KAIK013 + BA6.0 + capture unit = crash

KAIK013 + BA6.0 + capture unit = crash

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

KAIK013 + BA6.0 + capture unit = crash

Post by pktm »

Hi!

I wonder if AIs hate me, but i really don't get any to work for a game.
KAIK started properly, but as i captured an enemy builder from the AI, it ragequits (crashes). I'm using WInXP SP2 with my AMD 5200+ and some GB DDR2 RAM.

Could that be fixed? That the AI don't crash when a unit gets captured?

regards, pktm
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: Crossfire.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: 0.634000
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
Reading estimate path costs
Creating sky
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: MiniMap Start Boxes <minimap_startbox.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
pktm_v2 added point: Start 0
GameID: a2fd9947b4a7ce590a1956ade6e90e3f
AI/Bot-libs/KAIK-0.13.dll has C++ interface
AI has enabled cheating.
GlobalAI1: KAI Metal Class by Krogothe
GlobalAI1: KAIK 0.13 Unofficial (rev. 20/12/2007) initialized succesfully!
GlobalAI1: (original developer: Krogothe, current maintainer: Kloot)
Speed set to 1.5 [pktm_v2]
Speed set to 1.0 [pktm_v2]
Speed set to 1.5 [pktm_v2]
Speed set to 1.0 [pktm_v2]
HLLT is being attacked
Spring 0.76b1 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x6d8b0dde
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
0x770f0000 OLEAUT32
0x719b0000 mswsock
0x66710000 hnetcfg
0x719f0000 wshtcpip
0x76bf0000 WINTRUST
0x77a50000 CRYPT32
0x77af0000 MSASN1
0x72c90000 wdmaud
0x72c80000 msacm32
0x77bb0000 MSACM32
0x77ba0000 midimap
0x73e40000 KsUser
0x6d880000 KAIK-0.13
0x59dd0000 DBGHELP
Stacktrace:
(0) C:\Spiele\Spring\AI\Bot-libs\KAIK-0.13.dll [0x6D8B0DDE]
(1) C:\Spiele\Spring\AI\Bot-libs\KAIK-0.13.dll [0x6D8B125A]
(2) C:\Spiele\Spring\AI\Bot-libs\KAIK-0.13.dll [0x6D89D831]
(3) C:\Spiele\Spring\spring.exe [0x005AB7C5]
(4) C:\Spiele\Spring\spring.exe [0x0077386B]
(5) C:\Spiele\Spring\spring.exe [0x0075CBE0]
(6) C:\Spiele\Spring\spring.exe [0x0077943A]
(7) C:\Spiele\Spring\spring.exe [0x0074C775]
(8) C:\Spiele\Spring\spring.exe [0x0075D88A]
(9) C:\Spiele\Spring\spring.exe [0x0071FB43]
(10) C:\Spiele\Spring\spring.exe [0x007206BB]
(11) C:\Spiele\Spring\spring.exe [0x0078D849]
(12) C:\Spiele\Spring\spring.exe [0x007481A0]
(13) C:\Spiele\Spring\spring.exe [0x005D8EBC]
(14) C:\Spiele\Spring\spring.exe [0x005F495A]
(15) C:\Spiele\Spring\spring.exe [0x005F684B]
(16) C:\Spiele\Spring\spring.exe [0x00855AB9]
(17) C:\Spiele\Spring\spring.exe [0x0085ED08]
(18) C:\Spiele\Spring\spring.exe [0x0085F0DE]
(19) C:\Spiele\Spring\spring.exe [0x0085F316]
(20) C:\Spiele\Spring\spring.exe [0x0095D309]
(21) C:\Spiele\Spring\spring.exe [0x004010A7]
(22) C:\Spiele\Spring\spring.exe [0x00401123]
(23) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
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