Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Sabre Tank on January 31, 2009, 03:52:40 AM

Title: Fleshstorm Error
Post by: Sabre Tank on January 31, 2009, 03:52:40 AM
Okay, this error has occured several times during gameplay on Lizards mod, Fleshstorm:

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4a Aug 4 2008 12:08:55
Windows version: Windows Version: 6.0.6001 'Service Pack 1' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|GLOBAL | iface:1406 |18:53:41|82184 |UnsetModal: throwing away [DEAD]
DIAG|GLOBAL | runcodes:153 |18:53:42|83146 |[Mission] Entering run code [RUN]
DIAG|GLOBAL | MissionHandler:1432 |18:53:42|83146 |Expanded game UI file of 'bzescape_exit_640x480.cfg' not found. Using default of 'bzescape_exit.cfg'
DIAG|GLOBAL | runcodes:153 |18:53:42|83146 |[View] Entering run code [FORWARD]
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000000h
Message : Exception
Error occurred at 1/28/2009 18:54:26.
C:\Users\Dad\Documents\Battlezone II\bzone.exe, run by Dad.
1 processor(s), type 586.
Process Memory : 1543 MB free out of 2048 MB total
Physical memory: 317 MB free out of 1023 MB total
Page(swap) file: 1280 MB free out of 2310 MB total
Fault address: 00CD1C5E 01:00110C5E C:\Users\Dad\Documents\Battlezone II\bzone.exe

Registers:
EAX:09D55CC0
EBX:09D55D24
ECX:00000000
EDX:00000005
ESI:09D55940
EDI:1170FC30
CS:EIP:001B:00CD1C5E
SS:ESP:0023:004AF758 EBP:004AF88C
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246

Call stack:
Address Return Function SourceFile
00CD1C5E 00000000 00CD26E9 TargetingGun::TargetingGun+0x0000003C
00CD26E9 00000000 00CF4A8B TargetingGunClass::Build+0x0000001B
00CF4A8B 00000000 00CD20A9 OrdnanceClass::Build+0x0000000E
00CD20A9 00000000 00CC715D TargetingGun::Simulate+0x00000351
00CC715D 00000000 00C2763A ENTITY::SimulateAllLocal+0x00000180
00C2763A 00000000 00C28195 MoveOneTurn+0x0000015B
00C28195 00000000 00D3DDAF MissionHandler::State::RunState::Process+0x000003B1
00D3DDAF 00000000 00C25C7A RunCodes::Process+0x000001BF
00C25C7A 00000000 00D3DDAF MissionHandler::Process+0x00000012
00D3DDAF 00000000 00D3D8B4 RunCodes::Process+0x000001BF
00D3D8B4 00000000 00C1B598 Main::MessagePump+0x00000064
00C1B598 00000000 00C1B28D HandledMain+0x000003F6
00C1B28D 00000000 00C18BC8 HandledMain+0x000000EB
00C18BC8 00000000 00D2DBFD WinMain+0x00000059
00D2DBFD 00000000 77A34911 fabs+0x00000191
77A34911 00000000 77C5E4B6 BaseThreadInitThunk+0x00000012
77C5E4B6 00000000 77C5E489 RtlInitializeExceptionChain+0x00000063
77C5E489 00000000 00000000 RtlInitializeExceptionChain+0x00000036
Title: Re: Fleshstorm Error
Post by: Angstromicus on January 31, 2009, 05:53:50 AM
The AV mentions the "TargetingGun" class label. The targetingGun class does not exist in pb4a. Fleshstorm is a PB3 mod, IIRC.

(Quoted from changelog pb4a)
Quote
- Weapon powerups preferentially replace selected weapons, allowing the
player to decide where the weapon goes.  [Ken]

- Extracted common functionality between GameObjectClass, WeaponClass,
OrdnanceClass, and Explosion class into EntityClass.  For now, it
"emulates" the derived classes by reading from their root section.
All four types now share a common "name space", so a single ODF can
no longer contain multiple types (which nothing actually did).

Due to conflicts, two classLabels have changed:

[OrdnanceClass]
classLabel = "leader"      // was "targeting"

[GameObjectClass]
classLabel = "spraymine"   // was "spraybomb"

For now, the root types are still not interchangeable.  [Ken]


- Weapon powerups now consider all matching hardpoints, giving selected
hardpoints priority.  The previous version sometimes misbehaved.  [Ken]

- Fixed some leftover issues from the EntityClass change.  GameObjectClass
contained some data that was supposed to have been moved to EntityClass,
leading to all sorts of trouble.  [Ken]

- Fix for mantis #588. (Not 100% sure, but it seems like the best
guess to me.) ibnav.odf updated so that it can't be an idle dispatcher
victim.  Also made idle dispatcher ignore all items with a maxHealth =
0, i.e. invincible. It's fairly pointless to attack those items. [NM]

- Switched to dlmalloc for the code (available from
http://g.oswego.edu/dl/html/malloc.html ). This has proven itself to
be faster and more efficient than the DevStudio memory libraries in
tests at work. Also defined _STATIC_CPPLIB so that our custom operator
new will be picked up by std::string. [Microsoft has the really
annoying habit of giving you an 80% solution, where an operator new is
picked up by std::vector and other containers, but not std::string
unless you find the magic keyword for the other 20%. Murphy's law,
however, says that _STATIC_CPPLIB will give me another 18%, and leave
the last 2% for something else. Grrr] dlmalloc is also a bit more
sensitive to memory manager misuse than the standard allocator, so
there may be some "this app has requested it be terminated in an
unusual way" messages if there's any code stupidities. That's a good
thing in the long run. [NM]

- Added ParameterDB::GetEntityClass functions for future use.  [Ken]

- Added some thread priority, affinity masks to GamePrefs.ini. See
comments in there. [NM]

-- b71i released=================================================


Since the class label changed in pb4a, targeting gun weapons will crash fleshstorm in pb4a. Use PB3 for fleshstorm.
Title: Re: Fleshstorm Error
Post by: TheJamsh on January 31, 2009, 11:08:28 PM
alternatively, download commandos pb4a patch from BZ2MD. youll have to search for it, and its NOT bug free.

how many times have people posted errors like this now.
Title: Re: Fleshstorm Error
Post by: bigbadbogie on January 31, 2009, 11:13:44 PM
Fleshstorm is extremely buggy in pb4a and will likely need to be heavily overhauled.

I noticed many new bugs with it the last time I tried to play.
Title: Re: Fleshstorm Error
Post by: BNG Da BZ Fool on February 01, 2009, 04:32:05 PM
Wow, that kind of sucks having 3 seperate installs of BZII. From now on it would seem that more compatibility testing should be done prior to actually rushing into releasing any new betas in the future. I have Fleshstorm too and now I can't play it under PB4? What a drag.
Title: Re: Fleshstorm Error
Post by: Warfreak on February 01, 2009, 04:44:47 PM
Its not the Dev's fault, its actually the modders.

Any fixes and features that get added MUST work around the existing code, or else releases would be happening in 10 year intervals.
It's the modders duty to either decide to wait for the best working beta or to accept that they will have to update the mod to operate under the new builds.

Title: Re: Fleshstorm Error
Post by: BNG Da BZ Fool on February 01, 2009, 04:58:12 PM
Nobody is blaming anyone WF...modders release under the latest betas at the time. We don't have a clue if an when another release might happen if at all. It's just kind of sad you know what I mean? Short of doing another install can't we just like edit the ODF that Lizard used for that weapon class to conform to the changed class label?
Title: Re: Fleshstorm Error
Post by: Warfreak on February 01, 2009, 05:02:30 PM
Yep, but thats not the only thing broken sadly.  :-(

btw, for those interested, its the Following from the .pak:
-Phaer Rhan AA Rocket
-Swarm Scuttle Rain Mortar
-Swarm Scuttle Eggs (L), (J) and (A)
-Swarm Springtail and Swarmer Eggs
-Swarm Doom Seeds
-Phaer Rhan Minefields (all)
-Phaer Rhan Shrapnal Mine

And the following from the patches:
-Phaer Rhan Partical and Shrapnal Minefield mines
That need the Ordinance Class changes.
Title: Re: Fleshstorm Error
Post by: Warfreak on February 01, 2009, 07:46:37 PM
And for those who are interested in the vehicle physics:

They will be needing some fine tuning with turning and such.
Also, the Phaer Rhan constructors will "construct" the upgrade/downgrade forms, which will look a bit wierd on some of the Phaer Rhan Undeployables, this cannot be fixed.
Title: Re: Fleshstorm Error
Post by: Nielk1 on February 01, 2009, 09:05:06 PM
It can be fixed. All it takes is 0 build time on the upgrade. But then there is no animation for undeploying.
Title: Re: Fleshstorm Error
Post by: BNG Da BZ Fool on February 02, 2009, 06:40:51 AM
Bummer, that's a mouth to say the least. The 1.3 extra install sounds better already! Duh, duh, dud, an another one bites the dust.
Title: Re: Fleshstorm Error
Post by: TheJamsh on February 02, 2009, 02:19:42 PM
just have separate installs? its not THAT bigger deal.

thats like saying star fleet MUST come back together and re-vamp their mod for pb4a because THATS the latest patch? a load of BS to be quite honest.

People just need to get on with their lives and buy a decent sized harddrive... or stick with one mod at a time.
Title: Re: Fleshstorm Error
Post by: mrtwosheds on February 02, 2009, 07:08:29 PM
Agreed, the old saying is "read the fine manual" (rtfm) Play it on the version it was released for.