View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006505 | The Dark Mod | Distribution | public | 18.03.2024 20:34 | 10.04.2024 12:36 |
Reporter | Bikerdude | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | PC | OS | Windows | OS Version | 10 (23H2) |
Product Version | TDM 2.12 | ||||
Summary | 0006505: Crashing on map load: The Painters Wife | ||||
Description | While working on the non-archived version of this mission, 2.12 keeps crashing to desktop with no error. | ||||
Steps To Reproduce | - run tdm. - type 'map city' or click on 'start mission'. - games crashes to desktop with no error. | ||||
Additional Information | I have attached a dump file - https://drive.google.com/file/d/1k8frmbFq77d4iUoZIzXvs6Ilu7CxFu7u/view?usp=sharing | ||||
Tags | No tags attached. | ||||
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TheDarkModx64.sln (1,265 bytes)
Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.9.34701.34 MinimumVisualStudioVersion = 10.0.40219.1 Project("{911E67C6-3D85-4FCE-B560-20A9C3E3FF48}") = "TheDarkModx64", "E:\Darkmod\TheDarkModx64.exe", "{2F2A1DAF-BA04-4FD6-A246-49011F2C62B6}" ProjectSection(DebuggerProjectSystem) = preProject PortSupplier = 00000000-0000-0000-0000-000000000000 Executable = E:\Darkmod\TheDarkModx64.exe RemoteMachine = B1GFR3D StartingDirectory = E:\Darkmod Environment = Default LaunchingEngine = 00000000-0000-0000-0000-000000000000 UseLegacyDebugEngines = No LaunchSQLEngine = No AttachLaunchAction = No IORedirection = Auto EndProjectSection EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Release|x64 = Release|x64 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {2F2A1DAF-BA04-4FD6-A246-49011F2C62B6}.Release|x64.ActiveCfg = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {BE29E492-23A9-4960-AA3F-F5442F7B782C} EndGlobalSection EndGlobal |
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Im now getting the crash with 2.11a aswell https://drive.google.com/file/d/1cwgYkXb1L0p2DlylI81199amMTXu23ja/view?usp=sharing |
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It took me some time to notice the crashdump is here. Well, I see that the crash happens during loading func_static_335's model "models/darkmod/mechanical/factory_machines/control_junction_switch_off.lwo" for collision. Perhaps deleting this model will fix the issue. I'll look in more detail why it crashes: there is some dangling pointer. |
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That model has no collection mesh, its a DR exported model. The original was "models/darkmod/mechanical/factory_machines/control_junction_sect_003.lwo" Replacing with original models - - 2.12 will still crash on map load. - 2.11a I was able to do repeated dmap/map cycles (sp dmap/map - close & open tdm, dmap/map - close and reopen, rince and repeat etc). with both the old and replacement models. So I dont think its this model specifically. |
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And just to rules faulty RAM in my PC, I have also done a complete single pass in memtestX86 with no errors found. | |
Checking Event viewer, Im getting the same Exception code: 0xc0000005 each time. All the search results are all suggesting a number of things, but the consensure is a memory problem. But as I have done a single pass of MemTestX86, Im not leaning that way atm. So in the meantime I will have to dig into that Exception code and see if ANY of the perported fixes will do anything. |
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That crash in 2.11a happens in the same place, but the entity+model is different. | |
Ive seen this now aswell a few times so figured I would add this to the tracker. If I leave TDM running in the background with a TPW loaded, I am also seeing the game eventually crashing also, see link to dump file below. - https://drive.google.com/file/d/1VCHo9Y__kNDfDQppcuQT6jsuykAxJXHj/view?usp=sharing |
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On a fresh/vanilla install of windows 11, crash appear to have been resolved. But as a result of Win11 'still' being a steaming pos, I did a fresh install of windows 10. And the crashing is back - https://drive.google.com/file/d/1zdYFO6X6vWI35WPL07a-8QMLTOzKmf1I/view?usp=sharing |
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The latest crash is in the same place in same circumstances: TheDarkModx64.exe!idCollisionModelManagerLocal::TryMergePolygons(cm_model_s * model, cm_polygon_s * p1, cm_polygon_s * p2) Line 1302 C++ [Inline Frame] TheDarkModx64.exe!idCollisionModelManagerLocal::MergePolygonWithTreePolygons(cm_model_s * node, cm_node_s *) Line 1484 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::MergeTreePolygons(cm_model_s * model, cm_node_s * node) Line 1547 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::MergeTreePolygons(cm_model_s * model, cm_node_s * node) Line 1558 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::MergeTreePolygons(cm_model_s * model, cm_node_s * node) Line 1558 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::MergeTreePolygons(cm_model_s * model, cm_node_s * node) Line 1558 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::MergeTreePolygons(cm_model_s * model, cm_node_s * node) Line 1558 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::MergeTreePolygons(cm_model_s * model, cm_node_s * node) Line 1558 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::FinishModel(cm_model_s * model) Line 2945 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::LoadRenderModel(const char * fileName, const idDeclSkin * skin) Line 3106 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::LoadModel(const char * modelName, const bool precache, const idDeclSkin * skin) Line 3605 C++ TheDarkModx64.exe!idEntity::InitDefaultPhysics(const idVec3 & origin, const idMat3 & axis) Line 5279 C++ > TheDarkModx64.exe!idEntity::Spawn() Line 1325 C++ The second pointer "p2" is wrong, it is not even aligned properly: if ( p1->material != p2->material ) { return NULL; } Now it is func_static_36. |
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And the crashdump during gameplay is also inside collisionmodel: > TheDarkModx64.exe!idCollisionModelManagerLocal::TranslateTrmThroughPolygon(cm_traceWork_s * tw, cm_polygon_s * p) Line 627 C++ [Inline Frame] TheDarkModx64.exe!idCollisionModelManagerLocal::TraceTrmThroughNode(cm_traceWork_s *) Line 82 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r(cm_traceWork_s * tw, cm_node_s * node, float p1f, float p2f, idVec3 & p1, idVec3 & p2) Line 119 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::TraceThroughModel(cm_traceWork_s * tw) Line 214 C++ TheDarkModx64.exe!idCollisionModelManagerLocal::Translation(trace_s * results, const idVec3 & start, const idVec3 & end, const idTraceModel * trm, const idMat3 & trmAxis, int contentMask, int model, const idVec3 & modelOrigin, const idMat3 & modelAxis) Line 1059 C++ TheDarkModx64.exe!idClip::Translation(trace_s & results, const idVec3 & start, const idVec3 & end, const idClipModel * mdl, const idMat3 & trmAxis, int contentMask, const idEntity * passEntity, bool ignoreWorld) Line 1078 C++ TheDarkModx64.exe!idPhysics_Monster::SlideMove(idVec3 & start, idVec3 & velocity, const idVec3 & delta) Line 130 C++ TheDarkModx64.exe!idPhysics_Monster::StepMove(idVec3 & start, idVec3 & velocity, const idVec3 & delta) Line 221 C++ TheDarkModx64.exe!idPhysics_Monster::Evaluate(int timeStepMSec, int endTimeMSec) Line 611 C++ TheDarkModx64.exe!idEntity::RunPhysics() Line 5440 C++ TheDarkModx64.exe!idAI::AnimMove() Line 6041 C++ TheDarkModx64.exe!idAI::Think() Line 2597 C++ Happened on func_static_4085. Here we have a polygon which looks fine, except that its numEdges is -1066139648 instead of 3. It looks like something is corrupting memory. |
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I dont know what has changed for 213, but since moving to the latest SVN (dev17008-10685 ), the crashing is not happening anywhere near as often. Its basically back to 211 levels, where TDM will only crash if I have done a number of consecutive dmap/map cycles, maxing out the available assigned memory. | |
Date Modified | Username | Field | Change |
---|---|---|---|
18.03.2024 20:34 | Bikerdude | New Issue | |
18.03.2024 20:43 | Bikerdude | Note Added: 0016573 | |
18.03.2024 20:43 | Bikerdude | File Added: Untitled.png | |
18.03.2024 20:50 | Bikerdude | Note Added: 0016574 | |
18.03.2024 20:50 | Bikerdude | File Added: TheDarkModx64.sln | |
20.03.2024 15:48 | Bikerdude | Note Added: 0016576 | |
20.03.2024 18:36 | stgatilov | Note Added: 0016577 | |
20.03.2024 20:24 | Bikerdude | Note Added: 0016578 | |
20.03.2024 20:24 | Bikerdude | File Added: Untitled.jpg | |
20.03.2024 20:37 | Bikerdude | Note Added: 0016579 | |
20.03.2024 21:03 | Bikerdude | Note Added: 0016580 | |
21.03.2024 06:41 | stgatilov | Note Added: 0016581 | |
22.03.2024 11:26 | Bikerdude | Note Added: 0016582 | |
23.03.2024 22:31 | Bikerdude | Note Added: 0016584 | |
24.03.2024 15:03 | stgatilov | Note Added: 0016588 | |
24.03.2024 15:13 | stgatilov | Note Added: 0016589 | |
10.04.2024 12:36 | Bikerdude | Note Added: 0016627 |