Help with error codes
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As I said, I don’t know about the first one and they’re unrelated. If you’re still getting the second crash at 124bd, then you’ve not fixed all the SURs.
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Thank you Adoxa i will test this out.
(edit)
i got a crash pretty quickly with new offsetProblem signature: Problem Event Name: APPCRASH Application Name: Freelancer.exe Application Version: 1.0.1254.11 Application Timestamp: 00534d69 Fault Module Name: EngBase.dll Fault Module Version: 1.11.0.173 Fault Module Timestamp: 3e401cd3 Exception Code: c0000005 Exception Offset: 00011ee8 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057 ```This was triggered at the ships death.
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It could be a problem with the model itself. Here’s a plugin for [c]dacom.ini[/c] that, now that I think of it, probably won’t help, since you already know the ship that is crashing, but at least it may confirm that. It will create [c]EXE\EngBase-011F29-Bad.txt[/c] which will contain one of two things: [c]esi = FFFFFFFF[/c] (probably), which means we’ll have to track it down elsewhere (the model itself may be the problem); or [c]examine model …[/c], which should be self-explanatory (a part within the model). I didn’t prevent the crash, which will now come from the plugin.
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11f29 >
esi = CDCDCDCD
124bd
2016-08-26 23:49:16.833: Common.0630E681 Bad address = CDCDCDCD Previous call: part -> solar\planets\planet_earthgrncld\planet_earthgrncld_4000.sph
seams like a missile or some thing i am pretty sure i could not have messed up all my ships with utf
thanks for helpnew offset address:
Application Name: Freelancer.exe Application Version: 1.0.1254.11 Application Timestamp: 00534d69 Fault Module Name: EngBase.dll Fault Module Version: 1.11.0.173 Fault Module Timestamp: 3e401cd3 Exception Code: c0000005 Exception Offset: 00011a6d OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057
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This plugin will catch & log ([c]EXE\EngBase-bad.txt[/c]) bad calls to 11E60 (the source of the 11F29 crash and probably 11EE8) and 11A60 (the source of the 11A6D crash). 11E60 is called from multiple places, so I hope this narrows it down; 11A60 seems to only be called from [c]CObject::enable_collisions_r[/c], so won’t be much help. As FriendlyFire mentioned, 124BD should have been determined, unless you’ve come across a new cause.
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i have this
Bad data passed from 0627DFAD to 06621E60.
Problem signature: Problem Event Name: APPCRASH Application Name: Freelancer.exe Application Version: 1.0.1254.11 Application Timestamp: 00534d69 Fault Module Name: EngBase.dll Fault Module Version: 1.11.0.173 Fault Module Timestamp: 3e401cd3 Exception Code: c0000005 Exception Offset: 000124f2 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057
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I recently added weapons animations,
use_animation = Sc_fire
I moved all the weapons to the root for all ships. Maybe the source is some thing like a weapon anim trying to play on destroyed object ??
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I am testing with sc_fire commented out /weaponequip.ini on the client.edit 2:
Seams after exhaustive npc deaths the crash is from Sc_fire. -
Well, here’s a patch that should fix the [c]Update[/c], but if it still crashes elsewhere, I’m afraid you’re out of luck.
File: Common.dll 01DE1C: 99 0B 50 04 78 4D 8D 4C E4 10 51 [ 8B 40 04 8D 4C 24 10 51 8D 4C 24 ] 89 11 83 C1 48 [ 58 89 44 24 14 ]
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no joy i guess …
Problem signature: Problem Event Name: APPCRASH Application Name: Freelancer.exe Application Version: 1.0.1254.11 Application Timestamp: 00534d69 Fault Module Name: EngBase.dll Fault Module Version: 1.11.0.173 Fault Module Timestamp: 3e401cd3 Exception Code: c0000005 Exception Offset: 000124f2 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057
Thank you for helping though