View topic - Crash upon loading with mapcountainer.sdd blueprint



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PostPosted: 16 Jun 2012, 04:08 
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Joined: 20 May 2012, 04:36
I've been working on a map based on the blueprint provided in the wiki, but after adding my .smf, .smt, and SSMF files in I just get a crash when loading during the Creating Water step. The error box disappears before I can read it. I've attached my infolog and mapinfo.lua at the bottom. This is my first time making a map for spring, so I'm probably just doing something stupid but I don't know what.


Attachments:
infolog.txt [17.87 KiB]
Downloaded 134 times
File comment: mapinfo
mapinfo.lua [7.05 KiB]
Downloaded 94 times
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PostPosted: 16 Jun 2012, 14:04 
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Joined: 31 May 2009, 23:08
from infolog.txt:

Quote:
[f=0000000] Error: This stack trace indicates a problem with your graphic card driver. Please try upgrading or downgrading it. Specifically recommended is the latest driver, and one that is as old as your graphic card. Make sure to use a driver removal utility, before installing other drivers.


as it crashes at "[f=0000000] Creating Water" try to set water to basic.

also you can try to run spring with --safemode


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PostPosted: 16 Jun 2012, 16:45 
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Joined: 20 May 2012, 04:36
I noticed that strange error, but as infolog also indicates I'm running a:
Quote:
AMD FX(tm)-6100 Six-Core Processor ; 3033MB RAM, 6064MB pagefile


and

Quote:
[f=0000000]GL renderer: AMD Radeon HD 6800 Series


I can run Spring at ultra settings with any other map. Anyways, same results with basic water and safe mode on. I know it's something specifically with my map.


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PostPosted: 16 Jun 2012, 19:36 
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The stacktrace clearly says it is related to a ati bug triggered by BumpWater + ShoreWaves


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PostPosted: 17 Jun 2012, 05:48 
Evolution RTS Developer
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Location: Raegquitting Spring on 04/24/12
Turn off bumpmapped water. All ATI fails miserably with bumpmapped water.


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PostPosted: 17 Jun 2012, 17:17 
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Joined: 20 May 2012, 04:36
Interesting... I've had some trouble with bumpmapped water in the past where the water would show up fine but make the outside of the map all trippy, but with the latest 12.4 catalyst drivers I've been able to run BumpWater fine on all maps. My map doesn't even have any water, so I don't know why it would be special in this case. I'll look into it more when I get back to my computer at home.


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PostPosted: 17 Jun 2012, 21:03 
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The Yak wrote:
Interesting... I've had some trouble with bumpmapped water in the past where the water would show up fine but make the outside of the map all trippy, but with the latest 12.4 catalyst drivers I've been able to run BumpWater fine on all maps. My map doesn't even have any water, so I don't know why it would be special in this case. I'll look into it more when I get back to my computer at home.

trippy happens with refraction set to own rendering pass.


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PostPosted: 18 Jun 2012, 05:16 
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Same result with water set to basic. Bumpmapped water still works fine on other maps. However, I fixed this problem by moving my map out of the blueprint and instead using the older .smd system. I don't intend intend on using any lua gadgets/widgets with my map, so this should work out fine. Thanks guys.


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PostPosted: 19 Jun 2012, 07:11 
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Joined: 11 Jun 2010, 06:32
Location: Adelaide, Australia
The Yak wrote:
Same result with water set to basic. Bumpmapped water still works fine on other maps. However, I fixed this problem by moving my map out of the blueprint and instead using the older .smd system. I don't intend intend on using any lua gadgets/widgets with my map, so this should work out fine. Thanks guys.


you could try stripping down the mapinfo.lua file and removing all the other files from the template

that way you are at least using the lua infrastructure so if you want to get more advanced later it wont be as much of a transition.

start with this and add to it:

Code:
local mapinfo = {
    name = "Minimalist",
    modtype = 3,
    depend = {"Map Helper v1"},

    smf = {
        minheight = 0,
        maxheight = 500,
    },
}
return mapinfo


actually finding the problem and getting it fixed would be the optimum solution..


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PostPosted: 19 Jun 2012, 08:39 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Infolog wrote:
[f=0000000] Error: This stack trace indicates a problem with your graphic card driver. Please try upgrading or downgrading it. Specifically recommended is the latest driver, and one that is as old as your graphic card. Make sure to use a driver removal utility, before installing other drivers.


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PostPosted: 19 Jun 2012, 13:27 
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Joined: 20 May 2012, 04:36
enetheru wrote:
The Yak wrote:
Same result with water set to basic. Bumpmapped water still works fine on other maps. However, I fixed this problem by moving my map out of the blueprint and instead using the older .smd system. I don't intend intend on using any lua gadgets/widgets with my map, so this should work out fine. Thanks guys.


you could try stripping down the mapinfo.lua file and removing all the other files from the template

that way you are at least using the lua infrastructure so if you want to get more advanced later it wont be as much of a transition.

start with this and add to it:

Code:
local mapinfo = {
    name = "Minimalist",
    modtype = 3,
    depend = {"Map Helper v1"},

    smf = {
        minheight = 0,
        maxheight = 500,
    },
}
return mapinfo


actually finding the problem and getting it fixed would be the optimum solution..


Is there any real benefit to using this structure rather then the traditional smd? Is Spring going to phase out smd eventually?

Anyways, that code won't work without the start positions defined, but it was easy enough to do that myself. Thanks.


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PostPosted: 19 Jun 2012, 13:52 
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Joined: 11 Jun 2010, 06:32
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The Yak wrote:
Is there any real benefit to using this structure rather then the traditional smd? Is Spring going to phase out smd eventually?

Anyways, that code won't work without the start positions defined, but it was easy enough to do that myself. Thanks.


I'm sure you will eventually run into things you would like to do, but that SMD can't. starting with it like this at least will reduce the amount of change you will do when you get there.


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PostPosted: 19 Jun 2012, 13:53 
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The Yak wrote:
Is Spring going to phase out smd eventually?
I sure hope so.


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PostPosted: 19 Jun 2012, 23:58 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
SMD is so inferior that it hurts.

The thought of making a proper detailed comparison makes my head hurt because it is so drastically inferior.


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