Game client CTD, but Server fine.
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Those ammo pack errors are normal. They just mean the NPC has expended all of its ammo.
This clearly is an ALE error. Certain bugs in ALEs can cause CTDs.
Chances are it’s an explosion effect of some kind, since you said it did not happen during normal combat. Can be a mine, a missile, a ship…
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Ahh, in that case, I stand corrected (and educated).
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Is there anyway to log the ALE error?
Because the most ALE or even ini file is no changed. All file in Fx i changed is the motionblur_dust.ale, eat_open.ale(Add for new trade lane), space_ale.ini, misc_ale.ini and effects.ini. And i did nothing to weapons and explosion effect.
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I’m afraid not. At least, I’ve never seen anything like that. Unless adoxa comes in with a crazy fix again, you’ll have to try and reproduce the bug to see what it could be caused by.
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This looks like my experience! The error is just different.
I still afraid to come close to those bases[Edit] *
NeXoSE wrote:
i do the light_aim hack for all weapon, and all weapons already assigned same light_anim (l_gun01_flash).
I also have this enabled with same light_anim and undoubtable suggestion![Edit] * Its not that - without that hack CTD at me still exists
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Here’s a plugin (you should know what to do…) to catch the alchemy crash. If all goes well, the crash will be prevented and you’ll end up with EXE\alchemy-04034C-bad.txt potentially telling you which effect is the cause.
2011-06-07 12:34:50.203: li_contrail_Cube.emt 2011-06-07 12:34:50.859: li_contrail.app ```If all doesn't go well, you'll get a crash in the plugin.
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adoxa wrote:
Here’s a plugin (you should know what to do…) to catch the alchemy crash. If all goes well, the crash will be prevented and you’ll end up with EXE\alchemy-04034C-bad.txt potentially telling you which effect is the cause.2011-06-07 12:34:50.203: li_contrail_Cube.emt 2011-06-07 12:34:50.859: li_contrail.app ```If all doesn't go well, you'll get a crash in the plugin.
WOW~! I’ll try this tonight! Thank you and plus very much!
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Tested, and …. all i got is:
2011-06-07 19:10:01.843: (null)
2011-06-07 19:10:01.856: (null)
2011-06-07 19:10:01.875: (null)
2011-06-07 19:10:01.892: (null)
2011-06-07 19:10:01.907: (null)
2011-06-07 19:10:01.925: (null)
2011-06-07 19:10:01.942: (null)
2011-06-07 19:10:01.957: (null)
2011-06-07 19:10:01.975: (null)
2011-06-07 19:10:01.992: (null)
2011-06-07 19:10:02.006: (null)
2011-06-07 19:10:02.032: (null)Hum…. what this means?
Sigh This may be a other ghost bug in my mod. In this situation… Hey adoxa, do you remember you fix my other ghost bug before. I think i got same unfixable problem (maybe in hardcore or memory or in the 64bit CPU).
adoxa, how your plugin prevent the CTD? can it be done with a simplely offset editing please? You know my habit.
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It means the plugin didn’t crash when I thought it would, but that’s what I was afraid of. Doesn’t look like there’s anything else that obviously identifies it, apart from the type (e.g. FLBeamAppearance); patch 10E9 from 38 to 14 to get that, but it’s probably NULL, too. And no, the plugin is required to prevent the crash. Having said that, you can eliminate the effect entirely by patching alchemy.dll at 040340, 75->EB.
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I see, i only know a little about ASM programming, after checked the src code of that plugin, i probably understand what you did
the Log function try to return DWORD vtable, and my error happens when it failed to return it.
By curiosity… I really changed the 040340, 75->EB, (just like your plugin do, but with out logicality checking :D), all effect become mad, and stop response the direction setting in ale file.
Actually, direction of all effect be set to 0, straight upward. Maybe this gives bit new idea on this problem?
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Okay, after spending too much time on it, let’s hope this version improves things. You’ll now also find EXE\alchemy.txt, which logs what is loaded (sort of):
0A56E704 li_contrail_Cube.emt fx\misc\li_contrail.ale 0A5C4A8C li_contrail.app fx\misc\li_contrail.ale 0A56E518 li_contrail 0A5C4008 li_contrail 0A5C67E8 li_contrail 0A5C69A0 li_contrail ```There'll be lots of files at the start, followed by lots more without files. Of course, it seems it's the file-less ones that will get logged in bad:
2011-06-08 22:34:17.687: 0A5C4014 li_contrail
2011-06-08 22:34:17.687: 0A56E51C li_contrail
2011-06-08 22:34:17.687: 0A5C69AC li_contrail
2011-06-08 22:34:17.687: 0A5C67EC li_contrail -
Thanks a lot adoxa for pay time to helping me. I will try this.
And i got something captrued in log file, maybe useful? here is:
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec?
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(800,600) -1,-1 -
I think the RenderMgr ones occur when you switch to desktop in MP (since the game keeps running, unlike SP).
MP3 codec fix. -
adoxa wrote:
I think the RenderMgr ones occur when you switch to desktop in MP (since the game keeps running, unlike SP).
MP3 codec fix.I’m sorry, still no idea, but i believe i going to the wrong way. Maybe the problem is hardware related or because i do too many hex editing? I don’t know.
I modded the plugin and edited the Log function to make it just return 0 if fail and pluged in, the game very stable since that.
Anyway i will still try to solve it. And adoxa, thank you so much on this, you are my saver.
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adoxa wrote:
Did the new alchemy plugin still just report unknown? The addresses were no help? Mind attaching/emailing so I can have a look?No, adoxa…. it’s no reporting anything this time, The alchemy.txt has been created and logging, but alchemy-04034C-bad.txt still not create…
EDIT:
I do nothing to the game, do nothing to the system, do nothing to the mod, i don’t even re-active it… how it be?When i replace it with the old one, i still got null.
AND here is some new discover:
I still backup my mod and upload it to MS skydrive cloud. Today i download the previous backup, backuped 3 weeks before, it’s works very good without any problem even with out the plugin. I will test it tonight.
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After a whole night testing….it’s no any report still.
Actually, after i replaced the backup file, CTD is gone.
I got a strange condition, the EXEs and Dlls in that backup file is no too many different to the newest (or broken) one.
For more test, i restore the broken exes\dlls to EXE dir, plug the plugin (the first one that report null), and run. 6 hrs passed, i back here check log, this time still no report anything.
So that’s means the CTD is gone? mysterious? Anyway i will going to continue modding and test it. If any new situation i will here reply.
Thank you for helping me adoxa. I’m very admire for your endeavor.
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EArlier in the thread, you mentioned that you hadnt changed the effects ale’s for the weapons, just the ones for a trade ring? Is there a trade ring near the gate where you were watching the fight?
No problems while they are fighting, but, when a random tradelane spawned merchant arrives in the middle of the firefight, (while you were off getting food), BANG ctd… bad tradelane effect?
alternativly, have you updated hardware recently, new graphics card, new directx version, I was getting cdt’s, didnt seem to have anything to do with any of the changes I had just put in, but they ALWAYS happened near a tradelane entry or exit point, some hardware related weirdness when a ship wopuld arrive by tl or attempt to leave the area by tl, and the thing would just ctd, something about trying to render the effect in your viewport just knocked it over (and this was with vanilla lane effects, so not an ale problem at all)
FL’s engine is old and doesnt understand all the new graphics cards around these days, even the graphics config updates are not up with all the latest cards. Your mod might be fine, it might just be a problem with the modern graphics card, especially as the server, which doesnt use graphics, is ok…
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Sorry but that is a myth
The reason for the list’s existence is in fact to support ancient GPUs that LACKED features that were considered standard in FL’s time. If you look at the file’s contents, you’ll note that they mostly contain flags that mark features which should be disable, or bugs that need to be worked around.
New GPUs have none of these problems, having full support for DirectX 8. As long as the GPU does that, it will always run the game without issues. There can be problems related to GPUs, but if anything they will be caused by forced settings (one good example is Catalyst AI on ATi/AMD cards, which must be taken off for FL to run properly) in the GPU’s control panel, not compatibility issues.
Thus, apart from FL complaining it doesn’t know the card, you shouldn’t have issues with it. I know I’ve never encountered such an issue on either my computers or others’, and I have rather… recent hardware.