Mblackwell, on Nov 21 2010, 05:59 AM, said:
I'll start jumping back versions and see which one doesn't crash. So far I've tried the October 18th debug version and it crashes on that with pretty much the same thing:
0x5a92bb : D:\AMCTHETC\eduke32.debug.exe : codebook.c 0x59ecb8 : D:\AMCTHETC\eduke32.debug.exe : info.c 0x5971d9 : D:\AMCTHETC\eduke32.debug.exe : vorbisfile.c 0x598e95 : D:\AMCTHETC\eduke32.debug.exe : vorbisfile.c 0x599ae9 : D:\AMCTHETC\eduke32.debug.exe : vorbisfile.c 0x588efe : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\source\ jaudiolib/src/vorbis.c (341) : in function (MV_PlayLoopedVorbis) 0x588e15 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\source\ jaudiolib/src/vorbis.c (287) : in function (MV_PlayVorbis) 0x588dbb : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\source\ jaudiolib/src/vorbis.c (258) : in function (MV_PlayVorbis3D) 0x585894 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\source\ jaudiolib/src/fx_man.c (1042) : in function (FX_PlayAuto3D) 0x4defc3 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/sounds.c (520) : in function (S_PlaySound3D) 0x4df4ad : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/sounds.c (616) : in function (A_PlaySound) 0x46a865 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (1019) : in function (VM_Execute) 0x4696d3 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (668) : in function (VM_DoConditional) 0x477302 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (4710) : in function (VM_Execute) 0x46bc73 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (1386) : in function (VM_Execute) 0x4696d3 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (668) : in function (VM_DoConditional) 0x4711e7 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (2790) : in function (VM_Execute) 0x47792b : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/gameexec. c (4862) : in function (A_Execute) 0x43e3b2 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/actors.c (4809) : in function (G_MoveActors) 0x449fcf : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/actors.c (7950) : in function (G_MoveWorld) 0x427015 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10256) : in function (G_DoMoveThings) 0x4268b8 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10122) : in function (G_MoveLoop) 0x4265dc : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10042) : in function (app_main) 0x55af94 : D:\AMCTHETC\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/ winlayer.c (494) : in function (WinMain@16) 0x5b2a16 : D:\AMCTHETC\eduke32.debug.exe : main.c 0x4010db : D:\AMCTHETC\eduke32.debug.exe : crt1.c 0x401158 : D:\AMCTHETC\eduke32.debug.exe : crt1.c Failed to init bfd from (C:\WINDOWS\system32\kernel32.dll) 0x7c816fe7 : C:\WINDOWS\system32\kernel32.dll : RegisterWaitForInputIdle
It also did the same on the 30th of September and 31st of August snapshot, but they didn't come with a debug version. From what I just saw it seems to be caused by an actor using findnearspritez. This is the code I'm using snipped from the actor:
findnearspritez CHOPPER_WAYPOINT 1024 16000 WAYPOINT
ifvarn WAYPOINT -1
{
getactor[WAYPOINT].pal TEMP4
ifvare TEMP4 4 ifvare OWNERSAVED 0 break // If it has no troops, don't take this path
ifvare TEMP4 3 { getactor[WAYPOINT].z TEMP7 setactor[THISACTOR].z TEMP7 }
ifvare TEMP9 0
{
getactor[WAYPOINT].ang TEMP6
setactor[THISACTOR].ang TEMP6
getactorvar[WAYPOINT].ZVELSAVED TEMP2 ifvarn TEMP2 0 setvarvar ZVELSAVED TEMP2 // Set it's troop type
getactorvar[WAYPOINT].HITAGSAVED HITAGSAVED // Set it's ascend rate
getactorvar[WAYPOINT].LOTAGSAVED LOTAGSAVED // Set it's descend rate
getactorvar[WAYPOINT].XVELSAVED XVELSAVED // Set it's stopping time
getactorvar[WAYPOINT].YVELSAVED YVELSAVED // Set it's movement rate
ifvarl OWNERSAVED 1 getactorvar[WAYPOINT].OWNERSAVED OWNERSAVED // Set the number of troops!
setvar TEMP9 1
}
}
else ifvare WAYPOINT -1 setvar TEMP9 0I'm gonna see if using just findnearsprite crashes it (or maybe findnearactor)
EDIT: Nope, it still crashes with findnearsprite - I'll try findnearactor3d next.
EDIT2: And that caused it to crash as well.

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