Crash report Help

A forum for solving problems that might be encountered during installation, updating, or in game.
Post Reply
Souly
Posts: 187
Joined: Thu Dec 22, 2005 7:11 am
Location: South Africa

Crash report Help

Post by Souly »

Hi

I am working on a project and 1 of the maps crashes intermittently.
It either crashes when you loos or if you quit.

Neither the crash report nor Myth log states what exactly caused the crash ( no tag info ) just a bunch of errors.

anyone around that can help me figure out whats causing the crash.

It's not PC related because it does the same thing for others.

thanks ...the crash report

Using 1.8.0 gameplay...
OpenGL: Initialized with ErasePreviousFrame=0, MaxAnisotropy=8, MSAASamples=1, UseDepthTest=1, UseMipMaps=1, UseNPO2Textures=1, UseShaders=1, UpdateCMapChunked=1, UseCMapTiles=1, UseAppleClientStorage=0
Quitting networked game...
Running OpenGL 4.4 at 1920 x 1080 (VSync ON)
Starting mesh "Forest heart -Sacred grounds " with 1 plugin...
Souly 3
Using 1.8.0 gameplay...
OpenGL: Initialized with ErasePreviousFrame=0, MaxAnisotropy=8, MSAASamples=1, UseDepthTest=1, UseMipMaps=1, UseNPO2Textures=1, UseShaders=1, UpdateCMapChunked=1, UseCMapTiles=1, UseAppleClientStorage=0
Myth Crashed: EXCEPTION_NO_MEMORY
Attempting Stack Trace...
0 0x7724e4b4 ? + 0x0000 (?:0)
1 0x0047b711 __set_pointer_size + 0x0001 (corelibrary\cseries\windows_utilities.c:134)
2 0x00401033 _realloc_pointer + 0x0008 (corelibrary\cseries\memory_wrappers.c:22)
3 0x0040b178 ?alignhash_resize__@?$alignhash_wrapper@Ucache_key@@PAUcache_value@@@@CAHPAUalignhash___t@1@I@Z + 0x0288 (vector:884)
4 0x0040ae31 ?alignhash_set__@?$alignhash_wrapper@Ucache_key@@PAUcache_value@@@@CAIPAUalignhash___t@1@Ucache_key@@PAH@Z + 0x01cf (vector:439)
5 0x004096ff ?lookup@cache@@QAEPAUcached_texture_data@@PAUcached_texture_descriptor@@@Z + 0x00e1 (myth2code\hardware\generic_texture_cache.cpp:268)
6 0x00484c8c _source_tinted_texture_opengl + 0x0084 (myth2code\hardware\opengl\render_opengl.c:1847)
7 0x00485e79 _rasterize_opengl_rectangle + 0x02f7 (myth2code\hardware\opengl\render_opengl.c:2638)
8 0x00484f1f _rasterize_translucent + 0x0031 (myth2code\hardware\opengl\render_opengl.c:1944)
9 0x0048520c _rasterize_scene_chunked + 0x0114 (myth2code\hardware\opengl\render_opengl.c:2142)
10 0x0048545f _rasterize_scene_opengl + 0x0031 (myth2code\hardware\opengl\render_opengl.c:2383)
11 0x0047d123 _rasterize_scene_hardware + 0x001b (myth2code\hardware\hardware_rasterizers.c:1047)
12 0x004c13be _rasterize_scene + 0x0052 (myth2code\render\render_rasterize.c:377)
13 0x004b2c1a _render_scene + 0x0004 (myth2code\render\render.c:146)
14 0x0042bec9 _rasterize_myth + 0x0005 (myth2code\main.c:1381)
15 0x0042bdb1 _idle_myth + 0x00a4 (myth2code\main.c:1301)
16 0x0042bca1 _idle_game_state + 0x0010 (myth2code\main.c:1211)
17 0x0042b59a _update_everything + 0x001c (myth2code\main.c:583)
18 0x0042b3c7 _main + 0x0020 (myth2code\main.c:440)
19 0x00466d2f _WinMain@16 + 0x0002 (myth2code\shell_windows.c:274)
20 0x004f70a2 _WinMainCRTStartup + 0x0051 (crt0.c:251)
21 0x764533aa ? + 0x0000 (?:0)
22 0x771f9ef2 ? + 0x0000 (?:0)
23 0x771f9ec5 ? + 0x0000 (?:0)
Stack Trace Complete
Recording Buffers Flushed
Saved Recording To 'Crash- 2015-04-05 23.48.01'
Souly
Posts: 187
Joined: Thu Dec 22, 2005 7:11 am
Location: South Africa

Re: Crash report Help

Post by Souly »

Ok, i started removing things and started with 90% of the script.

Map does not crash if you loos.

will keep on testing
Myrd
Site Admin
Posts: 4034
Joined: Fri Mar 19, 2004 10:17 pm

Re: Crash report Help

Post by Myrd »

The crash log indicates that Myth ran out of memory. Probably your plugin is so large that Myth is hitting the 2GB limit for 32-bit applications?
Souly
Posts: 187
Joined: Thu Dec 22, 2005 7:11 am
Location: South Africa

Re: Crash report Help

Post by Souly »

Hi

thank you but we found the problem.

If you give a monster a map action like "harass" it adds to the map limitations in map actions.... so i have over 200 "harassing" units + the maps script running... ran out of map action limits.


its all fixed now but thanks for the respond
Post Reply