crash ba6.0 AAI

crash ba6.0 AAI

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pktm
Posts: 57
Joined: 05 Aug 2006, 15:49

crash ba6.0 AAI

Post by pktm »

Hi!

If i want to start a BA6.0 game vs. AAI, it crashes every time.
Here i sthe log:
Using script script.txt
SDL: 1.2.10
GL: 2.0.1
GL: NVIDIA Corporation
GL: GeForce 7600 GT/PCI/SSE2/3DNOW!
GLEW: 1.4.0
Section game\mapoptions missing in file buffer
Section game\modoptions missing in file buffer
Using script Commanders
Map: TinyMe-v1.smf
Mod: "Balanced Annihilation V6.0" from BA_Installer_Version.sd7
Became player 0
Client connected on slot 0
Connecting to server .
Loading all definitions: 0.649000
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: 42
Loading weapon definitions
Loading unit definitions
Loading feature definitions
Generating trees
Parsing unit icons
Creating unit textures
Initializing map features
Couldnt find wreckage info pdrock1
Unknown map feature type pdrock1
Couldnt find wreckage info pdrock1a
Unknown map feature type pdrock1a
Couldnt find wreckage info pdrock2
Unknown map feature type pdrock2
Couldnt find wreckage info pdrock2a
Unknown map feature type pdrock2a
Couldnt find wreckage info pdrock3
Unknown map feature type pdrock3
Couldnt find wreckage info pdrock3a
Unknown map feature type pdrock3a
Couldnt find wreckage info pdrock4
Unknown map feature type pdrock4
Couldnt find wreckage info pdrock4a
Unknown map feature type pdrock4a
Couldnt find wreckage info pdrock4a
Unknown map feature type pdrock4a
Reading estimate path costs
Loading LuaCOB
Loading LuaRules
LUARULES-MAIN (GADGETS)
LUPS->UnitPieceLights: Critical Shader Error: HBlurShader: Fragment info
-------------
(12) : warning C7011: implicit cast from "int" to "float"
(20) : warning C7011: implicit cast from "int" to "float"
Internal error: assembly compile error for fragment shader at offset 1905:
-- error message --
line 58, column 23: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Feb 13 2006 21:26:49
# command line args:
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_TextureMatrix
#semantic tex0
#semantic screenY
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4x4 gl_TextureMatrix[0] : : c[0], 4 : -1 : 1
#var float4x4 gl_TextureMatrix[1] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[2] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[3] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[4] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[5] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[6] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[7] : : , 4 : -1 : 0
#var sampler2D tex0 : : texunit 0 : -1 : 1
#var int screenY : : c[4] : -1 : 1
#const c[5] = 0.372 -2 0.301 -3
#const c[6] = 0.212 -4 0.129 -5
#const c[7] = 0.069 -6 0.054 -7
#const c[8] = 0.013 0.4 7 6
#const c[9] = 5 4 3 2
PARAM c[10] = { program.local[0..4],
{ 0.37200001, -2, 0.301, -3 },
{ 0.212, -4, 0.12899999, -5 },
{ 0.068999998, -6, 0.054000001, -7 },
{ 0.013, 0.40000001, 7, 6 },
{ 5, 4, 3, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR R0.xy, fragment.texcoord[0].y, c[1];
MADR R0.xy, fragment.texcoord[0].x, c[0], R0;
MADR R0.xy, fragment.texcoord[0].z, c[2], R0;
MADR R3.xy, fragment.texcoord[0].w, c[3], R0;
RCPR R2.w, c[4].x;
MADR R2.xyz, R2.w, c[9].zyww, R3.y;
ADDR R0.y, R3, R2.w;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[5].x, oCol;
MOVR R0.y, R2.z;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[5].z, R1;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].z, R1;
MADR R2.xy, R2.w, c[8].wzzw, R3.y;
MADR R0.y, R2.w, c[9].x, R3;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].x, R1;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].z, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[8].x, R1;
TEX R0, R3, texture[0], 2D;
MADR R1, R0, c[8].y, R1;
MADR R2.xy, R2.w, c[7].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[8].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].z, R1;
MADR R2.xy, R2.w, c[6].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].z, R1;
MADR R2.xy, R2.w, c[5].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R0, R0, c[5].z, R1;
ADDR R1.y, R3, -R2.w;
MOVR R1.x, R3;
TEX R1, R1, texture[0], 2D;
MADR oCol, R1, c[5].x, R0;
END
# 68 instructions, 4 R-regs, 0 H-regs
LUPS->Shield: criticle shader error: (7) : error C1102: incompatible type for parameter #2 ("b")
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
Failed to load: unit_healthbars.lua (duplicate name)
ahoj
Loaded widget: MexUpg Helper <helper.lua>
Loaded widget: DGunLimit <gui_limit_dgun.lua>
Loaded widget: Clock <gui_clock.lua>
Loaded widget: MetalMakers <unit_metal_maker.lua>
Loaded widget: Display DPS <gui_display_dps.lua>
Loaded widget: CustomIcons <ico_customicons.lua>
Loaded widget: Stockpiler <unit_stockpile.lua>
Loaded widget: ImmobileBuilder <unit_immobile_buider.lua>
Loaded widget: FactoryGuard <unit_factory_guard.lua>
Loaded widget: IceUI <gui_IceUI.lua>
Loaded widget: CameraShake <camera_shake.lua>
Loaded widget: BuildBar <unit_buildbar.lua>
Loaded widget: Defense Range v3.4 <gui_defenserange.lua>
Loaded widget: Start Point Remover <init_start_point_remover.lua>
Loaded widget: Select n Center! <gui_center_n_select.lua>
Loaded widget: LupsManager <gfx_lups_manager.lua>
Loaded widget: Units on Fire <gfx_lups_units_on_fire.lua>
LUPS->UnitPieceLights: Critical Shader Error: HBlurShader: Fragment info
-------------
(12) : warning C7011: implicit cast from "int" to "float"
(20) : warning C7011: implicit cast from "int" to "float"
Internal error: assembly compile error for fragment shader at offset 1905:
-- error message --
line 58, column 23: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Feb 13 2006 21:26:49
# command line args:
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_TextureMatrix
#semantic tex0
#semantic screenY
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4x4 gl_TextureMatrix[0] : : c[0], 4 : -1 : 1
#var float4x4 gl_TextureMatrix[1] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[2] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[3] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[4] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[5] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[6] : : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[7] : : , 4 : -1 : 0
#var sampler2D tex0 : : texunit 0 : -1 : 1
#var int screenY : : c[4] : -1 : 1
#const c[5] = 0.372 -2 0.301 -3
#const c[6] = 0.212 -4 0.129 -5
#const c[7] = 0.069 -6 0.054 -7
#const c[8] = 0.013 0.4 7 6
#const c[9] = 5 4 3 2
PARAM c[10] = { program.local[0..4],
{ 0.37200001, -2, 0.301, -3 },
{ 0.212, -4, 0.12899999, -5 },
{ 0.068999998, -6, 0.054000001, -7 },
{ 0.013, 0.40000001, 7, 6 },
{ 5, 4, 3, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR R0.xy, fragment.texcoord[0].y, c[1];
MADR R0.xy, fragment.texcoord[0].x, c[0], R0;
MADR R0.xy, fragment.texcoord[0].z, c[2], R0;
MADR R3.xy, fragment.texcoord[0].w, c[3], R0;
RCPR R2.w, c[4].x;
MADR R2.xyz, R2.w, c[9].zyww, R3.y;
ADDR R0.y, R3, R2.w;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[5].x, oCol;
MOVR R0.y, R2.z;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[5].z, R1;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].z, R1;
MADR R2.xy, R2.w, c[8].wzzw, R3.y;
MADR R0.y, R2.w, c[9].x, R3;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].x, R1;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].z, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[8].x, R1;
TEX R0, R3, texture[0], 2D;
MADR R1, R0, c[8].y, R1;
MADR R2.xy, R2.w, c[7].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[8].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].z, R1;
MADR R2.xy, R2.w, c[6].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[7].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].z, R1;
MADR R2.xy, R2.w, c[5].wyzw, R3.y;
MOVR R0.y, R2.x;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R1, R0, c[6].x, R1;
MOVR R0.y, R2;
MOVR R0.x, R3;
TEX R0, R0, texture[0], 2D;
MADR R0, R0, c[5].z, R1;
ADDR R1.y, R3, -R2.w;
MOVR R1.x, R3;
TEX R1, R1, texture[0], 2D;
MADR oCol, R1, c[5].x, R0;
END
# 68 instructions, 4 R-regs, 0 H-regs
LUPS->Shield: criticle shader error: (7) : error C1102: incompatible type for parameter #2 ("b")
Loaded widget: Lups <lups_wrapper.lua>
Loaded widget: CustomFormations <unit_customformations.lua>
Loaded widget: HealthBars <unit_healthbars.lua>
LuaUI v0.2
Player pktm_v2 joined as 0
Upgrade pairs registered
GameID: e6d1984708abc27d5ffb4b88707be7ce
AI/Bot-libs/AAI.dll has C++ interface
GlobalAI1: land map detected
GlobalAI1: New map-learning file created
GlobalAI1: AAI loaded
Spring 0.76b1 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x6d855ec9
DLL information:
0x00400000 spring
0x7c910000 ntdll
0x7c800000 kernel32
0x77da0000 ADVAPI32
0x77e50000 RPCRT4
0x73e70000 dsound
0x77be0000 msvcrt
0x7e360000 USER32
0x77ef0000 GDI32
0x774b0000 ole32
0x76af0000 WINMM
0x77bd0000 VERSION
0x68fc0000 GLU32
0x5f0d0000 OPENGL32
0x736d0000 DDRAW
0x73b30000 DCIMAN32
0x76c50000 IMAGEHLP
0x71a30000 WSOCK32
0x71a10000 WS2_32
0x71a00000 WS2HELP
0x6ed80000 glew32
0x10000000 SDL
0x7c340000 MSVCR71
0x00de0000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x003d0000 ILU
0x76330000 IMM32
0x5ad70000 uxtheme
0x746a0000 MSCTF
0x75250000 msctfime
0x69500000 nvoglnt
0x719b0000 mswsock
0x66710000 hnetcfg
0x719f0000 wshtcpip
0x770f0000 OLEAUT32
0x76bf0000 WINTRUST
0x77a50000 CRYPT32
0x77af0000 MSASN1
0x72c90000 wdmaud
0x72c80000 msacm32
0x77bb0000 MSACM32
0x77ba0000 midimap
0x73e40000 KsUser
0x6d7c0000 AAI
0x59dd0000 DBGHELP
Stacktrace:
(0) C:\Spiele\Spring\AI\Bot-libs\AAI.dll [0x6D855EC9]
(1) C:\Spiele\Spring\AI\Bot-libs\AAI.dll [0x6D7DBE7B]
(2) C:\Spiele\Spring\AI\Bot-libs\AAI.dll [0x6D7DED02]
(3) C:\Spiele\Spring\spring.exe [0x005AB635]
(4) C:\Spiele\Spring\spring.exe [0x0071797D]
(5) C:\Spiele\Spring\spring.exe [0x0072292C]
(6) C:\Spiele\Spring\spring.exe [0x00644588]
(7) C:\Spiele\Spring\spring.exe [0x005D8DC6]
(8) C:\Spiele\Spring\spring.exe [0x005F495A]
(9) C:\Spiele\Spring\spring.exe [0x005F684B]
(10) C:\Spiele\Spring\spring.exe [0x00855AB9]
(11) C:\Spiele\Spring\spring.exe [0x0085ED08]
(12) C:\Spiele\Spring\spring.exe [0x0085F0DE]
(13) C:\Spiele\Spring\spring.exe [0x0085F316]
(14) C:\Spiele\Spring\spring.exe [0x0095D309]
(15) C:\Spiele\Spring\spring.exe [0x004010A7]
(16) C:\Spiele\Spring\spring.exe [0x00401123]
(17) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
User avatar
Linebacker
Posts: 128
Joined: 25 Jul 2007, 21:30

Re: crash ba6.0 AAI

Post by Linebacker »

I think you would need a config to get AAI and BA running. Originally iirc AAI was coded towards the XTA mod. I am looking for a config for AAI to get BA running either. :)
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