TE4 1.2.0 runtime error crash

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confuseray
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TE4 1.2.0 runtime error crash

#1 Post by confuseray »

I'm playing the latest beta patch as of this date. I just recently switched to a new computer, running windows 8.1. When playing TE4 I often get a runtime error from C++, telling me it caused the application to terminate in an unusual way. I have experimented with turning shaders on and off, but this does not seem to affect the frequency/randomness of the crash. It happens intermittently, but reliably so

I HAVE noticed that it often occurs when i turn on my shield rune. I've been playing skeleton brawler.

please guide me in producing the necessary information to fix this problem.

Suslik
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Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: TE4 1.2.0 runtime error crash

#2 Post by Suslik »

go to system->event log. try to find out what caused the application to crash. also add log flush to test what's going on.

confuseray
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Re: TE4 1.2.0 runtime error crash

#3 Post by confuseray »

event log does not note any events associated with te4. i ran te4 from cmd and added the -log flush command as well...where is the information logged?

this time the triggering event was running into a skeleton mage who used fireball on me. This applied the burning debuff. When i subsequently used rune:shielding, te4 crashed.

edit: replicated the bug again, with the fireball/rune shielding. here are the relevant lines from the log:

Code: Select all

[LOG]	
skeleton mage	1647	dumb ai talents can use	Flame	T_FLAME
skeleton mage	1647	dumb ai talents can use	Manathrust	T_MANATHRUST
dumb ai uses	T_FLAME
[LOG]	Skeleton mage casts Flame.
[SPELL CRIT %]	9.2
[SHADER] Loading from /data/gfx/shaders/fireball.lua
[SHADER] Loaded shader with totalname	fireball[]
New GL Shader program 30
New GL Shader 31 of type 35632
[SHADER] created fragment shader from /data/gfx/shaders/fireball.frag
*p 30: Uniform: 1261: 8B5E tex
*p 30: Uniform: 1262: 1406 tick
*p 30: Uniform: 1263: 1406 time_factor
Adding entity	3971	after	1647
[PROJECTOR] starting dam	45.728906376982
[PROJECTOR] after difficulty dam	45.728906376982
[PROJECTOR] res	0	1	 on dam	45.728906376982
[PROJECTOR] after resists dam	45.728906376982
[PROJECTOR] after flat damage armor	45.728906376982
[PROJECTOR] final dam	45.728906376982
[LOG]	Velita is on fire!
[SHADER] Loading from /data/gfx/shaders/fireboom.lua
[SHADER] Loaded shader with totalname	fireboom[tick_start=67812]
New GL Shader program 32
New GL Shader 33 of type 35632
[SHADER] created fragment shader from /data/gfx/shaders/fireboom.frag
[USERCHAT] channel achievement	Magic_Codfish	tome	Bringer of Doom	false	false
*p 32: Uniform: 1261: 8B5E tex
*p 32: Uniform: 1262: 1406 ellipsoidalFactor
*p 32: Uniform: 1263: 1406 tick
*p 32: Uniform: 1264: 1406 time_factor
*p 32: Uniform: 1265: 1406 oscillationSpeed
*p 32: Uniform: 1266: 1406 tick_start
[LOG]	Skeleton mage's Flame hits #fbd578#Velita#LAST# for #LIGHT_RED#46 fire#LAST# damage.
Loading tile	talents/flame.png
[LOG]	
[LOG]	Velita casts Rune: Shielding.
[LOG]	A shield forms around Velita.
[SHADER] Loading from /data/gfx/shaders/shield.lua
[SHADER] Loaded shader with totalname	shield[color=vec3(0.4,0.7,1),shieldIntensity=0.2,tick_start=70210]
New GL Shader program 34
Event log doesn't note anything related directly to te4, but does list these two events, which match with the timestamp of when i started te4:

Code: Select all

svchost (7476) Instance: The database engine detached a database (1, C:\ProgramData\Microsoft\Windows\AppRepository\PackageRepository.edb). (Time=0 seconds) 
 
Internal Timing Sequence: [1] 0.000, [2] 0.000, [3] 0.000, [4] 0.000, [5] 0.000, [6] 0.000, [7] 0.000, [8] 0.000, [9] 0.000, [10] 0.000, [11] 0.000, [12] 0.000. 
Revived Cache: 0 0

Code: Select all

svchost (7476) Instance: The database engine stopped the instance (0). 
 
Dirty Shutdown: 0 
 
Internal Timing Sequence: [1] 0.000, [2] 0.000, [3] 0.000, [4] 0.000, [5] 0.015, [6] 0.000, [7] 0.000, [8] 0.000, [9] 0.000, [10] 0.000, [11] 0.000, [12] 0.000, [13] 0.000, [14] 0.000, [15] 0.000.
Last edited by confuseray on Sat May 24, 2014 8:37 pm, edited 2 times in total.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: TE4 1.2.0 runtime error crash

#4 Post by Suslik »

event log must have something related to any crashed application. check applications subsection and tell us error details.
also check te4_log.txt in tome folder for the game log.

confuseray
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Posts: 7
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Re: TE4 1.2.0 runtime error crash

#5 Post by confuseray »

Thanks, I've edited my previous post to include this information

Suslik
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Posts: 481
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Re: TE4 1.2.0 runtime error crash

#6 Post by Suslik »

> New GL Shader program 34
this being the last line indicates that it's indeed a shader error. i'll report to dg.

have you tried grabbing recent binaries from here? http://forums.te4.org/viewtopic.php?f=3 ... 9&start=90

dg has changed something related to shader management

confuseray
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Posts: 7
Joined: Sat May 24, 2014 6:25 pm

Re: TE4 1.2.0 runtime error crash

#7 Post by confuseray »

using the new binaries seems to alleviate this bug. ill report back if anything goes wrong.

edit: something went wrong. Same runtime error. It occurred when I used my shielding rune, but this time the trigger is different. the log says:

Code: Select all

[ATTACK] attacking with	acidic iron greatsword
[ATTACK] to 	Ivakira	 :: 	30.83172154742	1	3	5.8804117613223	::	1
checkHit	26.5	5.8804117613223
=> chance to hit	100
[ATTACK] raw dam	30.83172154742	versus	3	0.3	with APR	1
[ATTACK] after armor	28.83172154742
[ATTACK] after range	42
[PHYS CRIT %]	2.5
[ATTACK] after crit	42
[ATTACK] after mult	42
[PROJECTOR] starting dam	42
[PROJECTOR] after difficulty dam	42
[PROJECTOR] res	0	1	 on dam	42
[PROJECTOR] after resists dam	42
[PROJECTOR] after flat damage armor	37.862996224857
[PROJECTOR] final dam	37.862996224857
[PROJECTOR] starting dam	9
[PROJECTOR] after difficulty dam	9
[PROJECTOR] res	0	1	 on dam	9
[PROJECTOR] after resists dam	9
[PROJECTOR] after flat damage armor	4.8629962248573
[PROJECTOR] final dam	4.8629962248573
[SOUND] loading from	/data/sound/creatures/skeletons/skell_2.ogg	:=:	sound "/data/sound/creatures/skeletons/skell_2.ogg" : <static>
AI took for target	5253	skeleton warrior	::	1637	Ivakira	4	<	100
[LOG]	#UID:5186:0#Skeleton warrior hits #fbd578#Ivakira#LAST# for #aaaaaa#(4 resist armor)#LAST#, #aaaaaa#38 physical#LAST#, #GREEN#(4 resist armor)#LAST#, #GREEN#5 acid#LAST# (43 total damage).
[LOG]	#UID:1637:0##fbd578#Ivakira#LAST# hits Skeleton warrior for #aaaaaa#17 physical#LAST# damage.
[LOG]	
[LOG]	Ivakira casts Rune: Shielding.
[LOG]	A shield forms around Ivakira.
[SHADER] Loading from /data/gfx/shaders/shield.lua
[SHADER] Loaded shader with totalname	shield[color=vec3(0.4,0.7,1),shieldIntensity=0.2,tick_start=401439]
New GL Shader program 28
no event logs exist that match the timestamp of the crash.

darkgod
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Re: TE4 1.2.0 runtime error crash

#8 Post by darkgod »

I need some more info, so please:
- download http://te4.org/dl/tmp/gdb.exe
- put it into tome's folder
- open a command line
- go to tome's folder; something like: cd c:\where\is\tome
- run this command: gdb.exe t-engine-debug.exe
- then inside gdb's command prompt type: r --flush-stdout
- play the game and reproduce the crash (it shouldnt close the window this time but seem like it froze)
- switch to the gdb window and type: bt
- show me what it then says (alongside the te4_log.txt file)

Thanks!

Also please if you can jump on #tome on irc.rizon.net
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: TE4 1.2.0 runtime error crash

#9 Post by darkgod »

Na don't bother, fixed :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

confuseray
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Posts: 7
Joined: Sat May 24, 2014 6:25 pm

Re: TE4 1.2.0 runtime error crash

#10 Post by confuseray »

wow! so talented. All hail DG

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