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The game crash!


gameboy
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Today, I tested the latest SVN18271, when I started a new game, the game crashes.

Function call failed: return value was -100026 (Invalid parameter)
 
Location: rand.cpp:59 (rand)
 
 
 
Call stack:
 
 
 
rand (rand.cpp:59)
 
    min_inclusive = 0 (0x00000000)
 
    max_exclusive = 1088741697 (0x40E4E141)
 
 
 
CObjectEntry::GetRandomAnimation (objectentry.cpp:261)
 
    this =
 
    animationName = 0x1B1D8B14 -> { (unsupported basic_string<char,char_traits<char> >) }
 
    anims = (unsupported vector<CSkeletonAnim * >)
 
 
 
CUnitAnimation::AddModel (unitanimation.cpp:61)
 
    this =
 
    model = 0x1A26A360 ->
 
       
 
           
 
                m_WorldBounds =
 
                    m_Data = [2]
 
                       
 
                            X = 340282346638528860000000000000000000000.000000 (0x7F7FFFFF)
 
                            Y = 340282346638528860000000000000000000000.000000 (0x7F7FFFFF)
 
                            Z = 340282346638528860000000000000000000000.000000 (0x7F7FFFFF)
 
 
 
                       
 
                            X = -340282346638528860000000000000000000000.000000 (0xFF7FFFFF)
 
                            Y = -340282346638528860000000000000000000000.000000 (0xFF7FFFFF)
 
                            Z = -340282346638528860000000000000000000000.000000 (0xFF7FFFFF)
 
 
 
 
 
                m_Transform =
 
                    _11 = 1.000000 (0x3F800000)
 
                    _21 = 0.000000 (0x00000000)
 
                    _31 = 0.000000 (0x00000000)
 
                    _41 = 0.000000 (0x00000000)
 
                    _12 = 0.000000 (0x00000000)
 
                    _22 = 1.000000 (0x3F800000)
 
                    _32 = 0.000000 (0x00000000)
 
                    _42 = 0.000000 (0x00000000)
 
                    _13 = 0.000000 (0x00000000)
 
                    _23 = 0.000000 (0x00000000)
 
                    _33 = 1.000000 (0x3F800000)
 
                    _43 = 0.000000 (0x00000000)
 
                    _14 = 0.000000 (0x00000000)
 
                    _24 = 0.000000 (0x00000000)
 
                    _34 = 0.000000 (0x00000000)
 
                    _44 = 1.000000 (0x3F800000)
 
                    _data = [16]
 
                        1.000000 (0x3F800000)
 
                        0.000000 (0x00000000)
 
                        0.000000 (0x00000000)
 
                        0.000000 (0x00000000)
 
                        0.000000 (0x00000000)
 
                        1.000000 (0x3F800000)
 
                        0.000000 (0x00000000)
 
                        0.000000 (0x00000000)
 
                        0.000000 (0x00000000)
 
                        0.000000 (0x00000000)
 
                        1.000000 (0x3F800000)
 
                        0.000000 (0x00000000) ...
 
                    _data2d = [4]
 
                        [4] { 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
 
                        [4] { 0.000000 (0x00000000), 1.000000 (0x3F800000), 0.000000 (0x00000000), 0.000000 (0x00000000) }
 
                        [4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 1.000000 (0x3F800000), 0.000000 (0x00000000) }
 
                        [4] { 0.000000 (0x00000000), 0.000000 (0x00000000), 0.000000 (0x00000000), 1.000000 (0x3F800000) }
 
 
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Latest autobuild too give me the same rand error after a lot  of these error:

 

ERROR: No animation found

ERROR: No animation found

ERROR: No animation found

ERROR: No animation found

ERROR: No animation found

 

EDIT: Got Atlas to start. Seems it really do not like VisibleGarrisonPoints in my walls.

Edited by wowgetoffyourcellphone
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6 minutes ago, feneur said:

Is that updated within the last ten hours or so? 

Yes, the autbuild that posted 10 hrs ago.

Got Atlas to start. Seems it really really do not like VisibleGarrisonPoints on walls for some reason. I don't know if it realated or a symptom or cause.

Edited by wowgetoffyourcellphone
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1 hour ago, wowgetoffyourcellphone said:

Latest autobuild too give me the same rand error after a lot  of these error:

Is it exactly the same error (including the same line numbers)?

And does it happen on every game immediately after loading? Or are there certain maps or civs where it happens?

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Spoiler

Function call failed: return value was -100026 (Invalid parameter)
Location: rand.cpp:59 (rand)

Call stack:

00CD59B7

00CD5804

00C5AEFC

00C407E1

00C1735A

00C16C39

00C18325

00C196D3

00C11035

00C110C4


errno = 0 (No error reported here)
OS error = 0 (no error code was set)
 

Happens upon map load after choosing to start match in gamesetup screen. Loading screen appears, then these error dialogs.

I hit suppress and get these:

 

Spoiler

Assertion failed: "state.anim != NULL"
Location: UnitAnimation.cpp:67 (CUnitAnimation::AddModel)

Call stack:

00CD59B7

00CD5804

00C5AEFC

00C407E1

00C1735A

00C16C39

00C18325

00C196D3

00C11035

00C110C4


errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set)
 

 

Choosing suppress again crash the game at 100% map load. Happens all civs I have try, all maps I have try.

 

EDIT: This time the map and match load!! Okay, so I select some soldier and I get all these error messages (copied from interesting log):

 

Spoiler

ERROR: No animation found

ERROR: No animation found

ERROR: No animation found

ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave

ERROR: RelaxNGValidator: Validation error: structures/athen_wall_long:1: Element GarrisonHolder failed to validate content

ERROR: RelaxNGValidator: Validation failed for '(null)'

ERROR: Failed to validate entity template 'structures/athen_wall_long'

ERROR: JavaScript error: gui/session/selection_panels.js line 298 TypeError: GetTemplateData(...) is null g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:298:4 setupUnitPanel@gui/session/unit_commands.js:94:8 updateUnitCommands@gui/session/unit_commands.js:150:4 updateSelectionDetails@gui/session/selection_details.js:463:2 updateGUIObjects@gui/session/session.js:735:2 onTick@gui/session/session.js:594:3 __eventhandler57 (tick)@sn tick:0:1
ERROR: JavaScript error: gui/session/selection_panels.js line 298 TypeError: GetTemplateData(...).auras is null g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:298:4 setupUnitPanel@gui/session/unit_commands.js:94:8 updateUnitCommands@gui/session/unit_commands.js:150:4 updateSelectionDetails@gui/session/selection_details.js:463:2 updateGUIObjects@gui/session/session.js:735:2 onSimulationUpdate@gui/session/session.js:717:2 __eventhandler58 (simulationupdate)@sn simulationupdate:0:1

 

Edited by wowgetoffyourcellphone
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Thanks. The updated EXE gets rid of the error dialogs (progress!), but still does not like VisibleGarrison.

 

Spoiler

ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave

ERROR: RelaxNGValidator: Validation error: skirmish/structures/iber_wall_medium:1: Element GarrisonHolder failed to validate content

ERROR: RelaxNGValidator: Validation failed for '(null)'

ERROR: Failed to validate entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave

ERROR: RelaxNGValidator: Validation error: skirmish/structures/iber_wall_long:1: Element GarrisonHolder failed to validate content

ERROR: RelaxNGValidator: Validation failed for '(null)'

ERROR: Failed to validate entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_long'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: Failed to load entity template 'skirmish/structures/iber_wall_medium'

ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave

ERROR: RelaxNGValidator: Validation error: structures/imp_wall_long:1: Element GarrisonHolder failed to validate content

ERROR: RelaxNGValidator: Validation failed for '(null)'

ERROR: Failed to validate entity template 'structures/imp_wall_long'

ERROR: JavaScript error: gui/session/selection_panels.js line 298 TypeError: GetTemplateData(...) is null g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:298:4 setupUnitPanel@gui/session/unit_commands.js:94:8 updateUnitCommands@gui/session/unit_commands.js:150:4 updateSelectionDetails@gui/session/selection_details.js:463:2 updateGUIObjects@gui/session/session.js:735:2 onTick@gui/session/session.js:594:3 __eventhandler57 (tick)@sn tick:0:1

ERROR: JavaScript error: gui/session/selection_panels.js line 298 TypeError: GetTemplateData(...) is null g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:298:4 setupUnitPanel@gui/session/unit_commands.js:94:8 updateUnitCommands@gui/session/unit_commands.js:150:4 updateSelectionDetails@gui/session/selection_details.js:463:2 updateGUIObjects@gui/session/session.js:735:2 onSimulationUpdate@gui/session/session.js:717:2 __eventhandler58 (simulationupdate)@sn simulationupdate:0:1

 

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9 minutes ago, sanderd17 said:

Does this happen with just the public mod too?

Sorry friend. Looks like I had:


 

        <VisibleGarrisonAllowedClasses datatype="tokens">
          Infantry+Ranged
          Siege+BoltShooter
        </VisibleGarrisonAllowedClasses>

In my wall templates which made the game mad at me.

 

So, the original rand problem is been fix and the walls are just a patch/mod problem on my end (I was testing a patch from Trac).

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