Back to the Korax Forum Archives


Forum

KA 0.9.2.1 Beta Bugs

Fri, 14 Mar 2008 12:11:24

Crimson Wizard

Well, if you're going report the bug, you may do it here, or make separate thread. Just please, read these instructions first! - <!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/viewtopic.php?f=1&t=1281">http://www.vavoom-engine.com/forums/vie ... f=1&t=1281</a><!-- m --> that's about reporting about Vavoom bugs, but 95% of that fits for KA as well. I also recommend you run KA with Debug option toggled on always, this will assure there always (well... 99% of cases) be error logout in basev/debug.txt, so you wouldn't need to run game once more trying to reproduce the issue.
Fri, 14 Mar 2008 12:40:27

Crimson Wizard

Well, as an example of bug report ( *sour smile* ). Text clipping in menu. On some of the menu screens text does not fit in menu window and is not fully visible. Found at: - Server settings; - Controls 1/2; sometimes the control names at the 2nd column go beyond right window border (for ex. 'pad enter'); - Gameplay options; - Video options; some option names and also when target info is set to "name, level / health". Marine character sprites have untranslated pixels When you select player class in Player setup menu, Marine character sprites have an area always filled with bright green colour, no matter what colors do you set for player. CTF game crashes when player brings flag to the base [color=#FF0000:1lxpaz2z][FIXED, not yet in release][/color:1lxpaz2z]
Dev: ReturnToBase : BaseOrigin = 45812448
- (svprogs.GameCTF.CommitCapture)
- RunFunction
- (svprogs.GameCTF.CommitCapture 150)
- RunFunction
- (svprogs.CTFBanner.IsTouched 178)
- RunFunction
- (linespec.EntityEx.Touch 10)
- VObject::ExecuteFunction
- (linespec.EntityEx.Touch)
- VEntity::CheckRelPosition
- VEntity::TryMove
- RunFunction
- (engine.Entity.TryMoveEx 0)
- RunFunction
- (linespec.EntityEx.XYMovement 424)
- RunFunction
- (linespec.EntityEx.Physics 253)
- RunFunction
- (linespec.EntityEx.Tick 232)
- VObject::ExecuteFunction
- (linespec.EntityEx.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame
Sat, 15 Mar 2008 04:23:28

TheCount

Using Heresiarch'es first claw weapon causes the game to crash
- (svprogs.WeaponHeresiarchClaw.S_5.None)
- RunFunction
- (svprogs.WeaponHeresiarchClaw.S_5.None 12)
- VObject::ExecuteFunction
- (svprogs.WeaponHeresiarchClaw.S_5.None)
- VBasePlayer::SetViewState
- RunFunction
- (engine.BasePlayer.AdvanceViewStates 0)
- RunFunction
- (linespec.PlayerEx.MovePsprites 2)
- RunFunction
- (svprogs.Player.MovePsprites 87)
- RunFunction
- (svprogs.Player.PlayerTick 1016)
- VObject::ExecuteFunction
- (svprogs.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Dev: Sending clc_disconnect
Dev: PlayerTeam::DiscardPlayer : pushing player down the table
Dev: PlayerTeam::DiscardPlayer : player position was 0
Dev: Player::UpdateScore : scoreevent_PlayerDiscard
Dev: playercount is = 2
Dev: PlayerTeam::DiscardPlayer : player position now is 1
Dev: playercount now = 1
Dev: PlayerTeam::DiscardPlayer : removed player from team
Dev: PlayerTeam::DiscardPlayer : pushing player down the table
Dev: PlayerTeam::DiscardPlayer : player position was 0
Dev: Player::UpdateScore : scoreevent_PlayerDiscard
Dev: playercount is = 1
Dev: PlayerTeam::DiscardPlayer : player position now is 0
Dev: playercount now = 0
Dev: PlayerTeam::DiscardPlayer : removed player from team
Dev: PlayerTeam::UpdateScore : scoreevent_TeamDiscard
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 VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Segmentation Violation
Z_Free after Z_Shutdown
Z_Free after Z_Shutdown
I get a bunch of "!" sprites in some maps (missing lumps again?) I sometimes see character sprites instead of decorations
Sat, 15 Mar 2008 13:01:26

Crimson Wizard

[quote="TheCount":vy16mjb2] I get a bunch of "!" sprites in some maps (missing lumps again?) I sometimes see character sprites instead of decorations Tell, are you using Hexen.wad or some other IWAD?
Sun, 16 Mar 2008 02:33:47

TheCount

Hexen.wad.
Sun, 16 Mar 2008 08:38:56

jerebaldo1

Log: WARNING! Can't find sound misc/secret
Log: WARNING! Can't find sound weapons/rocklf
- TMemZone::AllocPage
- TMemZone::LargeAlloc
- TMemZone::Alloc
- Z_Malloc
- VPatchTexture::GetPixels
- VDirect3DDrawer::GenerateTexture
- VDirect3DDrawer::SetSpriteLump
- VDirect3DDrawer::DrawSpritePolygon
- VRenderLevel::RenderPSprite
- VRenderLevel::DrawPlayerSprites
- VRenderLevel::RenderPlayerView
- R_RenderPlayerView
- SCR_Update
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Dev: Sending clc_disconnect
Dev: PlayerTeam::DiscardPlayer : pushing player down the table
Dev: PlayerTeam::DiscardPlayer : player position was 0
Dev: Player::UpdateScore : scoreevent_PlayerDiscard
Dev: playercount is = 2
Dev: PlayerTeam::DiscardPlayer : player position now is 1
Dev: playercount now = 1
Dev: PlayerTeam::DiscardPlayer : removed player from team
Dev: PlayerTeam::DiscardPlayer : pushing player down the table
Dev: PlayerTeam::DiscardPlayer : player position was 0
Dev: Player::UpdateScore : scoreevent_PlayerDiscard
Dev: playercount is = 1
Dev: PlayerTeam::DiscardPlayer : player position now is 0
Dev: playercount now = 0
Dev: PlayerTeam::DiscardPlayer : removed player from team
Dev: PlayerTeam::UpdateScore : scoreevent_TeamDiscard
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 VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Segmentation Violation
[color=#FF0000:1qh9b597]CW:[Vavoom engine issue][/color:1qh9b597] Well, so I get a crash whenever the rocket launcher fires or the rocket explodes. It's very consistent, although one time I was able to get it to fire and explode without crashing in software mode. The first 2 of these debug.txt lines were intermittently wedged into the bot debug messages. The rest is the last bit. I know this piece of code isn't very informative, but hopefully my little problem is reporduceable and trackable. Also, I too get "missing lump" exclamation point gfx in hexen maps like Winnowing Halls. Also, there are animated, dying player gfx in place of certain map features. Torches, I believe. You guys are so close, so very close to a playable awesomeness! I am very excited at getting to see this mod progress over the years, thank you fellas. Winxp SP2, latest updates Core2Duo 4300 2gb ddr2 amd/ati X1950pro xfi nforce 650i soundblaster x-fi gamer
Sun, 16 Mar 2008 11:59:23

Crimson Wizard

[quote="jerebaldo1":1zs3b0ok]Well, so I get a crash whenever the rocket launcher fires or the rocket explodes. It's very consistent, although one time I was able to get it to fire and explode without crashing in software mode. The first 2 of these debug.txt lines were intermittently wedged into the bot debug messages. The rest is the last bit. I know this piece of code isn't very informative, but hopefully my little problem is reporduceable and trackable. This looks rather like an engine bug; try posting this on vavoom forums: <!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/viewforum.php?f=1">http://www.vavoom-engine.com/forums/viewforum.php?f=1</a><!-- m --> [quote="jerebaldo1":1zs3b0ok]Also, I too get "missing lump" exclamation point gfx in hexen maps like Winnowing Halls. Perhaphs original Hexen map support is a big mistake. There are lot of items that do not fit KA at all.
Sun, 16 Mar 2008 12:04:42

Crimson Wizard

Ok, here's couple that I have found myself, just for notice: General score limit bug [color=#FF0000:1xdwy8n9][FIXED, not yet in release][/color:1xdwy8n9] In some game modes 0 score limit is treated literally as 0 score limit instead of "no limit", thus game ends as soon as any player earnes single point. Initial inventory bug When player is spawned he is not given any blue mana, while he should (player must have 25 points of each mana type at game start /after respawn).
Sun, 16 Mar 2008 13:04:58

RambOrc

Support for non-KA maps (like original Hexen maps) has been added to this beta by mistake and has been removed in the meantime.
Sun, 16 Mar 2008 22:06:49

TheCount

[quote="Crimson Wizard":2c1skc4o]Initial inventory bug When player is spawned he is not given any blue mana, while he should (player must have 25 points of each mana type at game start /after respawn). I thought that was intentional. [quote="RambOrc":2c1skc4o]Support for non-KA maps (like original Hexen maps) has been added to this beta by mistake and has been removed in the meantime. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 17 Mar 2008 02:50:28

Necromancer

So can we expect a new release sometime soon?
Mon, 17 Mar 2008 03:31:16

TheCount

[quote="Necromancer":31qrr6f9]So can we expect a new release sometime soon? That's the least appropiate thing to say right after a release...
Mon, 17 Mar 2008 05:11:55

Necromancer

[quote="TheCount":3olu0tlf][quote="Necromancer":3olu0tlf]So can we expect a new release sometime soon? That's the least appropiate thing to say right after a release... What I meant was if they were going to incorporate all these bugfixes into the game and rerelease it. <!-- s:-# --><img src="{SMILIES_PATH}/eusa_silenced.gif" alt=":-#" title="Silenced" /><!-- s:-# --> CW did after all say that he wanted to do an update yet again. (And plus they did after all release an update the day after the original new release) <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 17 Mar 2008 10:27:40

Crimson Wizard

[quote="Necromancer":14ursg29][quote="TheCount":14ursg29][quote="Necromancer":14ursg29]So can we expect a new release sometime soon? That's the least appropiate thing to say right after a release... What I meant was if they were going to incorporate all these bugfixes into the game and rerelease it. <!-- s:-# --><img src="{SMILIES_PATH}/eusa_silenced.gif" alt=":-#" title="Silenced" /><!-- s:-# --> CW did after all say that he wanted to do an update yet again. (And plus they did after all release an update the day after the original new release) <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Umm, yeah, unfortunately it appeared that some changes were made just before the release (including changes in the Vavoom engine), and not all things were checked throughorouly, thus there are couple of critical bugs that's better be fixed asap and release updated. I mean that score limit bug, CTF crash, and also football map, which prevents from playing <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> sorry, I think we will make the update REALLY soon (because these bugs are already fixed).
Mon, 17 Mar 2008 14:50:26

Firebrand

We'll be testing the fixes in an internal build (as well as some other updates here and there <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), if everything works as expected a new build will be made public, just be patient it will be as fast as possible <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 17 Mar 2008 23:52:10

RambOrc

Updating a beta with bugfixes has no time limit on it, it's not like adding new content.
Fri, 21 Mar 2008 18:30:58

Valherran

ABOUT FKING TIME THIS CAME OUT! What crap timing to, i have to go back east on Sunday... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> I'll play the hell out of this and see what bugs i can spot before i go back overseas. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 21 Mar 2008 19:32:00

Valherran

Wow ok, um the game cashes immediatly when the match starts and when crashes, it causes my whole CPU to restart. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Fri, 21 Mar 2008 20:39:18

Crimson Wizard

[quote="Valherran":2hkkgpzv]Wow ok, um the game cashes immediatly when the match starts and when crashes, it causes my whole CPU to restart. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> 1. What match? 2. Can you run with "debug output" option set and send us the log from basev/debug.txt ?
Fri, 21 Mar 2008 21:31:23

Valherran

I was getting that error on the default set map (ancient something) and the fighter was always the bot, also set it to 20 kills, normal dif on AI. I got another error when i tried again just now when i had the marine as my opponent: <!-- m --><a class="postlink" href="http://i217.photobucket.com/albums/cc243/Valherran/KAerror1.jpg">http://i217.photobucket.com/albums/cc24 ... error1.jpg</a><!-- m --> ALso, if the game causes my CPU to restart it wont save the log error. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sat, 22 Mar 2008 12:24:41

Crimson Wizard

[quote="Valherran":3cejmvud] <!-- m --><a class="postlink" href="http://i217.photobucket.com/albums/cc243/Valherran/KAerror1.jpg">http://i217.photobucket.com/albums/cc24 ... error1.jpg</a><!-- m --> ALso, if the game causes my CPU to restart it wont save the log error. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Ummm, Valherran I meant you CHECK the option, not write down my words in that text box. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> You should check the checkbox just above textbox where you wrote "debug output" - that what is really need to be done. I always forget how it is being called - "Create debug file". But ok, I've got the error stack trace from the message there on pic. Seems its happening when Fighter trying to hit someone or something with an Axe.
Sat, 22 Mar 2008 19:33:14

Valherran

lol ok, im not too bright when it comes to these technicalities, anyways i found another bug, if the fighter gets stuck in water he causes the CPU to restart. Question, does the game always lag horribly? im asking because mine lags horribly each time i play.
Sun, 23 Mar 2008 00:21:52

TheCount

Try lowering resolution and detail levels.
Sun, 23 Mar 2008 03:35:05

Firebrand

Does your computer restart when playing? It's not a normal issue, it sounds like a hardware problem and not something caused by Korax Arena IMO <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 25 Mar 2008 06:34:24

Valherran

Ugh its hot in Iraq...anyways yeah i tried lowering the setting all the way, and tried raising them as high as possible, and it just LAGS either way. Even when i tweak the settings the game does not look any different in the slightest.
Mon, 07 Apr 2008 15:42:56

cole89

hi all! I tried this korax arena mod and it's very fantastic!! I cannot imagine that was possible to do a thing like this with hexen! congratulations! but unfortunately there are still bugs.. i'm reporting some of mine in the debug text file.. ---->when i became the heresiarch and i try to fire with the hand it exit with an error message: - (svprogs.WeaponHeresiarchClaw.S_5.None) - RunFunction - (svprogs.WeaponHeresiarchClaw.S_5.None 12) - VObject::ExecuteFunction - (svprogs.WeaponHeresiarchClaw.S_5.None) - VBasePlayer::SetViewState - RunFunction - (engine.BasePlayer.AdvanceViewStates 0) - RunFunction - (linespec.PlayerEx.MovePsprites 2) - RunFunction - (svprogs.Player.MovePsprites 87) - RunFunction - (svprogs.Player.PlayerTick 1016) - VObject::ExecuteFunction - (svprogs.Player.PlayerTick) - SV_RunClients - SV_Ticker - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 2 Dev: PlayerTeam::DiscardPlayer : player position now is 1 Dev: playercount now = 1 Dev: PlayerTeam::DiscardPlayer : removed player from team Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 1 Dev: PlayerTeam::DiscardPlayer : player position now is 0 Dev: playercount now = 0 Dev: PlayerTeam::DiscardPlayer : removed player from team Dev: PlayerTeam::UpdateScore : scoreevent_TeamDiscard 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 VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Segmentation Violation Z_Free after Z_Shutdown Z_Free after Z_Shutdown --->when i'm playing with the doom marine and i fire a rocket: sometimes.. Log: WARNING! Can't find sound weapons/rocklf Log: WARNING! Can't find sound weapons/rocklx - TMemZone::AllocPage - TMemZone::LargeAlloc - TMemZone::Alloc - Z_Malloc - VChannel::SendMessage - VPlayerChannel::Update - CL_SendMove - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 1 Dev: PlayerTeam::DiscardPlayer : player position now is 0 Dev: playercount now = 0 Dev: PlayerTeam::DiscardPlayer : removed player from team Dev: PlayerTeam::UpdateScore : scoreevent_TeamDiscard 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 VObject::StaticExit and sometimes.. - TMemZone::FreePage - TMemZone::LargeFree - TMemZone::Free - Z_Free - VThinkerChannel::Update - SV_UpdateLevel - SV_SendClientMessages - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect ----->sometimes when i'm playing.. - (engine.BasePlayer.ClientStartSound) - VAudio::PlaySound - RunFunction - (engine.BasePlayer.ClientStartSound 0) - VObject::ExecuteFunction - (engine.BasePlayer.ClientStartSound) - RPC - VPlayerChannel::ParsePacket - VChannel::ReceivedRawMessage - VNetConnection::ReceivedPacket - VNetConnection::GetMessages - CL_ReadFromServer - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 6 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 8 Dev: PlayerTeam::DiscardPlayer : player position now is 7 Dev: playercount now = 7 Dev: PlayerTeam::DiscardPlayer : removed player from team usually there is an error message "segmentation violation" then i'm able only to play against bots.. once i tried with another pc in LAN to have a match but when i'm trying to join or to search for games i had always an error shutting down vavoom with "segmentation violatio" .. now i cannot report this error message because in this moment the other pc is not available.. when i can i'll write that error.. i HOPE that these and ALL the bugs can be fixed so we can play all together!! thank u all for this incredible mod! i have also 2 questions.. in the football mode is normal to cannot be able to play yet? and when shall be released another version more stable? THANK YOU ALL! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> ps: i will report other text error in future if it's useful :) and sorry for my english if it isn't correct.
Mon, 07 Apr 2008 18:17:49

Firebrand

Thank you very much for the bugs you report <!-- s:-) --><img src="{SMILIES_PATH}/orc2.gif" alt=":-)" title="Smile" /><!-- s:-) -->, we are already fixing some of them. As for your questions, it's normal not to be able to play football yet, we are still working on the bots AI for this gameplay mode, it should be improved during development, we are actively working to release a new version with fixes for these bugs and stability increased. As for the LAN game bug, unfortunately, we need more details to track it down, so be sure to post them, thanks for your support! <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 08 Apr 2008 12:55:48

cole89

ok thank u for the answer :).. i have tried another time to do a lan game but when i'm trying to search for games.. this error.... Log: Executing startup.vs Log: Executing default.cfg Log: Executing config.cfg Log: Can't find autoexec.cfg Init: 1312k surface cache Log: 640x480x8. - VStr::Resize - VDatagramDriver::SearchForHosts - Datagram_SearchForHosts - VNetwork::Slist_Poll - VNetwork::Poll - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown 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 VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Segmentation Violation ---> and this when i try to connect to lan ip Log: Executing startup.vs Log: Executing default.cfg Log: Executing config.cfg Log: Can't find autoexec.cfg Init: 1312k surface cache Log: 640x480x8. Log: Playing demo from demos/demo1.dem. Log: ERROR: couldn't open. Log: Playing demo from demos/demo2.dem. Log: ERROR: couldn't open. - VStr::Resize - VDatagramDriver::SearchForHosts - Datagram_SearchForHosts - VNetwork::Slist_Poll - VNetwork::Poll - VNetwork::Connect - CL_EstablishConnection - VCommand::ExecuteString - VCmdBuf::Exec - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown 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 VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Segmentation Violation more or less are the same :) thnks!
Tue, 08 Apr 2008 13:37:33

cole89

now i'm going to post all the bugs that I'm finding... is it ok? ---->this when i tried to fire with the super shotgun (marine) - (engine.BasePlayer.ClientStartSound) - VZipFileReader::Serialise - VWaveSampleLoader::Load - VSoundManager::LoadSound - VDirectSoundDevice::PlaySound - VAudio::PlaySound - RunFunction - (engine.BasePlayer.ClientStartSound 0) - VObject::ExecuteFunction - (engine.BasePlayer.ClientStartSound) - RPC - VPlayerChannel::ParsePacket - VChannel::ReceivedRawMessage - VNetConnection::ReceivedPacket - VNetConnection::GetMessages - CL_ReadFromServer - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 3 Dev: PlayerTeam::DiscardPlayer : player position now is 2 Dev: playercount now = 2 Dev: PlayerTeam::DiscardPlayer : removed player from team Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 2 Dev: PlayerTeam::DiscardPlayer : player position now is 1 Dev: playercount now = 1 Dev: PlayerTeam::DiscardPlayer : removed player from team Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 1 Dev: PlayerTeam::DiscardPlayer : player position now is 0 Dev: playercount now = 0 Dev: PlayerTeam::DiscardPlayer : removed player from team Dev: PlayerTeam::UpdateScore : scoreevent_TeamDiscard 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 VObject::StaticExit plus another thing.. when it says that i got the bfg 9000, in realty I got the pistol. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> ---> here i had to restart my pc - (engine.Thinker.Spawn) - VEntity::AddedToLevel - VLevel::AddThinker - VLevel::SpawnThinker - RunFunction - (engine.Thinker.Spawn 0) - RunFunction - (linespec.EntityEx.SpawnPuff 185) - RunFunction - (linespec.EntityEx.LineAttack 350) - RunFunction - (svprogs.WeaponSuperShotgun.A_FireShotgun2 219) - VObject::ExecuteFunction - (svprogs.WeaponSuperShotgun.A_FireShotgun2) - VBasePlayer::SetViewState - RunFunction - (engine.BasePlayer.AdvanceViewStates 0) - RunFunction - (linespec.PlayerEx.MovePsprites 2) - RunFunction - (svprogs.Player.MovePsprites 87) - RunFunction - (svprogs.Player.PlayerTick 1016) - VObject::ExecuteFunction - (svprogs.Player.PlayerTick) - SV_RunClients - SV_Ticker - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Dev: Sending clc_disconnect Dev: PlayerTeam::DiscardPlayer : pushing player down the table Dev: PlayerTeam::DiscardPlayer : player position was 0 Dev: Player::UpdateScore : scoreevent_PlayerDiscard Dev: playercount is = 6 Dev: PlayerTeam::DiscardPlayer : player position now is 5 Dev: playercount now = 5 Dev: PlayerTeam::DiscardPlayer : removed player from team
Mon, 02 Mar 2009 21:54:35

Parias

I got one I had coming. Code: [list:2ac8ueos] 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: Segmentation Violation[/list:u:2ac8ueos] This error occurred when I tried to use the fly cheat in the Lethe's castle code to get to the top of the layered room with the portal in the very middle. When I get to the top and go through the path leading to the room with the tall elevator, the game crashes instantly. But not without making the "level up/level down/quit noise first.
Mon, 02 Mar 2009 22:26:19

Crimson Wizard

First of all, do you put yor bug report here because you really use KA 0.9.2.1? I ask, because we already have KA 1.0 released as well as 2 patches to it (1.0.2 is the latest), and there were signifant changes from 0.9 to 1.0., including bug fixes. Secondly, unfortunately you did not have actual stack trace in the log you post above there. Stack trace usually looks like a number of lines starting with " - ", like:
- (engine.BasePlayer.ClientStartSound) - VZipFileReader::Serialise - VWaveSampleLoader::Load - VSoundManager::LoadSound - VDirectSoundDevice::PlaySound
and so on.
Tue, 03 Mar 2009 00:17:26

Parias

Yeah, sorry. My brain farted.
Wed, 04 Mar 2009 16:49:29

Firebrand

Sounds like a rendering problem to me, I would ask you if you could post the correct stack trace, so we can determine what's the cause of the problem, thanks! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->

Back to the Korax Forum Archives