Stan` Posted August 26, 2017 Report Share Posted August 26, 2017 @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. Quote Link to comment Share on other sites More sharing options...
gameboy Posted August 27, 2017 Author Report Share Posted August 27, 2017 (edited) "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 August 27, 2017 by gameboy Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 27, 2017 Report Share Posted August 27, 2017 @gameboy 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted August 27, 2017 Author Report Share Posted August 27, 2017 @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] Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 27, 2017 Report Share Posted August 27, 2017 (edited) @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 August 27, 2017 by stanislas69 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted August 27, 2017 Report Share Posted August 27, 2017 One could post said stacktrace to the release blocker ticket. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 27, 2017 Report Share Posted August 27, 2017 @elexis One is sorry, it is now fixed. 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted August 27, 2017 Report Share Posted August 27, 2017 Thanks. Also Linking the ticket #4734, so that gameboy can check when we have solved the issue. It might not be until the next release though. Quote Link to comment Share on other sites More sharing options...
gameboy Posted August 28, 2017 Author Report Share Posted August 28, 2017 @vladislavbelov Quote Link to comment Share on other sites More sharing options...
gameboy Posted August 31, 2017 Author Report Share Posted August 31, 2017 I've been thinking about this for a long time. I haven't come up with a good solution. Maybe someone has a solution. Who is he? Quote Link to comment Share on other sites More sharing options...
elexis Posted September 2, 2017 Report Share Posted September 2, 2017 gameboy, we need someone that can write code AND experiences the same error before we can write a fix. Other than that, you might want to try the recommendation of one trac user: http://www.techadvisor.co.uk/how-to/pc-components/how-set-default-graphics-card-3612668/ 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted September 3, 2017 Author Report Share Posted September 3, 2017 (edited) @elexisYou can ask Yves for help in this matter. He can help you in this area. He may have a solution to the problem. He seems to be doing graphic programming. Thank you! BTW: You can also call him (wraitii) Edited September 3, 2017 by gameboy Quote Link to comment Share on other sites More sharing options...
elexis Posted September 3, 2017 Report Share Posted September 3, 2017 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. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted September 3, 2017 Author Report Share Posted September 3, 2017 @Yves @wraitii 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted October 15, 2017 Author Report Share Posted October 15, 2017 @Yves Quote Link to comment Share on other sites More sharing options...
gameboy Posted October 16, 2017 Author Report Share Posted October 16, 2017 @elexis @stanislas69 0AD's OpenGL2.0 is too old to support most of the graphics now, We need Yves Updates the new features of OpenGL in the 0AD code, let it support OpenGL4.0 or 4.4. Quote Link to comment Share on other sites More sharing options...
gameboy Posted October 17, 2017 Author Report Share Posted October 17, 2017 @ItmsPlease help me. Quote Link to comment Share on other sites More sharing options...
gameboy Posted October 19, 2017 Author Report Share Posted October 19, 2017 I've been fixed for this problem. Thank you very much to my friends, They are the greatest 0AD team. Quote Link to comment Share on other sites More sharing options...
Imarok Posted October 19, 2017 Report Share Posted October 19, 2017 How have you fixed it? Quote Link to comment Share on other sites More sharing options...
gameboy Posted October 20, 2017 Author Report Share Posted October 20, 2017 @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 Quote Link to comment Share on other sites More sharing options...
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