TE4 1.2.0 runtime error crash
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- Low Yeek
- Posts: 7
- Joined: Sat May 24, 2014 6:25 pm
TE4 1.2.0 runtime error crash
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.
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.
Re: TE4 1.2.0 runtime error crash
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.
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- Low Yeek
- Posts: 7
- Joined: Sat May 24, 2014 6:25 pm
Re: TE4 1.2.0 runtime error crash
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:
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:
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
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.
Re: TE4 1.2.0 runtime error crash
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.
also check te4_log.txt in tome folder for the game log.
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- Low Yeek
- Posts: 7
- Joined: Sat May 24, 2014 6:25 pm
Re: TE4 1.2.0 runtime error crash
Thanks, I've edited my previous post to include this information
Re: TE4 1.2.0 runtime error crash
> 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
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
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- Low Yeek
- Posts: 7
- Joined: Sat May 24, 2014 6:25 pm
Re: TE4 1.2.0 runtime error crash
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:
no event logs exist that match the timestamp of the crash.
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
Re: TE4 1.2.0 runtime error crash
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
- 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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: TE4 1.2.0 runtime error crash
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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Low Yeek
- Posts: 7
- Joined: Sat May 24, 2014 6:25 pm
Re: TE4 1.2.0 runtime error crash
wow! so talented. All hail DG