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【Fixed 】Game crash!!!


gameboy
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@gameboy

I'm not able to open your crashdumps.

Here is what you can do.

1. Make sure Visual Studio is installed.

2. Reproduce crash with latest version

3. Find the crash dump

4. Open it (Double click) (It should open Visual Studio)

5. Click on debug native.

6. Look for the call stack panel, and copy paste it here.

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"Crashlog.dmp" (Minidump): loaded C:\WINDOWS\SysWOW64\cryptsp.dll". Unable to find or open PDB file.           "Crashlog.dmp" (Minidump): loaded C:\WINDOWS\SysWOW64\rsaenh.dll". Unable to find or open PDB file.           "Crashlog.dmp" (Minidump): loaded C:\WINDOWS\SysWOW64\bcrypt.dll". Unable to find or open PDB file.           "Crashlog.dmp" (Minidump): loaded D:\trunk\binaries\system\Collada.dll". Loaded symbol.           "Crashlog.dmp" (Minidump): loaded D:\trunk\binaries\system\FCollada.dll". Module generated, not containing symbols.           "Crashlog.dmp" (Minidump): loaded D:\trunk\binaries\system\dbghelp.dll". Unable to find or open PDB file.           "Crashlog.dmp" (Minidump): loaded C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.15063.483_none_6dad63fefc436da8\comctl32.dll". Unable to find or open PDB file.           Crashlog.dmp has triggered a breakpoint. 
@stanislas69I got a breakpoint when I was debugging it locally, and it took place at debug.cpp           D:\trunk\source\lib\debug.cpp. I can't go on with the test. Now I'll give you the file crashlog.dmp. Please help me continue with the test. I'm using the latest version of SVN 20041, thank you
 
#if OS_WIN
  // prevent (slow) heap reporting since we're exiting abnormally and
  // thus probably leaking like a sieve.
  wdbg_heap_Enable(false);
#endif
  exit(EXIT_FAILURE);
 case ERI_NOT_IMPLEMENTED:
 default:
  debug_break(); // not expected to be reached        Here is : I get the breakpoint.
  return ER_CONTINUE;
 }
}
 

crashlog.dmp

Edited by gameboy
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@stanislas69Would you please tell me how you got this window and these options? Would you please tell me the specific steps?

I only got some stack information:

> pyrogenesis.exe! PerformErrorReaction (ErrorReactionInternal, er=ERI_BREAK, unsigned, int, flags=0, volatile, int * suppress=0x00000000) line 426 C++           Pyrogenesis.exe! Debug_DisplayError (const wchar_t * description=0x0138e158 unsigned, int flags=0, void * context=0x0138ed18, const * wchar_t lastFuncToSkip=0x011dc150 wchar_t * pathname=0x0138e670 int, const, line=0, const, char * func= 0x0138d150 volatile * suppress=0x00000000, int) for 483 C++           Pyrogenesis.exe! Wseh_ExceptionFilter (_EXCEPTION_POINTERS * ep=0x0138e7e4) line 289 C++           Pyrogenesis.exe! CallStartupWithinTryBlock () line 365 C++           [external code]           [the following frames may be incorrect and / or missing, no symbols loaded for ntdll.dll]           Pyrogenesis.exe... CShaderProgram:: Uniform (CStrIntern, id={,}, float, v0=-1.#QNAN000, float, v1=4.764e-044#DEN, float, v2=3.44938300e-010, float, v3=1.01771369e-010) line 755 C++           Pyrogenesis.exe! CShaderProgram:: Uniform (CStrIntern id={...}, unsigned, int, count=34, const, CMatrix3D * v=0x2fbda1c0) line 765 C++           Pyrogenesis.exe! InstancingModelRenderer:: RenderModel (const std:: shared_ptr<CShaderProgram> & shader={...}, int, __formal=1, CModel * model=0x2f7a0ec0, CModelRData * __formal=0x306e2ba0) line 376 C++           Pyrogenesis.exe! ShaderModelRenderer:: Render (const std:: shared_ptr<RenderModifier> & modifier={...}, const, CShaderDefines & context={...}, int, cullGroup=1, int, flags=1) line 765 C++           Pyrogenesis.exe! CRendererInternals:: CallModelRenderers (const, CShaderDefines & context={,}, int, cullGroup=1, int, flags=1) line 379 C++           Pyrogenesis.exe! CRenderer:: RenderShadowMap (const CShaderDefines & context={...}) line 910 C++           Pyrogenesis.exe! CRenderer:: RenderSubmissions (const CBoundingBoxAligned & waterScissor={...}) line 1501 C++           Pyrogenesis.exe! CRenderer:: RenderScene (Scene & scene={...}) line 1885 C++           Pyrogenesis.exe! CGameView:: Render () line 489 C++           Pyrogenesis.exe! Render () line 228 C++           Pyrogenesis.exe! CGame:: ReallyStartGame () line 322 C++           Pyrogenesis.exe! ProgressiveLoad () line 233 C++           Pyrogenesis.exe! Frame () line 322 C++           Pyrogenesis.exe! RunGameOrAtlas (int, argc=1, const, char * * argv=0x03370008) line 581 C++           Pyrogenesis.exe! SDL_main (int, argc=1, char * * argv=0x03370008) line 623 C++           Pyrogenesis.exe! Main_utf8 (int, argc=1, char * * argv=0x03370008) line 126 C           Pyrogenesis.exe! Wmain (int, argc=1, unsigned, short * *, wargv=0x015d5730, unsigned, short * wenvp=0x015e71f8) line 151 C           [external code]           Pyrogenesis.exe! CallStartupWithinTryBlock () line 364 C++           [external code] 

 

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@gameboy Thanks ! I'm not sure if we can fix it but I'll ask @vladislavbelov maybe he has an idea

> pyrogenesis.exe! PerformErrorReaction (ErrorReactionInternal, er=ERI_BREAK, unsigned, int, flags=0, volatile, int * suppress=0x00000000)
line 426 C++           Pyrogenesis.exe! Debug_DisplayError (const wchar_t * description=0x0138e158 unsigned, int flags=0, void * context=0x0138ed18, const * wchar_t lastFuncToSkip=0x011dc150 wchar_t * pathname=0x0138e670 int, const, line=0, const, char * func= 0x0138d150 volatile * suppress=0x00000000, int) for 483 C++           Pyrogenesis.exe! Wseh_ExceptionFilter (_EXCEPTION_POINTERS * ep=0x0138e7e4) 
line 289 C++           Pyrogenesis.exe! CallStartupWithinTryBlock () 
line 365 C++           [external code]           [the following frames may be incorrect and / or missing, no symbols loaded for ntdll.dll]           
                       Pyrogenesis.exe... CShaderProgram:: Uniform (CStrIntern, id={,}, float, v0=-1.#QNAN000, float, v1=4.764e-044#DEN, float, v2=3.44938300e-010, float, v3=1.01771369e-010) 
line 755 C++           Pyrogenesis.exe! CShaderProgram:: Uniform (CStrIntern id={...}, unsigned, int, count=34, const, CMatrix3D * v=0x2fbda1c0) 
line 765 C++           Pyrogenesis.exe! InstancingModelRenderer:: RenderModel (const std:: shared_ptr<CShaderProgram> & shader={...}, int, __formal=1, CModel * model=0x2f7a0ec0, CModelRData * __formal=0x306e2ba0) 
line 376 C++           Pyrogenesis.exe! ShaderModelRenderer:: Render (const std:: shared_ptr<RenderModifier> & modifier={...}, const, CShaderDefines & context={...}, int, cullGroup=1, int, flags=1) 
line 765 C++           Pyrogenesis.exe! CRendererInternals:: CallModelRenderers (const, CShaderDefines & context={,}, int, cullGroup=1, int, flags=1) 
line 379 C++           Pyrogenesis.exe! CRenderer:: RenderShadowMap (const CShaderDefines & context={...}) 
line 910 C++           Pyrogenesis.exe! CRenderer:: RenderSubmissions (const CBoundingBoxAligned & waterScissor={...}) 
line 1501 C++          Pyrogenesis.exe! CRenderer:: RenderScene (Scene & scene={...}) 
line 1885 C++          Pyrogenesis.exe! CGameView:: Render () 
line 489 C++           Pyrogenesis.exe! Render () 
line 228 C++           Pyrogenesis.exe! CGame:: ReallyStartGame () 
line 322 C++           Pyrogenesis.exe! ProgressiveLoad () 
line 233 C++           Pyrogenesis.exe! Frame () 
line 322 C++           Pyrogenesis.exe! RunGameOrAtlas (int, argc=1, const, char * * argv=0x03370008) 
line 581 C++           Pyrogenesis.exe! SDL_main (int, argc=1, char * * argv=0x03370008) 
line 623 C++           Pyrogenesis.exe! Main_utf8 (int, argc=1, char * * argv=0x03370008) 
line 126 C++           Pyrogenesis.exe! Wmain (int, argc=1, unsigned, short * *, wargv=0x015d5730, unsigned, short * wenvp=0x015e71f8) 
line 151 C++           [external code]           Pyrogenesis.exe! CallStartupWithinTryBlock () 
line 364 C++           [external code] 

 

Edited by stanislas69
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You can have the worlds best programmer, if the problem can't be analyzed, then we don't know what to code.

However the issue sounds like some graphics cards don't support some shaders that are enabled by GLSL. So the hardware detection code might be improved to catch that (so the analysis could perhaps be done by looking at the specs of graphics cards in the reports). But then again there seems to be a problem with 0ad picking the worse graphics card if we believe that one reporter.

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  • 1 month later...

@Imarok 

I set gpuskinning = false in default.cfg, and the game is no longer broken.

This is because this option only supports DX11, which does not support DX12, so the win10 operating system does not support the opening of this option, because win10 only supports DX12.

BTW: can we have this option to support DX12? thank you

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