The crash thread "the one-stop thread for eduke32 crashes"
#1 Posted 09 May 2011 - 04:35 AM
First of all, don't forget to read this post.
The most important details there are to always use the latest eduke32 available here, and to attach the "eduke32.log" as an attachment or paste them here.
It also helps if you do some research into what might be triggering your crash. I.e try different levels, renderers, and without mods, or the HRP if you're using them, it often helps speed up finding the solution.
May your problem be solved swiftly.
This post has been edited by Micky C: 09 May 2011 - 04:36 AM
#2 Posted 16 May 2011 - 10:45 AM
In order for us to fix bugs most efficiently, an exact revision number of its introduction and a small map highlighting it is already pretty helpful. Best of all, it should be visible from the starting position.
Hm... this is probably biased a bit toward gameland bugs.
#3 Posted 17 May 2011 - 10:48 AM
Geuss what? I turned on r_ambientlight 0 and it looks kick-ass! It doesn't crash with a openGL glitch but now it says this:
OUT OF MEMORY at the bottom of the eduke32.log. Sadly I accidentally clicked on Eduke32 and it wiped my Eduke32.log , all I know is that I played it for a while and it suddenly crashes. I thought it was the usual crash but once I checked the log the last line says "OUT OF MEMORY".
I can't be out of memory, I have 4.00 GB of ram (3.25 usable) and 3.00Ghz.
Full Specifications:
AMD Athlon II X4 640 Processor
4.00 GB ram (3.25 usable)
Windows 7 32 Bit
ATI HD Radeon 5700 1GB
#4 Posted 17 May 2011 - 10:54 AM
I get the same crash which is related to having an ATI card and I saw it go over 2,600,000 k before it died.
#5 Posted 20 May 2011 - 11:23 PM
Bubbles, on 16 May 2011 - 12:57 AM, said:
Also the game crashes alot when using polymer. Seems to be the same cause every time too. Crashes the same with or without Duke Plus.
Load tile 6215: p29-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood2.png... 27 ms
Load tile 6273: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/damages/scorch.png... 11 ms
Failed loading skin file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_G.png": error -1
OUT OF MEMORY in daskinloader!
Uninitializing DirectDraw...
Uninitializing DirectInput...
Uninitializing DirectInput...
It always says this when it crashes at the end of the eduke32 log. Here it crashed when I picked up the alien pistol. What does that line mean? I don't get how I could be out of memory.
And here is the crash log if you need it. eduke32.crashlog.txt
Thanks for the help.
Bubbles, on 18 May 2011 - 05:09 PM, said:
There was no crash log but here is the main log. eduke32.log
From HRP issues thread.
#6 Posted 21 May 2011 - 12:22 PM
#7 Posted 21 May 2011 - 01:25 PM
#8 Posted 21 May 2011 - 03:19 PM
Helixhorned, on 21 May 2011 - 12:22 PM, said:
That was me, and it was in the attrition thread. Dan and I figured it was just a random video glitch (he said he's experienced it also). The picture has since been deleted.
The devastator weapon would pixelate when duke stepped in blood puddles or on bloody foot prints. After restarting the game I was unable to reproduce the error
#9 Posted 21 May 2011 - 04:52 PM
Forge, on 21 May 2011 - 03:19 PM, said:
The devastator weapon would pixelate when duke stepped in blood puddles or on bloody foot prints. After restarting the game I was unable to reproduce the error
I didn't figure out anything; I was speculating that it was a video driver issue. But since then I seem to recall it being reported by at least one more person using that mod, and when it happens it affects more than just the devastator.
#10 Posted 22 May 2011 - 05:05 AM
DeeperThought, on 21 May 2011 - 04:52 PM, said:
lol. it was a figure of speech. figured=reckoned=assumed=guessed=speculated=supposed
sometimes you're so cute I want to adopt you
#11 Posted 22 May 2011 - 08:34 PM
Here is an example of one level.
Also: Intel 2 Quad, 2.40Ghz, 4.00GB RAM
Attached File(s)
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1LMy9R88.txt (11.75K)
Number of downloads: 730
#12 Posted 23 May 2011 - 04:09 AM
Forge, on 21 May 2011 - 03:19 PM, said:
The devastator weapon would pixelate when duke stepped in blood puddles or on bloody foot prints. After restarting the game I was unable to reproduce the error
Yeah, that's the one I was searching for. FYI, the corruption happened whenever the scene was drawn to a tile instead of the screen, and some code assumed screen dimensions, overwriting tile memory in the process. Drawing to a tile happens in a couple of places such as displaying viewscreens (not 'using' them), tilting (software only?), saving and loading, and displaying frames of a movie. What's strange though is that in my case it happened due to some bad debug code which I don't think has been ever compiled into a synthesis build. So, if you see that bug again, don't hesitate to report it!
#13 Posted 14 July 2011 - 02:21 PM
Number of downloads: 704
#14 Posted 18 July 2011 - 08:11 PM
0x4642b4 : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build. c (9252) : in function (AlignWalls) 0x4643d2 : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build. c (9264) : in function (AlignWallPoint2) 0x45d14b : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build. c (7244) : in function (insertpoint) 0x45a78a : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build. c (6341) : in function (overheadeditor) 0x4480e7 : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build. c (1294) : in function (editinput) 0x42720f : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32/source/astub.c (11106) : in function (ExtCheckKeys) 0x446794 : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build. c (690) : in function (app_main) 0x4f44ee : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer. c (494) : in function (WinMain@16) 0x536b66 : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : main.c 0x4010db : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : crt1.c 0x401158 : C:\Users\Alan\Desktop\WGR2_SIEGEBREAKER\mapster32.exe : crt1.c Failed to init bfd from (C:\Windows\syswow64\kernel32.dll) 0x759733ca : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll) 0x77709ed2 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll) 0x77709ea5 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain
#15 Posted 19 July 2011 - 10:57 AM
The log you posted shows a crash in the wall alignment code (PERIOD key), and about the only explanation for it is trying to align a wall having a 'void' tile.
#16 Posted 19 July 2011 - 09:02 PM
But when you press USE to change to the level the screen goes black and this is the output.
Failed to init bfd from (C:\WINDOWS\system32\ntdll.dll) 0x7c910a19 : C:\WINDOWS\system32\ntdll.dll : wcsncpy Failed to init bfd from (C:\WINDOWS\system32\ntdll.dll) 0x7c91084c : C:\WINDOWS\system32\ntdll.dll : wcsncpy Failed to init bfd from (C:\WINDOWS\system32\msvcrt.dll) 0x77c2c2de : C:\WINDOWS\system32\msvcrt.dll : free 0x580f5d : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer. c (2207) : in function (polymer_freeboard) 0x57cde8 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer. c (863) : in function (polymer_loadboard) 0x52bf30 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/engine. c (8782) : in function (loadboard) 0x4d4aa8 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/premap.c (1909) : in function (G_EnterLevel) 0x4272bc : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (9528) : in function (G_EndOfLevel) 0x429058 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10411) : in function (app_main) 0x574a26 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer. c (494) : in function (WinMain@16) 0x5cd376 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : main.c 0x4010db : C:\Duke Nukem\Red Alert\eduke32.debug.exe : crt1.c 0x401158 : C:\Duke Nukem\Red Alert\eduke32.debug.exe : crt1.c Failed to init bfd from (C:\WINDOWS\system32\kernel32.dll) 0x7c817077 : C:\WINDOWS\system32\kernel32.dll : RegisterWaitForInputIdle
I don't believe this happens in Polymost.
This post has been edited by The Commander: 19 July 2011 - 09:03 PM
#17 Posted 21 July 2011 - 01:29 AM
Helixhorned, on 19 July 2011 - 10:57 AM, said:
The log you posted shows a crash in the wall alignment code (PERIOD key), and about the only explanation for it is trying to align a wall having a 'void' tile.
Ahh whoops I meant alt-c, as per the eduke wiki: "ALT+C replace all tiles in the map with one from the clipboard". I tried it out in regular Duke as well, with the latest version of eduke32 from dukeworld as of this posting. I tried it once on the floor; no problem. Tried it again on a wall; instant crash.
It's possible that this feature in mapster is broken given what you're telling me.
This post has been edited by Micky C: 21 July 2011 - 01:34 AM
#18 Posted 21 July 2011 - 01:08 PM
#19 Posted 07 February 2012 - 07:17 PM
Here's the crashlog:
0x44f083 : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/actors.c (7889) : in function (G_MoveEffectors) 0x44fea3 : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/actors.c (8144) : in function (G_MoveWorld) 0x42868b : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10877) : in function (G_DoMoveThings) 0x427d00 : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10743) : in function (G_MoveLoop) 0x4279cd : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10650) : in function (app_main) 0x56dd76 : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer. c (500) : in function (WinMain@16) 0x5f2076 : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : main.c 0x4010db : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : crt1.c 0x401158 : C:\Users\Michael\Desktop\SIMPLE DUKE\eduke32.debug.exe : crt1.c Failed to init bfd from (C:\Windows\syswow64\kernel32.dll): 1 1 0 0x7497339a : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0 0x77109ef2 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0 0x77109ec5 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain Wed Feb 08 13:43:55 2012 ---------------
#21 Posted 08 February 2012 - 12:06 AM
#22 Posted 08 February 2012 - 03:24 AM
#24 Posted 08 February 2012 - 12:08 PM
#25 Posted 11 February 2012 - 12:33 AM
This post has been edited by NightFright: 11 February 2012 - 12:34 AM
#26 Posted 11 February 2012 - 12:38 AM
Not being able to see the main menu is a pretty serious bug
#27 Posted 11 February 2012 - 11:40 AM
Quote
Fix menu text not drawing when not playing (back), introduced in r2326.
#28 Posted 15 February 2012 - 05:28 PM
The scenario is not quite usual but I can reproduce it. I played vanilla Duke with a recent executable (r2337 I suppose) and saved the game. Later I started DukePlus with r2344 and reloaded the game.
Way to the crash: Start the jetpack and fly out of the window. Turn left an fly until the trooper reacts on you. Fly back and down into the fire...
Attached File(s)
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eduke32_or_mapster32.log (5.18K)
Number of downloads: 627 -
eduke32.log (20.3K)
Number of downloads: 574 -
dukesav3.esv.zip (310.02K)
Number of downloads: 594