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KA 1.1 beta bugs

Fri, 15 Jan 2010 20:18:34

AndiNo

So now here it is as proposed by Crimson Wizard. If not stated otherwise I always play survival with 7 bots on varying starting waves with varying monster settings. Crash #1 While playing survival with 7 bots on "house of asp". [spoiler:16m518is]
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
Log: RED MANA
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
- VHardwareDrawer::FlushOldCaches
- VHardwareDrawer::AllocBlock
- VHardwareDrawer::CacheSurface
- VDirect3DDrawer::DrawPolygon
- World surfaces
- VRenderLevel::RenderWorld
- VRenderLevel::RenderScene
- VRenderLevel::RenderPlayerView
- R_RenderPlayerView
- SCR_Update
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: andino left the game

Log: Urania leads!
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: No more free blocks
Z_Free after Z_Shutdown
[/spoiler:16m518is] Crash #2 Survival on "hunting place" with 7 bots. Runtime Error. [spoiler:16m518is]
Dev: GameSurvival::NotifyACS : Event = 153
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
- (game.Player.MovePsprites)
- VObject::ExecuteFunction
- (game.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: andino left the game

Log: Parias leads!
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Reference not set to an instance of an object
[/spoiler:16m518is] Crash #3 Funny <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> While making a screenshot for the mana-in-table-bug the game crashed. Probably because the game was paused at that time. Update: It doesn't have to do with pause. It crashed when I took the green-mana-in-ground-bug-pic <!-- s:-P --><img src="{SMILIES_PATH}/orc4.gif" alt=":-P" title="Razz" /><!-- s:-P --> for bug #1, too. [spoiler:16m518is]
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
- VDirect3DDrawer::ReadScreen
- COMMAND ScreenShot
- VCommand::ExecuteString
- VCmdBuf::Exec
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: andino left the game

Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: ReadScreen: Failed to lock screen
[/spoiler:16m518is] Crash #4 Maybe the screenshot helps, seems to have to do with graphics. [spoiler:16m518is][img:16m518is]http://img18.imageshack.us/img18/4146/overflows.th.jpg[/img:16m518is]
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
Dev: GameSurvival::HandleEvent : 153
Dev: GameSurvival::NotifyACS : Event = 153
- VHardwareDrawer::AllocBlock
- VHardwareDrawer::CacheSurface
- VDirect3DDrawer::DrawPolygon
- World surfaces
- VRenderLevel::RenderWorld
- VRenderLevel::RenderScene
- VRenderLevel::RenderPlayerView
- R_RenderPlayerView
- SCR_Update
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: andino left the game

Log: Metuon leads!
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: overflow
[/spoiler:16m518is]
Sat, 16 Jan 2010 00:30:12

AndiNo

I divide this into two posts to make it easier to edit. Bug #0.5 Not really a bug I think but what should be mentioned is that mostly in narrow spaces enemies tend to spawn within each other. The spawnpoint should check before spawning if there is enough room, otherwise choose another spawnpoint or wait until it is free again. Bug #1 Spawned items like mana etc regularly hang within tables etc. They spawn at the right place but immediately after that align to the floor, not the object below them. [spoiler:1cpqv2s8][img:1cpqv2s8]http://img687.imageshack.us/img687/2323/spawnbug.th.jpg[/img:1cpqv2s8] Update: The green mana in this pic floated in the air as it should, even after respawning. But after a while it looked like that: [img:1cpqv2s8]http://img22.imageshack.us/img22/8431/crashcl.th.jpg[/img:1cpqv2s8][/spoiler:1cpqv2s8] Bug #2 not yet verified Sometimes when losing a level due to inactivity it seems the mana use is screwed up. Although I was about level 6 and went down to 5 the fourth fighter weapon took 5 red mana again although it should have been 3 at max. The damage it did seemed to be reduced, too. (Although I'm not 100% sure you do more damage on higher levels)

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