[RCI] Infinite lue error report, crashes game

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martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

[RCI] Infinite lue error report, crashes game

#1 Post by martinuzz »

I opened a vault door in Dreadfell, and got sucked into it by some teleporting horror I think. This caused the first error report screen to pop up. Pressing close, or close all, just popped up the next error report screen. There is a miniature version of the error report screen on top of the error report screen as well. See the screenshot. The first time, game turns kept progressing in the background, despite the error report screen, for every key I pressed / mous I clicked. Eventually I got out of the first loop, and into the Eidolon plane. But after returning to the vault, and firing a spell at the luminous horrors in there, I again got sucked into the infinite error report loop. This time, turns do not keep progressing, so I can't get out via the Eidolon plane. I will have to kill the Tome process with the task manager, as I can't use escape to save and exit either. Since I can't send the report ingame correctly, here's a screenshot. It's only partial, this happens after alt-tabbing out of tome. I cannot recenter the full screen. Luckily the essence is on the screenshot.
Image

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: [RCI] Infinite lue error report, crashes game

#2 Post by martinuzz »

If you like, I have a save with this problem. The game saved on the Eidolon. If I load up, and choose to go back to the vault, the bug is there ready for observing.
If you like to have it, tell me which files to send where pls.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [RCI] Infinite lue error report, crashes game

#3 Post by Hachem_Muche »

Thanks for the report. It's caused by creatures with the backlash talent taking environmental damage.

DG: here is a (quick and dirty) diff to fix it:

Code: Select all

Index: Actor.lua
===================================================================
--- Actor.lua	(revision 6140)
+++ Actor.lua	(working copy)
@@ -1802,7 +1802,7 @@
 			self.summoner:incFeedback(feedback_gain)
 		end
 		-- Trigger backlash retribution damage
-		if self:knowTalent(self.T_BACKLASH) and not src.no_backlash_loops  and not src.turn_procs.backlash then
+		if src and src.turn_procs and self:knowTalent(self.T_BACKLASH) and not src.no_backlash_loops and not src.turn_procs.backlash then			
 			if src.y and src.x and not src.dead then
 				local t = self:getTalentFromId(self.T_BACKLASH)
 				t.doBacklash(self, src, feedback_gain, t)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: [RCI] Infinite lue error report, crashes game

#4 Post by darkgod »

fixed thanks
[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 ;)

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: [RCI] Infinite lue error report, crashes game

#5 Post by martinuzz »

Is there any way I can implement that fix for my current savegame? I hadn't gotten past level 20 in ages, this is one promising char, but can't use the save as it is.

kenko
Low Yeek
Posts: 6
Joined: Mon Apr 16, 2012 4:30 am

Re: [RCI] Infinite lue error report, crashes game

#6 Post by kenko »

This or something like this also exists in RC3:

Code: Select all

[LOG]   Elven cultist casts Dark Portal.
stack traceback:
        [C]: in function 'error'
        /engine/interface/ActorTalents.lua:137: in function </engine/interface/ActorTalents.lua:126>
Lua Error: /engine/interface/ActorTalents.lua:145: /engine/interface/ActorTalents.lua:137: /data/talents/corruptions/vim.lua:10
0: attempt to call method 'getTargetRadius' (a nil value)
stack traceback:
        /data/talents/corruptions/vim.lua:100: in function </data/talents/corruptions/vim.lua:99>
        [C]: in function 'xpcall'
        /engine/interface/ActorTalents.lua:132: in function </engine/interface/ActorTalents.lua:126>
        At [C]:-1
        At [C]:-1 error
        At /engine/interface/ActorTalents.lua:145 useTalent
        At /mod/ai//tactical.lua:366 runAI
        At /mod/ai//tactical.lua:392 doAI
        At /mod/class/NPC.lua:60 act
        At /engine/GameEnergyBased.lua:131 tickLevel
        At /engine/GameEnergyBased.lua:62 tick
        At /engine/GameTurnBased.lua:46 tick
        At /mod/class/Game.lua:1036
 ----------------  Stack Dump ----------------
2: table // b5a7fd98
1: table // b5a7fd98
--------------- Stack Dump Finished ---------------
I can't tell if the game still proceeds underneath the infinite error report screen, which also doesn't work in its own right (you can't type in the description field).

It's not in Actor.lua, so maybe it's something else, but the symptoms are the same.

kenko
Low Yeek
Posts: 6
Joined: Mon Apr 16, 2012 4:30 am

Re: [RCI] Infinite lue error report, crashes game

#7 Post by kenko »

Screenshot:
Image

The game log is just the error report over and over again (makes sense, since it's trying to send it over and over again). If you let it loop long enough it just eats all the cpu.

kenko
Low Yeek
Posts: 6
Joined: Mon Apr 16, 2012 4:30 am

Re: [RCI] Infinite lue error report, crashes game

#8 Post by kenko »

Here's a new one:

Code: Select all

stack traceback:
        [C]: in function 'error'
        /engine/interface/ActorTalents.lua:137: in function </engine/interface/ActorTalents.lua:126>
Lua Error: /engine/interface/ActorTalents.lua:145: /engine/interface/ActorTalents.lua:137: [string "if engine.version_compare(game.
__mod_info.ver..."]:9: attempt to index global 'Map' (a nil value)
stack traceback:
        [string "if engine.version_compare(game.__mod_info.ver..."]:9: in function 'damtype'
        /engine/interface/ActorProject.lua:195: in function 'project'
        [string "if engine.version_compare(game.__mod_info.ver..."]:8: in function <[string "if engine.version_compare(game.__mod_i
nfo.ver..."]:3>
        [C]: in function 'xpcall'
        /engine/interface/ActorTalents.lua:132: in function </engine/interface/ActorTalents.lua:126>
        At [C]:-1
        At [C]:-1 error
        At /engine/interface/ActorTalents.lua:145 useTalent
        At /mod/ai//tactical.lua:366 runAI
        At /mod/ai//tactical.lua:392 doAI
        At /mod/class/NPC.lua:60 act
        At /engine/GameEnergyBased.lua:131 tickLevel
        At /engine/GameEnergyBased.lua:62 tick
        At /engine/GameTurnBased.lua:46 tick
        At /mod/class/Game.lua:1036
 ----------------  Stack Dump ----------------
2: table // b5a00d98
1: table // b5a00d98
--------------- Stack Dump Finished ---------------

kenko
Low Yeek
Posts: 6
Joined: Mon Apr 16, 2012 4:30 am

Re: [RCI] Infinite lue error report, crashes game

#9 Post by kenko »

fwiw I compiled the game from source and still got the above error.

GreyMage
Posts: 3
Joined: Mon Sep 06, 2010 4:48 pm

Re: [RCI] Infinite lue error report, crashes game

#10 Post by GreyMage »

In RC3 I have, what seems to be, a similar Lua error. This in Bellow 3 with a dwarf bulwark against the Mouth after it pulled the character for the third or fourth time. The error dialog is on infinite loop and will eventual eat all available memory, or so it seems. I had to kill the process with the Task Manager (windows xp box)

Lua Error: /mod/class/NPC.lua:171: attempt to index field 'target_last_seen' (a number value)
At [C]:-1 __index
At /mod/class/NPC.lua:171
At [C]:-1 calc_default_fov
At /engine/interface/ActorFOV.lua(...obscured by small image of same? error dialog)
At /mod/class/NPC.lua:79 doFOV(...obscured by small image of same? error dialog)
At /mod/class/NPC.lua:57 act
At /engine/GameEnergyBased.lua(...obscured by small image of same? error dialog)
At /engine/GameEnergyBased.lua(...obscured by small image of same? error dialog)
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1036

Hope this helps.

EDIT: Although, this may be fixed in SVN for RC4(?)

XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: [RCI] Infinite lue error report, crashes game

#11 Post by XLambda »

GreyMage wrote:In RC3 I have, what seems to be, a similar Lua error. This in Bellow 3 with a dwarf bulwark against the Mouth after it pulled the character for the third or fourth time. The error dialog is on infinite loop and will eventual eat all available memory, or so it seems. I had to kill the process with the Task Manager (windows xp box)

Lua Error: /mod/class/NPC.lua:171: attempt to index field 'target_last_seen' (a number value)
At [C]:-1 __index
At /mod/class/NPC.lua:171
At [C]:-1 calc_default_fov
At /engine/interface/ActorFOV.lua(...obscured by small image of same? error dialog)
At /mod/class/NPC.lua:79 doFOV(...obscured by small image of same? error dialog)
At /mod/class/NPC.lua:57 act
At /engine/GameEnergyBased.lua(...obscured by small image of same? error dialog)
At /engine/GameEnergyBased.lua(...obscured by small image of same? error dialog)
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1036

Hope this helps.

EDIT: Although, this may be fixed in SVN for RC4(?)
Yes, fixed in SVN. This is an instance of this bug: http://forums.te4.org/viewtopic.php?f=42&t=35903

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

Re: [RCI] Infinite lue error report, crashes game

#12 Post by darkgod »

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 ;)

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