Crash logs and solutions

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Re: Crash logs and solutions

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Oct 23, 2023 2:16 pm But, as Flocke found out years ago, there is still older turns data garbage in the sav files.
So this is carried over from the loaded arc files (i.e. some sub-files sometimes are improper updated and not cleaned up)?
That is what I suspect as well.

Edit these are the one that get me and and happens very commonly

This is from vanilla (turn 24) the Bandi have no ships.... :shock:
and in most cases it is a minor that has no ships
Info: in agtsh0: Bandi aiagent0 <10> lists ship id 73, that is missing from GShipList. (common, but removed)
Info: in aishpunt: Found ship id 73, that is missing from GShipList. (common, but removed) 
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Re: Crash logs and solutions

Post by Spocks-cuddly-tribble »

I got some random REAL_GE_ZERO crashes (tactical camera) in larger battles. The second can even happen in playback mode:
File: tcmath\tcmath.c, Line: 34, REAL_GE_ZERO(value)

File: tcmath\tcmath.c, Line: 576, REAL_GE_ZERO(amount) && REAL_LE(amount,1.0)
Solution: Change camera angle/position before ending turn (34) or at start of playback (576).

NOTE the reset button will also reset the issued orders, so use another option when facing the first glitch (Line: 34).
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Crash logs and solutions

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Oct 31, 2023 12:45 pm I got some random REAL_GE_ZERO crashes (tactical camera) in larger battles. The second can even happen in playback mode:
File: tcmath\tcmath.c, Line: 34, REAL_GE_ZERO(value)

File: tcmath\tcmath.c, Line: 576, REAL_GE_ZERO(amount) && REAL_LE(amount,1.0)
Solution: Change camera angle/position before ending turn (34) or at start of playback (576).

NOTE the reset button will also reset the issued orders, so use another option when facing the first glitch (Line: 34).
I wonder if this is the Ferengi TT broken polygon issue? there is a broken polygon (you can see inside of ship) on that ship at the rear of ship
broke.jpg
broke.jpg (165.11 KiB) Viewed 2242 times
sometime when ships have strange issues like this when they warp out or are even rotated around can cause this same log iirc?
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Re: Crash logs and solutions

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Oct 31, 2023 3:21 pmI wonder if this is the Ferengi TT broken polygon issue? there is a broken polygon (you can see inside of ship) on that ship at the rear of ship
Nope, a general camera issue. ECM Federation vs Klingons with about 180 max-teched ships each. Never noticed any issues with vanilla ferengi ships.

But I noticed a strange pixel glitch with the ECM Defiant texture (looks like a background star, but it isn't):

ECM_Defiant.png
ECM_Defiant.png (51.85 KiB) Viewed 2233 times
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Crash logs and solutions

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Oct 31, 2023 3:39 pm But I noticed a strange pixel glitch with the ECM Defiant texture (looks like a background star, but it isn't):
that is also bad polygon, this time not even needed.
and it sticks slightly out of hull.
and since polygon sticks out lighting hits it differently

here it is in unwrap
defiant.jpg
defiant.jpg (304.66 KiB) Viewed 2220 times
in unwrap you can also see that polygon goes all the way to rear bottom of model inside the ship at a slight angle
poly.jpg
poly.jpg (431.75 KiB) Viewed 2220 times
and to remove bad polygon it would need to be reconverted losing damage and original phaser positions
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Re: Crash logs and solutions

Post by Spocks-cuddly-tribble »

Funny, I never noticed this with the ugly vanilla Defiant texture. It's not disturbing. But I also never noticed most of the many vanilla hob glitches where you can see inside the ships, before the high res research screens (Defiant front, Sovereign bottom, B'rel, Ferengi TT and more). :wink:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Crash logs and solutions

Post by Tethys »

thunderchero wrote: Mon Oct 26, 2009 5:26 pm
henka wrote:Version Under Test: 72
File: ..\..\source\universe\readrace.c, Line: 257, 0
Initialize State: 31
Player Empire: 4 Starting Seed: 1261252933
Galaxy shape: 1 Galaxy Size: 2

description:
CTD during galaxy generation.

solution:
When map size has been edited it may take longer to place all the systems. You should wait for race intro video to go at least half way though
If anyone knows solution to any of crash logs above please report them here.

as I find more will add them to list.
I got this crash today messing with Borg racename patch. I set the race to 36 and upon assimilation of system, this crash log appears. So this issue could possibly crop up in situations where the race is eliminated and the bitmask for dead races is never updated, or the racename cannot be found resulting in the above error. I have an idea, gonna test it soon. :wink:
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Re: Crash logs and solutions

Post by Tethys »

Some new crash logs to report. Going to have to clear out my crash.log soon, its 66kb since Sept 12's first entry until today :lol:

1.
-------------------------------------
ST:BOF Mon Jan 15 17:21:35 2024

Version Under Test: 72
File: ..\..\source\ai\aimonstr.c, Line: 77, monsterShip != NULL
Initialize State: 31
Player Empire: 2 Starting Seed: 1705357007
Galaxy shape: 3 Galaxy Size: 1
Turn State: 20
Turn Number: 21
Happened when I was fooling around trying to get the OB/Doomsday map movement to change (no forced stay)
Crashed when F6 used (upon turn) to call Doomsday with edited map movements

2.
-------------------------------------
ST:BOF Mon Jan 15 16:31:55 2024

Version Under Test: 72
File: guifile.c, Line: 697, v155m.ani
Initialize State: 31
Player Empire: 2 Starting Seed: 1705354246
Galaxy shape: 3 Galaxy Size: 1
Turn State: 20
Turn Number: 25
Never heard of or even seen a v155m.ani ??? so no real clues, but likely some missing ani file :neutral:

3.
-------------------------------------
ST:BOF Mon Jan 15 15:38:36 2024

Version Under Test: 72
File: ..\..\source\universe\readrace.c, Line: 253, race_arry != NULL
Initialize State: 31
Player Empire: 1 Starting Seed: 0
Galaxy shape: 0 Galaxy Size: 0
Could be related to when I was moving the minor races into alphabetical order and missed some necessary movements of related items
Could be related to Borg racename change testing & development (at one point attempted to change them to Husnock out of curiosity, and also created a faux minor race name, but issues arose in both cases)

4.
-------------------------------------
ST:BOF Fri Dec 29 20:26:14 2023

Version Under Test: 72
File: ..\..\source\game\economy\morale.c, Line: 102, Illegal Morale value
Initialize State: 31
Player Empire: 2 Starting Seed: 1703899541
Galaxy shape: 3 Galaxy Size: 0
Turn State: 20
Turn Number: 2
Happened when I was messing with setting morale values in the Borg subjugation patch during development

5.
-------------------------------------
ST:BOF Wed Dec 27 21:43:54 2023

Version Under Test: 72
File: ..\..\source\game\empire.c, Line: 1178, Shouldn't be processing an unrest orders in this system

Initialize State: 31
Player Empire: 0 Starting Seed: 1703706455
Galaxy shape: 3 Galaxy Size: 1
Happened when I forced systems to build unrest via trek.exe code change (reverted, for testing)

6.
-------------------------------------
ST:BOF Mon Dec 25 00:41:44 2023

Version Under Test: 72
File: listbox.c, Line: 640, itemNum < listBox->numItems
Initialize State: 31
Player Empire: 1 Starting Seed: 1703482864
Galaxy shape: 3 Galaxy Size: 1
This one I don't remember but I think it was in the tech screen

7.
-------------------------------------
ST:BOF Sun Dec 24 20:02:49 2023

Version Under Test: 72
File: ..\..\source\game\solarapi.c, Line: 4515, unmannedStruct >= 0
Initialize State: 31
Player Empire: 1 Starting Seed: 1703465911
Galaxy shape: 3 Galaxy Size: 1
I believe the values of one of the main structures was wrong set with UE (user error)

8.
-------------------------------------
ST:BOF Sun Dec 24 04:13:06 2023

Version Under Test: 72
File: ..\..\source\game\economy\morale.c, Line: 102, Illegal Morale value
Initialize State: 31
Player Empire: 2 Starting Seed: 1703347275
Galaxy shape: 3 Galaxy Size: 1
Turn State: 20
Turn Number: 103
An illegal morale value was encountered at turn 103 (unrest went negative/over 200, tested disabled rebellion for Borg)

9.
-------------------------------------
ST:BOF Tue Oct 10 05:15:15 2023

Version Under Test: 72
File: ..\..\source\universe\mkplanet.c, Line: 288, success==TRUE
Initialize State: 31
Player Empire: 1 Starting Seed: 1696929315
Galaxy shape: 3 Galaxy Size: 1
Unknown circumstances

10.
-------------------------------------
ST:BOF Tue Oct 10 04:27:45 2023

Version Under Test: 72
File: ..\..\source\game\solarapi.c, Line: 653, (def->benefitType == SB_FOOD_INCREMENTAL) || (def->benefitType == SB_ENERGY_INCREMENTAL) || (def->benefitType == SB_GEN_RESEARCH_INCREMENTAL) || (def->benefitType == SB_INDUSTRY_INCREMENTAL) || (def->benefitType == SB_INTEL_STRENGTH_INCREMENTAL)
Initialize State: 31
Player Empire: 2 Starting Seed: 1696926465
Galaxy shape: 3 Galaxy Size: 1
I don't remember what I was doing here, but I've since reverted whatever changes caused this

11.
-------------------------------------
ST:BOF Sun Oct 8 02:04:59 2023

Version Under Test: 72
File: ..\..\source\game\incident.c, Line: 869, Cannot shift Gas Giants

Initialize State: 31
Player Empire: 1 Starting Seed: 1696696801
Galaxy shape: 3 Galaxy Size: 1
Turn State: 20
Turn Number: 72
There is a bug I think the Gas Giants are somehow mislabeled/shifted in GALM (jots notes)

12.
-------------------------------------
ST:BOF Sat Oct 7 08:40:39 2023

Version Under Test: 72
File: ..\..\source\game\military\battle.c, Line: 2297, alien != 0
Initialize State: 31
Player Empire: 1 Starting Seed: 1696681692
Galaxy shape: 3 Galaxy Size: 1
Turn State: 20
Turn Number: 58
Combat crash
Also occurs between turns before any combat (Borg collective was just wiped out previous turn by Crystalline)
This crash is related to the EDO racecheck that I never fixed :oops:

13.
-------------------------------------
ST:BOF Tue Oct 3 20:35:21 2023

Version Under Test: 72
File: ..\..\source\lexicon\lexicon.c, Line: 117, The index is greater than the total # of words in the dictionary max words 1460: index: 43504

Initialize State: 31
Player Empire: 1 Starting Seed: 1696379721
Galaxy shape: 3 Galaxy Size: 1
Happened when setting a wrong lexicon index

14.
-------------------------------------
ST:BOF Tue Sep 19 06:07:53 2023

Version Under Test: 72
File: object.cpp, Line: 495, slotNumber < objData->TotalObjectSlot
Initialize State: 31
Player Empire: 1 Starting Seed: 1694763578
Galaxy shape: 3 Galaxy Size: 1
Turn State: 20
Turn Number: 192
Happened when adjusting ship stats mid game (removing phasers/torpedoes)
Last edited by Tethys on Mon Jan 22, 2024 12:19 pm, edited 2 times in total.
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Re: Crash logs and solutions

Post by Tethys »

one more to add, just got this today not sure but playing the Feds and clicking on second tech entry for Biotech caused this crash:
-------------------------------------
ST:BOF Sun Jan 21 12:47:51 2024

Version Under Test: 72
File: ..\..\source\ui\techscrn\tscnlink.c, Line: 536, _linkInfo.total <= MAX_LINK_ITEMS
Initialize State: 31
Player Empire: 1 Starting Seed: 1705858035
Galaxy shape: 3 Galaxy Size: 1
I searched and found this post:
WriterNotViking wrote: Sat Dec 19, 2020 10:38 pm
thunderchero wrote: Sat Dec 19, 2020 9:57 pm
UDM has conflicting code. you would need to reset the code before making changes. And it has been so long I could not tell you all the locations or even how many locations might need to be changed.

good luck
Thanks for the quick reply. Turns out the problem wasn't anything to do with new tech levels, but rather the fact that every faction's ships had tech requirements of 1 across the board so I could test model scaling. I guess that's too many entries for the list of things that become available at a given tech level, so it crashed. Spreading out tech requirements took care of the issue.

One question, though: when you say "conflicting code", what is the UDM code potentially conflicting with? I'm just curious in case I run into other issues in the future.
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Re: Crash logs and solutions

Post by thunderchero »

I ran into this crash to desktop while testing on new evade patch, but also happens on current evade crash patch

large combat 547 vanilla ships models (546 combat does not crash) and I have both saves

crashes after selecting "fight" but before entering combat screen.

no crash log

event viewer gives offset 0x00130f33 00531B33
this is in sub "ItemDB_i3ddb__damage_spots" this references ItemDB_maxSize_total_sfx_32767

since this happens on vanilla not related to latest patch but found it very interesting I could max out on damage spots?
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Re: Crash logs and solutions

Post by Flocke »

thunderchero wrote: Mon Apr 15, 2024 9:40 amthis references ItemDB_maxSize_total_sfx_32767
Sounds like you maxed out on sound effects. Too many hits at same time maybe. :eek:
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Re: Crash logs and solutions

Post by thunderchero »

Flocke wrote: Mon Apr 15, 2024 10:07 am
thunderchero wrote: Mon Apr 15, 2024 9:40 amthis references ItemDB_maxSize_total_sfx_32767
Sounds like you maxed out on sound effects. Too many hits at same time maybe. :eek:
never made it into combat screen

this is last screen I see before crash
fight.jpg
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Re: Crash logs and solutions

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Apr 15, 2024 9:40 amevent viewer gives offset 0x00130f33 00531B33
this is in sub "ItemDB_i3ddb__damage_spots" this references ItemDB_maxSize_total_sfx_32767

since this happens on vanilla not related to latest patch
Needs more info. Same with unedited 1.0.2 vanilla? Or only with patches (trek.exe / stbof.res files -> list / links)?

cf: viewtopic.php?p=57762#p57762
File: stack.c, Line: 69, stack->bottom != NULL
The error comes from an object index overflow (each ship/station/monster +5 + number of phaser + torpedo shots).
In theory 1000 ships with 25 phaser shots + 20 torpedo shots each: 1000 * (5+25+20=50) = 50000 max Objects to Render < 65535 word
But ItemDB.handleIndexSize doubles the object number for two byte object IDs, so max limit 32767 objects to render.

I'll not look into removing the objects limit (lag is too bad - doing my dishes was faster)

Bugged/unfinshed codes to extend the limit gave you: viewtopic.php?p=57792#p57792
File: i3ddb.cpp, Line: 402, handle >= 0
Same location of your current crash without log. :idea:

Or an error with special damage spot/texture settings/files for starbases cause this?

EDIT: BotF prepares five render object slots per ship, since we tested the vanilla LOD feature, there might be a connection: :?:
just a reminder vanilla lod levels

vanilla hobs
level 1
a.hob/a.gif
level 2
a.hob/b.gif
level 3
a.hob/c.gif
level 4
b.hob (no gif)
level 5
c.hob (no gif)

---

This is patches used in ECM (no effect for 32767 objects limit)
NAME: Tactical Combat Excessive Memory Usage Fix (version 2 double memory)

00530E91     8D1C58         LEA EBX, [EAX+EBX*2]

remove crap:

00530EF3           imul  edx, [esp+4], 98h                 ; R
00530EFF           imul  edx, [esp+4], 98h                 ; R
00530F0B           imul  edx, [esp+4], 98h                 ; R
00530F1A           imul  edx, [esp+4], 98h                 ; R
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Crash logs and solutions

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Apr 15, 2024 10:39 am Needs more info. Same with unedited 1.0.2 vanilla?
just tested for you and yes same crash on vanilla, evade and new evade
Spocks-cuddly-tribble wrote: Mon Apr 15, 2024 10:39 am This is patches used in ECM (no effect for 32767 objects limit)
NAME: Tactical Combat Excessive Memory Usage Fix (version 2 double memory)

00530E91     8D1C58         LEA EBX, [EAX+EBX*2]

remove crap:

00530EF3           imul  edx, [esp+4], 98h                 ; R
00530EFF           imul  edx, [esp+4], 98h                 ; R
00530F0B           imul  edx, [esp+4], 98h                 ; R
00530F1A           imul  edx, [esp+4], 98h                 ; R
tested combat with this patch on vanilla, evade and new evade

and all 3 patch types,
547 ships would load combat and process, but still testing turn processing time with and without patches

each full combat take 16+ min
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Re: Crash logs and solutions

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Apr 15, 2024 12:31 pmjust tested for you and yes same crash on vanilla, evade and new evade
Strange that it skips the crash log. But in another topic you speculated recent Windows updates increase issues with BotF and/or installer?

This is patches used in ECM (no effect for 32767 objects limit)

each full combat take 16+ min
Sorry when I gave this impression. The first lowers pointless RAM usage in tactical combat (see task manager), the second is just a for human perception subliminal time saving. But back in the day, when the OS used the HD pagefile due to RAM shortage, you would have noticed a difference.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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