Spring:1944 dev and testing - Page 58

Spring:1944 dev and testing

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Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Re: Spring:1944 dev and testing

Post by Smiff »

this game is unfortunately not stable for us on 076b1.
example crash log:

Code: Select all


Using script script.txt
SDL:  1.2.10
GL:   2.1.1
GL:   NVIDIA Corporation
GL:   GeForce 7600 GS/PCI/SSE2/3DNOW!
GLEW: 1.4.0
Section game\mapoptions missing in file buffer
Section game\modoptions missing in file buffer
Connecting to server
Connected to 192.168.1.2:8452 using number 1
Using script Commanders
Map: Altored_Divide.smf
Mod: "Spring: 1944 Lite Beta 0.2" from S44LiteRelease.sdz
Connecting to server  
error = 2, gamedata/modrules.lua, [string "gamedata/modrules.lua"]:19: Error parsing modrules.tdf: missing file
Error loading modrules, using defaults
[string "gamedata/modrules.lua"]:19: Error parsing modrules.tdf: missing file
Loading all definitions:  0.681000
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 13
Loading weapon definitions
Loading unit definitions
Loading feature definitions
Generating trees
Parsing unit icons
Creating unit textures
Initializing map features
Couldnt find wreckage info 
Unknown map feature type 
Reading estimate path costs
Creating sky
Loading LuaCOB
LUACOB-MAIN  (GADGETS)
LUACOB-DRAW  (GADGETS)
Loading LuaRules
LUARULES-MAIN  (GADGETS)
LUARULES-DRAW  (GADGETS)
Loading LuaGaia
Finalizing...
Spring 0.76b1
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
Loaded widget:  HealthBars          <unit_healthbars.lua>
RemoveWidgetCallIn: bad name: MouseRelease
RemoveWidgetCallIn: bad name: MouseMove
Loaded widget:  Help API            <gui_help_api.lua>
Loaded widget:  CommanderEnds       <gui_comm_ends.lua>
Loaded widget:  BuildETA            <gui_build_eta.lua>
Loaded widget:  MiniMap Start Boxes  <minimap_startbox.lua>
Loaded widget:  Deploy              <gui_deploy.lua>
Loaded widget:  S44CameraShake      <s44camera_shake.lua>
Loaded widget:  DoLine              <cmd_doline.lua>
Loaded widget:  MetalMakers         <unit_metal_maker.lua>
Loaded widget:  Start Point Remover  <init_start_point_remover.lua>
Loaded widget:  SmoothScroll        <camera_smooth_move.lua>
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
false
Error in ViewResize(): [string "LuaUI/Widgets/bpscaler.lua"]:52: attempt to compare number with nil
Removed widget: Square buildpics
Loaded widget:  Square buildpics    <bpscaler.lua>
Reloaded cmdcolors with: cmdcolors.tmp
Loaded widget:  S44TeamCircleOptimized  <gui_s44teamcircleoptimized.lua>
Loaded widget:  HighlightUnit       <gui_hilight_unit.lua>
Loaded widget:  Select n Center!    <gui_center_n_select.lua>
Loaded widget:  CustomFormations    <unit_customformations.lua>
LuaUI v0.2
Client connected on slot 1
Player fast_pc joined as 0
fast_pc added point: Start 0
Player slow_pc joined as 1
fast_pc added point: Start 0
slow_pc added point: Start 1
GameID: d5c77b477d4cdf26348969294fd0a3c2
fast_pc paused the game
fast_pc unpaused the game
fast_pc paused the game
fast_pc unpaused the game
GMC Truck: Can't reach destination!
GMC Truck: Can't reach destination!
LuaUI::RunCallIn: error = 2, Update, invalid key to 'next'
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
LuaUI::RunCallIn: error = 2, Update, [string "LuaUI/widgets.lua"]:1025: bad argument #1 to '├é┬É├âÔÇö├é┬│├â┬á├â┬½├é┬│' (table expected, got nil)
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
Spring 0.76b1 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x008dc96a
DLL information:
0x00400000	spring
0x7c900000	ntdll
0x7c800000	kernel32
0x77dd0000	ADVAPI32
0x77e70000	RPCRT4
0x77fe0000	Secur32
0x73f10000	dsound
0x77c10000	msvcrt
0x7e410000	USER32
0x77f10000	GDI32
0x774e0000	ole32
0x76b40000	WINMM
0x77c00000	VERSION
0x68b20000	GLU32
0x5ed00000	OPENGL32
0x73760000	DDRAW
0x73bc0000	DCIMAN32
0x76c90000	IMAGEHLP
0x71ad0000	WSOCK32
0x71ab0000	WS2_32
0x71aa0000	WS2HELP
0x6ed80000	glew32
0x10000000	SDL
0x7c340000	MSVCR71
0x00de0000	DevIL
0x66fc0000	freetype6
0x61b80000	zlib1
0x003e0000	ILU
0x5ad70000	uxtheme
0x69500000	nvoglnt
0x71a50000	mswsock
0x662b0000	hnetcfg
0x71a90000	wshtcpip
0x76c30000	WINTRUST
0x77a80000	CRYPT32
0x77b20000	MSASN1
0x72d20000	wdmaud
0x72d10000	msacm32
0x77be0000	MSACM32
0x77bd0000	midimap
0x73ee0000	KsUser
0x59a60000	DBGHELP
Stacktrace:
(0) E:\Games\Spring76\spring.exe [0x008DC96A]
(1) E:\Games\Spring76\spring.exe [0x008E5995]
(2) E:\Games\Spring76\spring.exe [0x008E68EA]
(3) E:\Games\Spring76\spring.exe [0x008D5AB0]
(4) E:\Games\Spring76\spring.exe [0x008DFC19]
(5) E:\Games\Spring76\spring.exe [0x008D525A]
(6) E:\Games\Spring76\spring.exe [0x008D52FF]
(7) E:\Games\Spring76\spring.exe [0x008DFAA4]
(8) E:\Games\Spring76\spring.exe [0x0053E97B]
(9) E:\Games\Spring76\spring.exe [0x00667649]
(10) E:\Games\Spring76\spring.exe [0x006678A6]
(11) E:\Games\Spring76\spring.exe [0x00651909]
(12) E:\Games\Spring76\spring.exe [0x0069A821]
(13) E:\Games\Spring76\spring.exe [0x005E4931]
(14) E:\Games\Spring76\spring.exe [0x00855B16]
(15) E:\Games\Spring76\spring.exe [0x0085ED08]
(16) E:\Games\Spring76\spring.exe [0x0085F0DE]
(17) E:\Games\Spring76\spring.exe [0x0085F316]
(18) E:\Games\Spring76\spring.exe [0x0095D309]
(19) E:\Games\Spring76\spring.exe [0x004010A7]
(20) E:\Games\Spring76\spring.exe [0x00401123]
(21) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]


great game when it works, but had to give up and play other (less realistic) mods. any ideas please. looks like a LuaUI related crash?
Last edited by Smiff on 02 Jan 2008, 23:51, edited 1 time in total.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Spring:1944 dev and testing

Post by Nemo »

/me cries.

I'll look at this tomorrow night. Arrrrrgh. I was so hopeful that 0.76 would cure some of the crashing.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring:1944 dev and testing

Post by imbaczek »

Smiff: that's pretty bad. The weird part is that it disabled LuaUI more than once.

Does 1944 have automatic LuaUI reload or sth?
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Spring:1944 dev and testing

Post by Nemo »

Not that I'm aware of...

Our (enabled) widget list goes like this:

ETA
Team platter
Custom formations
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Spring:1944 dev and testing

Post by 1v0ry_k1ng »

in my oppinion, remove all the widgets that come with it. i think we should start the lua stuff from scratch again...
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring:1944 dev and testing

Post by SpikedHelmet »

Isnt ETA and Custom Formations used by other mods as well tho? And they don't crash. Is it possible to narrow it down to find the specific culprit?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Spring:1944 dev and testing

Post by Tobi »

translated stacktrace: http://pastebin.com/m31c8ef6c
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Spring:1944 dev and testing

Post by 1v0ry_k1ng »

i bet my life its the supression indicators. that log shows its definately LUA. boo, off!
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Spring:1944 dev and testing

Post by KDR_11k »

Are you perhaps shipping your own gadget handler with S44? If so, are you sure it's the most current one?
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Spring:1944 dev and testing

Post by Nemo »

I bet that's exactly it, KDR. Damn.

IK: The suppression indicators are disabled and have been for some time.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Spring:1944 dev and testing

Post by Neddie »

We know it isn't the Circle Widget, since at least five people have gone over it. ETA seems likely, or a conflict with another widget?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring:1944 dev and testing

Post by SpikedHelmet »

We've removed most of the Lua from the game, save for the teamplatter, but I'm thinking of removing that too. We're going to do some stress tests and if everything seems better we'll make a new release.

I'd really like to include some new content in this release, though. Even if it's only a few units. ATM we've got the M10, Achilles, Churchill, KV-1 and Tiger reasonably ready to go ingame (need to do Churchill and KV-1 textures tho), maybe those units...
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Re: Spring:1944 dev and testing

Post by Smiff »

thanks guys.. i think a lot of mods are unstable because of LUA related stuff..
i like the idea of pulling it all out and getting a game really stable :)
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Spring:1944 dev and testing

Post by Gota »

Suggestion:
Make units have a lot of team color on them.
Even when i zoom in i cant see my units.especially when there is a fight going on and there are dead bodes near by.
I suggest you take inspiration of red alert.
I know you want to make a WW2 mod but units cant be seen.
how aobut adding camoflauge splatters on the texture that will actually be team color.
Even if you make the unit control similair to CoH,make 2 sniper in agroup and 5 soldiers in a group they will still not be seen..
Make them have a lot of team color so they will stand out.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Spring:1944 dev and testing

Post by Pressure Line »

use this lua widget to draw a teamcoloured circle around your units.

Image

to install it (if you dont know) just save the .lua file onto your computer, and move it to the C:\Program Files\Spring\LuaUI\Widgets (or wherever your Spring install is) then enable it in the f11 menu (its called teamrings)
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring:1944 dev and testing

Post by SpikedHelmet »

Suggestion:
Make units have a lot of team color on them.
No.
use this lua widget to draw a teamcoloured circle around your units.
Or use Spring's teamplatter widget which draws an incredibly visible solid circle around each unit.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Spring:1944 dev and testing

Post by FLOZi »

Or use the one supplied with S44 itself.
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Re: Spring:1944 dev and testing

Post by Smiff »

er, everyone else is seeing crashes too right? i'd feel really bad if you delayed the release because one person (me) was having crashes (which could be due to something else in the config)! I will have to try 1944 again with the latest SVN spring because XTA seems to be quite stable now..
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring:1944 dev and testing

Post by SpikedHelmet »

Was XTA crashing a lot as well or something?
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Re: Spring:1944 dev and testing

Post by Smiff »

the 76b1 release doesnt work properly at all on our lan, so i can't really say. i'll see if i can get some people to test 1944 021 again tonight.. if you havent got other reports i'd just ignore me and carry on please, if there is a problem with LUA in 1944 you probably won't make it any worse :p
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