UA:Source

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CuSToM_94
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Re: UA:Source

Post by CuSToM_94 » Fri Mar 30, 2018 8:30 am

Sorry for late feedback.

The infinite falling loop is fixed.
As for the squad creation bug, I can't be 100% sure, but I can't reproduce it at the moment. I'll report it if I encounter it.
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Re: UA:Source

Post by CuSToM_94 » Sat Apr 21, 2018 12:25 pm

New update:

I'm having the the game crashing randomly (Segmentation Faults). But this is with the latest Github build and with Mario's mods of MD Expansion "Normal Difficulty".
It seems like it's only happening with Ghorkovs though.

I know this info may not be that helpful. So, I'll try to confirm when other mods and see what happens.
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Re: UA:Source

Post by Ormu » Sat Apr 21, 2018 1:06 pm

CuSToM_94 wrote:
Sat Apr 21, 2018 12:25 pm
New update:

I'm having the the game crashing randomly (Segmentation Faults). But this is with the latest Github build and with Mario's mods of MD Expansion "Normal Difficulty".
It seems like it's only happening with Ghorkovs though.

I know this info may not be that helpful. So, I'll try to confirm when other mods and see what happens.
Does it only happen in certain levels?
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Re: UA:Source

Post by Zidane » Mon Apr 23, 2018 1:10 am

CuSToM_94 wrote:
Sat Apr 21, 2018 12:25 pm
New update:

I'm having the the game crashing randomly (Segmentation Faults). But this is with the latest Github build and with Mario's mods of MD Expansion "Normal Difficulty".
It seems like it's only happening with Ghorkovs though.

I know this info may not be that helpful. So, I'll try to confirm when other mods and see what happens.
If it happen on windows you can view on what address in memory it's segfaulted. It can be viewed in Event Viewer. With segfault address I can find what happen wrong.
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Re: UA:Source

Post by Bronsteijn24K » Tue Apr 24, 2018 4:28 am

CuSToM_94 wrote:
Sat Apr 21, 2018 12:25 pm
New update:

I'm having the the game crashing randomly (Segmentation Faults). But this is with the latest Github build and with Mario's mods of MD Expansion "Normal Difficulty".
It seems like it's only happening with Ghorkovs though.

I know this info may not be that helpful. So, I'll try to confirm when other mods and see what happens.
There are a few levels mario's Ghorkov mod that are way too big. One level that has this crashing problem you speak of is "Tlobrednuht". The level is critically unstable due to its map size and causes the game to crash frequently after some time.

I shrank the level to make it stable again. If its the problem your having let me know on discord and I will give you the file. ;)
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Re: UA:Source

Post by CuSToM_94 » Wed Apr 25, 2018 12:36 pm

Ormu wrote:
Sat Apr 21, 2018 1:06 pm
Does it only happen in certain levels?
I'm not sure, But it certainly happened with some levels and not the others. I think they were all custom maps not the original ones.
Zidane wrote:
Mon Apr 23, 2018 1:10 am
If it happen on windows you can view on what address in memory it's segfaulted. It can be viewed in Event Viewer. With segfault address I can find what happen wrong.
I use linux. I can give some debugging info using GDB. I'll run the game with the debugger attached to it and try to reproduce the sefgaults.
Bronsteijn24K wrote:
Tue Apr 24, 2018 4:28 am

There are a few levels mario's Ghorkov mod that are way too big. One level that has this crashing problem you speak of is "Tlobrednuht". The level is critically unstable due to its map size and causes the game to crash frequently after some time.

I shrank the level to make it stable again. If its the problem your having let me know on discord and I will give you the file. ;)
AFAIR it didn't happen with the old exe. So, it probably has something to do with UA_Source.
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Re: UA:Source

Post by CuSToM_94 » Wed Apr 25, 2018 1:42 pm

I'm trying to reproduce the crash. This time it happened after I beamed away in "No More Tide" map. It's not reproducible. As I said, It's happening randomly. The map itself doesn't seem to be the issue.
Other crashes I had before were when starting a new level, loading a level, and in mid game.

Here's the output of GDB

Code: Select all

[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffecaee700 (LWP 8546)]
[Thread 0x7fffecaee700 (LWP 8546) exited]
[New Thread 0x7fffecaee700 (LWP 8547)]
[New Thread 0x7ffff7f25700 (LWP 8548)]
[New Thread 0x7fffdfffd700 (LWP 8549)]
STUB windp_func87

Thread 1 "ua_source" received signal SIGSEGV, Segmentation fault.
__GI___libc_free (mem=0x300030000) at malloc.c:2951
2951    malloc.c: No such file or directory.
Here's a stack trace

Code: Select all

#0  __GI___libc_free (mem=0x300030000) at malloc.c:2951
#1  0x00007fffed97c92d in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so
#2  0x00007fffed986514 in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so
#3  0x00007fffed6d323a in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so
#4  0x00007fffed6dc481 in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so
#5  0x00007fffed6dc7ac in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so
#6  0x00007fffed6dd680 in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so
#7  0x000000000044f968 in NC_STACK_win3d::FreeTexture (this=0x3a25790, bitm=0x3578c60) at win3d.cpp:2756
#8  0x000000000040b4f1 in NC_STACK_bitmap::rsrc_func65 (this=0x3b177d0, res=0x3302ad0) at bitmap.cpp:257
#9  0x0000000000441ffd in NC_STACK_rsrc::func1 (this=0x3b177d0) at rsrc.cpp:73
#10 0x000000000040af3b in NC_STACK_bitmap::func1 (this=0x3b177d0) at bitmap.cpp:110
#11 0x000000000043d3ae in delete_class_obj (cls=0x3b177d0) at nucleas.cpp:221
#12 0x0000000000422eb7 in NC_STACK_embed::func1 (this=0x2c22ce0) at embed.cpp:60
#13 0x000000000043d3ae in delete_class_obj (cls=0x2c22ce0) at nucleas.cpp:221
#14 0x000000000040d809 in NC_STACK_base::func1 (this=0x4250360) at base.cpp:429
#15 0x000000000043d3ae in delete_class_obj (cls=0x4250360) at nucleas.cpp:221
#16 0x00000000004974a9 in sb_0x44ac24 (yw=0x22a4ff0) at yw_funcs.cpp:3749
#17 0x000000000046d64f in NC_STACK_ypaworld::ypaworld_func151 (this=0x22a4d50, arg=0x0) at yw.cpp:2927
#18 0x0000000000437c9e in sb_0x411324 () at main.cpp:86
#19 0x0000000000438b45 in sb_0x411324 () at main.cpp:499
#20 0x0000000000439675 in main (argc=3, argv=0x7fffffffdd98) at main.cpp:842
I hope any of this is usueful
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Re: UA:Source

Post by Zidane » Wed Apr 25, 2018 5:10 pm

It's can bee some overflow with map sizes and after some time it's can crash on allocation or free.
Very bad thing, because it's can't be checked with current code, but I will think how to do this.
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Re: UA:Source

Post by Ormu » Thu Apr 26, 2018 6:57 am

The stack trace says something about bitmaps and textures.

Mario's campaigns use both custom 2D graphics (I can't check the sizes of these right now) and custom 3D textures (but these only replace the original ones and have equal sizes). Could those have something to do with this bug? Just my 2cents really...
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