdly with the damage reporting, either not reporting the damage at all or multiple times in succession, sometimes about twelve times but the damage it actually does seems to work fine.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

Please post the error.log file contents immediately after the crash. Documents/My Games/SANCTUS

Cheers

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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

Cheers Pip, I can't belive how many times I've clicked through that folder on autopilot with the error logs right there in front of me.
I tool out today's and loaded up that match, the same error but it didn't leave behind a new error20210208_171316 file.
pre_error and pre_error_trace got created or updated though, pre_error is just this:

UNKNOWN TAGS IN: CONFIG/SYSTEM.TXT
Unknown Tag: FORCESELECTIONSHOWPOINTS
END: CONFIG/SYSTEM.TXT

And pre_error_trace:

Code: Select all

UNKNOWN TAGS IN: CONFIG/SYSTEM.TXT
Unknown Tag: FORCESELECTIONSHOWPOINTS
END: CONFIG/SYSTEM.TXT
20210208_214841
VER:10301 BUILD:10009
PLATFORM: WINDOWS
WinVer:10.0.18362.86
0: Intel(R) HD Graphics
CPU String: GenuineIntel
Stepping ID = 9
Model = 12
Family = 6
Extended model = 5
CLFLUSH cache line size = 64
APIC Physical ID = 4
CPU Brand String: Intel(R) Celeron(R) CPU N3350 @ 1.10GHz
Cache Size = 1024K
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 15454
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
Received stats and achievements from Steam
Unknown Tag in %FX_2:  EMIT_30>
Unknown Tag in %FX_2:  EMIT_30<
Playing as: 0
VOLUME TEXTURE: DATA/LIGHTING/warmingfilter.DDS
VOLUME TEXTURE: DATA/LIGHTING/twilight.DDS
VOLUME TEXTURE: DATA/LIGHTING/moonlight.DDS
######## EXCEPTION: 0xC0000005 at address: 0x0053516E
Starting Debugger
SEARCHING: C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
SGA: CSideData::Load
CSideData::Load
c:\dev\ba2_tile_shader\game\sidearena.cpp(1249) :  +29 bytes (CSideData::Load)  0
SGA: CBattleDisplay::Load
CBattleDisplay::Load
c:\dev\ba2_tile_shader\game\battledisplay.cpp(24884) :  +0 bytes (CBattleDisplay::Load)  0
SGA: CGame::Load
CGame::Load
c:\dev\ba2_tile_shader\game\game.cpp(2938) :  +0 bytes (CGame::Load)  0
SGA: CGame::StartMPBattle
CGame::StartMPBattle
c:\dev\ba2_tile_shader\game\game.cpp(1520) :  +0 bytes (CGame::StartMPBattle)  0
SGA: CLanLobby::LoadMPGame
CLanLobby::LoadMPGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5231) :  +0 bytes (CLanLobby::LoadMPGame)  0
SGA: CLanLobby::StartLoadedGame
CLanLobby::StartLoadedGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5145) :  +11 bytes (CLanLobby::StartLoadedGame)  0
SGA: CLanLobby::HandleIPData
CLanLobby::HandleIPData
c:\dev\ba2_tile_shader\game\lanlobby.cpp(1847) :  +0 bytes (CLanLobby::HandleIPData)  0
SGA: CLanLobby::Update
CLanLobby::Update
c:\dev\ba2_tile_shader\game\lanlobby.cpp(841) :  +0 bytes (CLanLobby::Update)  0
SGA: CUIManager::UpdateObjects
CUIManager::UpdateObjects
c:\dev\archon\ui\uimanager.cpp(1692) :  +0 bytes (CUIManager::UpdateObjects)  0
SGA: CUIManager::Update
CUIManager::Update
c:\dev\archon\ui\uimanager.cpp(2834) :  +0 bytes (CUIManager::Update)  0
SGA: CGame::Update
CGame::Update
c:\dev\ba2_tile_shader\game\game.cpp(1062) :  +0 bytes (CGame::Update)  0
SGA: CPlatform::MainLoop
CPlatform::MainLoop
c:\dev\archon\platform_windows.cpp(1061) :  +11 bytes (CPlatform::MainLoop)  0
SGA: WinMain
WinMain
c:\dev\archon\platform_windows.cpp(568) :  +11 bytes (WinMain)  0
SGA: __tmainCRTStartup
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) :  +29 bytes (__tmainCRTStartup)  0
SGA: BaseThreadInitThunk
BaseThreadInitThunk
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
Debugger Cleanup
First thing tomorrow I'll load up that game and check if it makes an error20210209_... for it.


I'm just doing the finishing touches, I did a lot more than I was planning to. I redid all the tooltips for mp, there were some bugs with the information. I also fixed the warbuggy explode, the plague drone's drain and supression fire taking an action from those that fire instead of from Whitlock, as well as load of other small things.

It would be great if you could release all the fixes as a patch, I can easily take what I need from the files I've edited to make a big (lots of little fixes) patch without changing anything other than fixing what's broken.

Do you know if the weirdboyz vomit is supposed to be a free action? At the moment it can be done when you're out of actions but it uses an action if you have any left, I think it's supposed to be free like the primaris lightning.

I'll include edited versions of the old mp scenarios to fix that bug I was talking about. I saw in one of the folders that the icons for one side getting to deploy and for both getting a deployment are labled as the way they work now rather than how they worked before, so now they're right the old mp scenario maps are wrong because now only one side gets to deploy.
A_Wal_
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Joined: Tue Jul 30, 2019 5:22 pm

Re: Fatal Application Exit

Post by A_Wal_ »

Okay, this mentions "######## EXCEPTION: 0xC0000005 at address: 0x0053516E".

Code: Select all

20210208_214841
VER:10301 BUILD:10009
PLATFORM: WINDOWS
WinVer:10.0.18362.86
0: Intel(R) HD Graphics
CPU String: GenuineIntel
Stepping ID = 9
Model = 12
Family = 6
Extended model = 5
CLFLUSH cache line size = 64
APIC Physical ID = 4
CPU Brand String: Intel(R) Celeron(R) CPU N3350 @ 1.10GHz
Cache Size = 1024K
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 15454
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
Received stats and achievements from Steam
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_GRUKK.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_GRUKK_ALT.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_LANDRAIDER.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_LANDSPEEDER.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_MORKONAUT.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_PREDATOR.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_BOYZ.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_TRUKK.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_WAR_BIKERS.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_WHIRLWIND.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/D_ATTACK_WAGON.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/ORK_DEFFKOPTA_IDLE_LOOP.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/ORK_SMASHA_GUN_STOP_A.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/ORK_SMASHA_GUN_STOP_B.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/ORK_WARBIKE_STOP_A.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/ORK_WARBIKE_STOP_B.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/ORK_WARBIKE_STOP_C.MP3
WARNING: Failed to find the object named (INFOC_Text) in CUIInfoDisplay::AddItem
WARNING: Failed to find the object named (INFOC_Text) in CUIInfoDisplay::AddItem
WARNING: Missing font calsonsmall
WARNING: Missing font calsonsmall
WARNING: Missing font calsonsmall
Unknown Tag in %FX_2:  EMIT_30>
Unknown Tag in %FX_2:  EMIT_30<
Playing as: 0
VOLUME TEXTURE: DATA/LIGHTING/warmingfilter.DDS
VOLUME TEXTURE: DATA/LIGHTING/twilight.DDS
VOLUME TEXTURE: DATA/LIGHTING/moonlight.DDS
######## EXCEPTION: 0xC0000005 at address: 0x0053516E
Starting Debugger
SEARCHING: C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
SGA: CSideData::Load
CSideData::Load
c:\dev\ba2_tile_shader\game\sidearena.cpp(1249) :  +29 bytes (CSideData::Load)  0
SGA: CBattleDisplay::Load
CBattleDisplay::Load
c:\dev\ba2_tile_shader\game\battledisplay.cpp(24884) :  +0 bytes (CBattleDisplay::Load)  0
SGA: CGame::Load
CGame::Load
c:\dev\ba2_tile_shader\game\game.cpp(2938) :  +0 bytes (CGame::Load)  0
SGA: CGame::StartMPBattle
CGame::StartMPBattle
c:\dev\ba2_tile_shader\game\game.cpp(1520) :  +0 bytes (CGame::StartMPBattle)  0
SGA: CLanLobby::LoadMPGame
CLanLobby::LoadMPGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5231) :  +0 bytes (CLanLobby::LoadMPGame)  0
SGA: CLanLobby::StartLoadedGame
CLanLobby::StartLoadedGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5145) :  +11 bytes (CLanLobby::StartLoadedGame)  0
SGA: CLanLobby::HandleIPData
CLanLobby::HandleIPData
c:\dev\ba2_tile_shader\game\lanlobby.cpp(1847) :  +0 bytes (CLanLobby::HandleIPData)  0
SGA: CLanLobby::Update
CLanLobby::Update
c:\dev\ba2_tile_shader\game\lanlobby.cpp(841) :  +0 bytes (CLanLobby::Update)  0
SGA: CUIManager::UpdateObjects
CUIManager::UpdateObjects
c:\dev\archon\ui\uimanager.cpp(1692) :  +0 bytes (CUIManager::UpdateObjects)  0
SGA: CUIManager::Update
CUIManager::Update
c:\dev\archon\ui\uimanager.cpp(2834) :  +0 bytes (CUIManager::Update)  0
SGA: CGame::Update
CGame::Update
c:\dev\ba2_tile_shader\game\game.cpp(1062) :  +0 bytes (CGame::Update)  0
SGA: CPlatform::MainLoop
CPlatform::MainLoop
c:\dev\archon\platform_windows.cpp(1061) :  +11 bytes (CPlatform::MainLoop)  0
SGA: WinMain
WinMain
c:\dev\archon\platform_windows.cpp(568) :  +11 bytes (WinMain)  0
SGA: __tmainCRTStartup
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) :  +29 bytes (__tmainCRTStartup)  0
SGA: BaseThreadInitThunk
BaseThreadInitThunk
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
Debugger Cleanup
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

I'm not sure what fixes you mean. All the files are in the latest version. We release everything :)

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

Well just off the top of my head the tooltip text both in abilityhelpers and the text that comes up when abilities are selected now all give the correct information and standardised info about cooldown time, duration, range etc. I wasn't planning on doing this and it took a while.

I added new abilities without actually changing gameplay, stuff like transport sizes, rallies that weren't listed and having three actions.

I fixed some of the sounds like bulgryns not playing the deffkopter flying sound when they die, this is actually a pain because there's two sets of sounds that conflict with each other.

Paladins now say they have dual heavy stubbers, killakans say drill instead of claw if they have one.

Super heavies now show up on the victory screen counting as heavy support.

The plague drone now gains health from it's drain attack, the warbuggies stand a 50% of exploding when they die like they're supposed to, suppression fire takes an action from Whitlock instead of the ones that fire.

I fixed a transport bug with gretchin where they permanently reduce the number of troops in the transport.

And that's just what I can remember. Nothing to do with my actual mod that adds three chaos knights, Nurgle and Slaanesh soulgrinders and Nurgle and Slaanesh spawn to make six troop types including one super-heavy for each chaos god.


I'm almost done, there's just two things that are causing issues. One is the damage reporting for objects like vortexes that remain in play. Sometimes they don't report damage, sometimes they do it twice and other times they do it lots of times, like twelve. I'm not sure if this one was me or if it's an existing bug.

I think this one might be what's causing this error with that one particular saved game, I've got a toxic mix out and multiple vortexes. I'm not sure why it's reporting the same damage multiple times, it should be looking at the code but I'm think getting stuck in an infinite loop where it just keeps calling the same damage might be what's causing it to crash.

The other one I think is definitely linked to an existing bug. Sometimes when you try to use something like a grenade or demolition charge it plays the anim and uses the action but nothing else happens, no damage and you don't see the grenade. This keeps happening to my gretchin blunderbusses and is the only time I've seen it with standard firing, although their shots do hit the whole tile now (they were firing and listed in the code as rifles).

I'm going to try changing they way the blunderbuss checks are handled in combattools, this one is odd because one they stop firing they permanently do they same thing but only in that game, if I load up another one they work fine with the same scripts.


How close were you to finishing the stuff that got cut from the game like the ork trukk, preditor with las cannons and wyrdvane psyker, still got the models? :)
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

So you are talking about a custom campaign in the ingame download list? Ah - makes more sense! I think it would be better to release a new version and add it to the list, there isn't really a system for patching campaigns. That said, if it is single player then we can easily remove the old version. This will then trigger the new content indicator.

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

It's actually an MP mod, it uses two of the SP campaign maps. I couldn't get it to run as a true mod, I'll look at doing that again after it's released.

I meant you could use the edited script files to replace the old ones globally. It fixes quite a few bugs including the abilities that aren't working and gives the correct info for cooldown times etc as well as tidying a few things up like the missing weapon names and removing the ones like don't exist like the Tzeentch herald's dagger and pink horror's claws.
This is the convention for all the ability UI:

Code: Select all

FUNCTION UISETUP_ALL_AIRSUPPORT(me, tilex, tiley)
{
	StartString();
	PrintString("IDS_SANCTUS_ABILITY_AIRSUPPORT");
	PrintStringLiteral("\n");

	if ((GetAttribArray(me, "AbilityCooldown", 5) > 0) || (GetAttrib(me, "Actions") < 2) || (GetAttribArray(me, "StatusEffects2", 0) > 0) || (GetAttrib(me, "Morale") < 1))
	{
		if (GetAttribArray(me, "StatusEffects2", 0) > 0)
		{
			PrintStringLiteral("\n");
			PrintStringLiteral("<img=Stunned.dds>");
			PrintStringLiteral(" ");
			PrintString("IDS_SANCTUS_TT_STUNNED");
			PrintStringLiteral("\n");	
		}
		else if (GetAttrib(me, "Actions") < 1)
		{
			PrintStringLiteral("\n");
			PrintStringLiteral("<img=NoActions.dds>");
			PrintStringLiteral(" ");
			PrintString("IDS_SANCTUS_TT_NO_ACTIONS");
			PrintStringLiteral("\n");
		}
		else if (GetAttrib(me, "Actions") < 2)
		{
			PrintStringLiteral("\n");
			PrintStringLiteral("<img=MoraleBroken.dds>");
			PrintStringLiteral(" ");
			PrintString("IDS_SANCTUS_TT_ONE_ACTION");
			PrintStringLiteral("\n");
		}
		if (GetAttrib(me, "Morale") < 1)
		{
			PrintStringLiteral("\n");
			PrintString("IDS_SANCTUS_TT_BROKEN");
			PrintStringLiteral("\n");
		}
		if (GetAttribArray(me, "AbilityCooldown", 5) > 0)
		{
			PrintStringLiteral("\n");
			PrintString("IDS_SANCTUS_ABILITY_COOLDOWN");
			PrintInt(GetAttribArray(me, "AbilityCooldown", 5));

			if (GetAttribArray(me, "AbilityCooldown", 5) > 1)
			{
				PrintString("IDS_ABILITY_TURNS");
			}
			else
			{
				PrintString("IDS_ABILITY_TURN");
			}
		}
	}
	else
	{
		PrintString("IDS_SANCTUS_ABILITY_AIRSUPPORT_EFFECT2");
		PrintStringLiteral("\n");
		PrintString("IDS_ABILITY_COST");
		PrintInt(2);
		PrintString("IDS_ABILITY_ACTIONS");
		PrintStringLiteral("\n");
		PrintString("IDS_SANCTUS_ABILITY_COOLDOWN_COST");
		PrintInt(GetAttribFromWeapon(me, 1001, "Cooldown"));
		PrintString("IDS_ABILITY_TURNS");
	}
	SetUITooltip();
	SetUITexture("AbilitySlot_AirSupport", "ffffffff");
}
And the tooltip helpers:

Code: Select all

		if (ability == 210)
		{
			PrintString("IDS_SANCTUS_ABILITY_AIRSUPPORT");
			PrintStringLiteral("\n");
			PrintString("IDS_SANCTUS_ABILITY_AIRSUPPORT_EFFECT1");
			PrintStringLiteral("\n");
			PrintString("IDS_SANCTUS_ABILITY_AIRSUPPORT_EFFECT2");
			PrintStringLiteral("\n");
			PrintStringIndexed("IDS_WEAPONNAME", GetBonusWeaponName(me, 1001));
			PrintStringLiteral("\n");
			PrintString("IDS_ABILITY_COST");
			PrintInt(2);
			PrintString("IDS_ABILITY_ACTIONS");
			PrintStringLiteral("\n");

			if (GetAttribArray(me, "AbilityCooldown", 5) > 0)
			{
				PrintString("IDS_SANCTUS_ABILITY_COOLDOWN");
				PrintInt(GetAttribArray(me, "AbilityCooldown", 5));

				if (GetAttribArray(me, "AbilityCooldown", 5) > 1)
				{
					PrintString("IDS_ABILITY_TURNS");
				}
				else
				{
					PrintString("IDS_ABILITY_TURN");
				}
			}
			else
			{
				PrintString("IDS_SANCTUS_ABILITY_COOLDOWN_COST");
				PrintInt(GetAttribFromWeapon(me, 1001, "Cooldown"));
				PrintString("IDS_ABILITY_TURNS");
			}
		}
Neat, tidy and consistent. I've played beginners who are put off by it not being particularly easy to pick up the rules. I still need to add the range to that one and his other aoe attack.

I can't figure out why my gretchin blunderbusses have stopped firing in new games yet still work fine on games that were started earlier. It must be something that's indexed at the start of the game. I'll look into it tomorrow, might be easier to just add them in from scratch.

So is the weirdboy's power vomit ability supposed to be a free action?
At the moment it uses an action if you still have one or two but can be used for free if you're out of actions so either the remaining action check needs to be added to make it a standard ability or the -1 action needs to be removed if it's supposed to be free.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

I can't answer game questions I'm afraid, only technical ones. So this is a 'full game' type mod?

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

The mod itself is two (more will be added) MP scenarios using two (one edited) of the already in game SP scenario maps, and adds some new unit types (chaos versions of the three knights, Slaanesh and Nurgle soulgrinders, Slaanesh and Nurgle spawn using two of the existing models and keeping the third as a generic chaos spawn and gretchin blunderbusses using the existing model but making them fire as blunderbusses instead of rifles to match the model).

But it also includes bug fixes (including three abilities that don't work as they should or at all) and a big tidy up of the tool tips so that they give the right information, give info they didn't before in some cases and have a uniform format which will make it a lot easier for new players and just give it a much nicer and cleaner feel. These bug fixes and UI clean ups could be made into a global patch as they don't change the game other than to fix what's broken.
A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

It happened again, it has nothing to do with objects that do damage at the start of each turn because none were up. This is the error message:

Code: Select all

######## EXCEPTION: 0x80000003 at address: 0x7599CE82
Starting Debugger
SEARCHING: C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
SGA: DebugBreak
DebugBreak
SGA: CScriptHelper::VarIndex
CScriptHelper::VarIndex
c:\dev\archon\util\scripthelper.cpp(427) :  +18 bytes (CScriptHelper::VarIndex)  0
SGA: CScriptHelper::ParseAssignment
CScriptHelper::ParseAssignment
c:\dev\archon\util\scripthelper.cpp(1198) :  +18 bytes (CScriptHelper::ParseAssignment)  0
SGA: CCScript::ParseBlock
CCScript::ParseBlock
c:\dev\archon\util\c_script.cpp(1503) :  +31 bytes (CCScript::ParseBlock)  0
SGA: CCScript::ParseBlock
CCScript::ParseBlock
c:\dev\archon\util\c_script.cpp(1285) :  +32 bytes (CCScript::ParseBlock)  0
SGA: CCScript::ParseScript
CCScript::ParseScript
c:\dev\archon\util\c_script.cpp(3129) :  +0 bytes (CCScript::ParseScript)  0
SGA: CCScript::CCScript
CCScript::CCScript
c:\dev\archon\util\c_script.cpp(248) :  +0 bytes (CCScript::CCScript)  0
SGA: CCScriptManager::Load
CCScriptManager::Load
c:\dev\archon\util\c_scriptmanager.cpp(543) :  +75 bytes (CCScriptManager::Load)  0
SGA: CGame::LoadScript
CGame::LoadScript
c:\dev\ba2_tile_shader\game\game.cpp(6563) :  +77 bytes (CGame::LoadScript)  0
SGA: CBattleDisplay::LoadUnitScript
CBattleDisplay::LoadUnitScript
c:\dev\ba2_tile_shader\game\battledisplay.cpp(3067) :  +36 bytes (CBattleDisplay::LoadUnitScript)  0
SGA: CBattleDisplay::SetUnitGfxAndScript
CBattleDisplay::SetUnitGfxAndScript
c:\dev\ba2_tile_shader\game\battledisplay.cpp(3153) :  +0 bytes (CBattleDisplay::SetUnitGfxAndScript)  0
SGA: CBattleDisplay::FixLoadingUnit
CBattleDisplay::FixLoadingUnit
c:\dev\ba2_tile_shader\game\battledisplay.cpp(3176) :  +0 bytes (CBattleDisplay::FixLoadingUnit)  0
SGA: CBattleDisplay::LoadState
CBattleDisplay::LoadState
c:\dev\ba2_tile_shader\game\battledisplay.cpp(22929) :  +0 bytes (CBattleDisplay::LoadState)  0
SGA: CBattleDisplay::Load
CBattleDisplay::Load
c:\dev\ba2_tile_shader\game\battledisplay.cpp(24891) :  +0 bytes (CBattleDisplay::Load)  0
SGA: CGame::Load
CGame::Load
c:\dev\ba2_tile_shader\game\game.cpp(2938) :  +0 bytes (CGame::Load)  0
SGA: CGame::StartMPBattle
CGame::StartMPBattle
c:\dev\ba2_tile_shader\game\game.cpp(1520) :  +0 bytes (CGame::StartMPBattle)  0
SGA: CLanLobby::LoadMPGame
CLanLobby::LoadMPGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5231) :  +0 bytes (CLanLobby::LoadMPGame)  0
SGA: CLanLobby::StartLoadedGame
CLanLobby::StartLoadedGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5145) :  +11 bytes (CLanLobby::StartLoadedGame)  0
SGA: CLanLobby::HandleIPData
CLanLobby::HandleIPData
c:\dev\ba2_tile_shader\game\lanlobby.cpp(1847) :  +0 bytes (CLanLobby::HandleIPData)  0
SGA: CLanLobby::Update
CLanLobby::Update
c:\dev\ba2_tile_shader\game\lanlobby.cpp(841) :  +0 bytes (CLanLobby::Update)  0
SGA: CUIManager::UpdateObjects
CUIManager::UpdateObjects
c:\dev\archon\ui\uimanager.cpp(1692) :  +0 bytes (CUIManager::UpdateObjects)  0
SGA: CUIManager::Update
CUIManager::Update
c:\dev\archon\ui\uimanager.cpp(2834) :  +0 bytes (CUIManager::Update)  0
SGA: CGame::Update
CGame::Update
c:\dev\ba2_tile_shader\game\game.cpp(1062) :  +0 bytes (CGame::Update)  0
SGA: CPlatform::MainLoop
CPlatform::MainLoop
c:\dev\archon\platform_windows.cpp(1061) :  +11 bytes (CPlatform::MainLoop)  0
SGA: WinMain
WinMain
c:\dev\archon\platform_windows.cpp(568) :  +11 bytes (WinMain)  0
SGA: __tmainCRTStartup
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) :  +29 bytes (__tmainCRTStartup)  0
SGA: BaseThreadInitThunk
BaseThreadInitThunk
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
Debugger Cleanup
This time I know exactly what I did in the turns before because I was just testing some sounds. I used the pain boy's Urty Syringe ability and the moved a gorkanaut. In the turn after I used a psyker's Phase Shift to draw the gork's reaction fire which killed a nearby tempestor prime and then I just shot the gorkanaut with some commissars. That's it, then that game returns this error when I try to load it.

There's three possibilities.
1. It's not a bug but something doesn't upload to the server right.
2. It's a bug in the main game.
3. It's a bug that I've created.
It's happened twice, both times testing my stuff, but I've done a lot of tests so maybe it's not something I've done. I'm a little concerned though now it's happened twice.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

This was in a MP game? Can you show more of the error log prior to the crash report please. It looks like it should be showing a script parsing error.

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

Yes it's an MP hotseat game I'm using for testing. That might actually be the wrong error log, here's a new one and the whole thing:

Code: Select all

20210222_201507
VER:10301 BUILD:10009
PLATFORM: WINDOWS
WinVer:10.0.18362.86
0: Intel(R) HD Graphics
CPU String: GenuineIntel
Stepping ID = 9
Model = 12
Family = 6
Extended model = 5
CLFLUSH cache line size = 64
CPU Brand String: Intel(R) Celeron(R) CPU N3350 @ 1.10GHz
Cache Size = 1024K
Found DirectX Version Number: 4.09.00.0904
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 5749
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
Received stats and achievements from Steam
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/WYRDVANE_PSYKERS_B.MP3
WARNING: TOO MANY SAMPLES:  Failed to load sample DATA/SOUNDS/WYRDVANE_PSYKERS_C.MP3
WARNING: Missing font calsonsmall
WARNING: Missing font calsonsmall
WARNING: Missing font calsonsmall
Unknown Tag in %FX_2:  EMIT_30>
Unknown Tag in %FX_2:  EMIT_30<
Playing as: 0
VOLUME TEXTURE: DATA/LIGHTING/warmingfilter.DDS
VOLUME TEXTURE: DATA/LIGHTING/twilight.DDS
VOLUME TEXTURE: DATA/LIGHTING/moonlight.DDS
######## EXCEPTION: 0xC0000005 at address: 0x0053520D
Starting Debugger
SEARCHING: C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reach;C:\WINDOWS
SGA: CSideData::Load
CSideData::Load
c:\dev\ba2_tile_shader\game\sidearena.cpp(1261) :  +6 bytes (CSideData::Load)  0
SGA: CBattleDisplay::Load
CBattleDisplay::Load
c:\dev\ba2_tile_shader\game\battledisplay.cpp(24884) :  +0 bytes (CBattleDisplay::Load)  0
SGA: CGame::Load
CGame::Load
c:\dev\ba2_tile_shader\game\game.cpp(2938) :  +0 bytes (CGame::Load)  0
SGA: CGame::StartMPBattle
CGame::StartMPBattle
c:\dev\ba2_tile_shader\game\game.cpp(1520) :  +0 bytes (CGame::StartMPBattle)  0
SGA: CLanLobby::LoadMPGame
CLanLobby::LoadMPGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5231) :  +0 bytes (CLanLobby::LoadMPGame)  0
SGA: CLanLobby::StartLoadedGame
CLanLobby::StartLoadedGame
c:\dev\ba2_tile_shader\game\lanlobby.cpp(5145) :  +11 bytes (CLanLobby::StartLoadedGame)  0
SGA: CLanLobby::HandleIPData
CLanLobby::HandleIPData
c:\dev\ba2_tile_shader\game\lanlobby.cpp(1847) :  +0 bytes (CLanLobby::HandleIPData)  0
SGA: CLanLobby::Update
CLanLobby::Update
c:\dev\ba2_tile_shader\game\lanlobby.cpp(841) :  +0 bytes (CLanLobby::Update)  0
SGA: CUIManager::UpdateObjects
CUIManager::UpdateObjects
c:\dev\archon\ui\uimanager.cpp(1692) :  +0 bytes (CUIManager::UpdateObjects)  0
SGA: CUIManager::Update
CUIManager::Update
c:\dev\archon\ui\uimanager.cpp(2834) :  +0 bytes (CUIManager::Update)  0
SGA: CGame::Update
CGame::Update
c:\dev\ba2_tile_shader\game\game.cpp(1062) :  +0 bytes (CGame::Update)  0
SGA: CPlatform::MainLoop
CPlatform::MainLoop
c:\dev\archon\platform_windows.cpp(1061) :  +11 bytes (CPlatform::MainLoop)  0
SGA: WinMain
WinMain
c:\dev\archon\platform_windows.cpp(568) :  +11 bytes (WinMain)  0
SGA: __tmainCRTStartup
__tmainCRTStartup
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c(578) :  +29 bytes (__tmainCRTStartup)  0
SGA: BaseThreadInitThunk
BaseThreadInitThunk
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
Debugger Cleanup

Would it be okay if I include a few of the existing sound files with the mod? There's a limit to how many sounds can be defined so the only way to get the unused ones in is to rename the mp3 files to ones that are already defined and put them in the campaingn folder so it calls those instead. Also I'd like to use a few of the SP campaign sounds and there's no way to get at those unless I copy them into my folder.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

No problem reusing sound files. I will take a look at the crash and see what might be going on.

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

Thank you, appreciated.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

Did the crash re-occur when you retried to load the same game? If not then I think it is likely a data transfer error from the server. If so I will raise the issue with the server team, assuming you are on a stable and reliable connection?

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

Yes it does reoccur, it's happened twice and both of those games are now inaccessible. I hope it was just a problem with uploading to the server.
My net connection isn't the best to be honest, it's just that it's never happened outside of testing my mod and now it's happened twice within a handful of days.
I do take a lot of turns in test matches so it could be my connection, I'm just a little concerned if I've done something to a script that's causing it to happen.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

I don't think it is the fault of a script, likely just corrupted data either going up or coming down. I will investigate at our end.

Cheers

Pip
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A_Wal_
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Re: Fatal Application Exit

Post by A_Wal_ »

I'm very nearly finished now, I did a lot more than I was planning to. Maybe having a ten month break was actually a good thing. There's just two more things I'd like to do, one is hugely important and the other is definitely not but it's just bugging me.

The replays aren't always matching up with what happened the first time. I've had it where a unit was killed but survived in the reply and also the other way round where a unit died in the replay when it didn't the first time and the rest of the units just shot thin air.

This isn't anything to do with anything I've done, it's happened to me in a regular game. It doesn't seem to happen too often but that might just be because it's usually hard to spot. Apparently it's not really a replay but a recalculation and there's a mismatch somewhere.

This is one part of the code I haven't looked into at all so I'm hoping you might have an idea what's going wrong because this is something that I have no idea how to fix or to even test if I do find some code to grab on to. It might be specifically the Astra faction, not sure though.

The second thing is what decides the order of the firing icons on screen? The bonus missiles for knights and gorks/morks being on top is annoying, they should be at the bottom.
pipfromslitherine
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Re: Fatal Application Exit

Post by pipfromslitherine »

You should be able to use SetIconPriority (see Autodocs for details) to reorder the order icons.

MP replay issues are almost always because somewhere the logic is using ShowSide to determine model flow, or using Rand calls in the UI (they must occur the same in all replays). I wasn't aware that the game suffered from these issues. I don't have the time currently to dig into it, but I am happy to look over any potential issues you point me to.

Cheers

Pip
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