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Post by stolas on Jan 14, 2012 23:29:12 GMT
I found a bug in version 7, I can't seem to define it. Some kind of crash involving corpse stuff. "Corpse isn't on this map" or some similar item. I will try to replicate it again, I was lifting a corpse or alternately butchering it, I thought I was picking one up to butcher it but was not paying attention till the error occurred.
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Post by stolas on Jan 14, 2012 23:37:31 GMT
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentException: corpse not in this map at djack.RogueSurvivor.Data.Map.MoveCorpseTo(Corpse c, Point newPos) at djack.RogueSurvivor.Engine.RogueGame.DoMoveActor(Actor actor, Location newLocation) at djack.RogueSurvivor.Engine.Actions.ActionMoveStep.Perform() at djack.RogueSurvivor.Engine.Actions.ActionBump.Perform() at djack.RogueSurvivor.Engine.RogueGame.DoPlayerBump(Actor player, Direction direction) at djack.RogueSurvivor.Engine.RogueGame.HandlePlayerActor(Actor player) at djack.RogueSurvivor.Engine.RogueGame.AdvancePlay(Map map, SimFlags sim) at djack.RogueSurvivor.Engine.RogueGame.AdvancePlay(District district, SimFlags sim) at djack.RogueSurvivor.Engine.RogueGame.GameLoop() at djack.RogueSurvivor.Engine.RogueGame.Run() at djack.RogueSurvivor.RogueForm.OnShown(EventArgs e) at System.Windows.Forms.Form.CallShownEvent() at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- RogueSurvivor Assembly Version: 0.7.0.0 Win32 Version: 0.7.0.0 CodeBase: file:///C:/Users/Robert%20Ball/Desktop/Games!/Rogue%20Survivor%207/RogueSurvivor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- Microsoft.DirectX.Direct3D Assembly Version: 1.0.2902.0 Win32 Version: 9.05.132.0000 CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll ---------------------------------------- Microsoft.DirectX.Direct3DX Assembly Version: 1.0.2911.0 Win32 Version: 9.12.589.0000 CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2911.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll ---------------------------------------- System.Core Assembly Version: 3.5.0.0 Win32 Version: 3.5.30729.5420 built by: Win7SP1 CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- Microsoft.DirectX.AudioVideoPlayback Assembly Version: 1.0.2902.0 Win32 Version: 5.04.00.2904 CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.AudioVideoPlayback/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.AudioVideoPlayback.dll ---------------------------------------- Microsoft.DirectX Assembly Version: 1.0.2902.0 Win32 Version: 5.04.00.2904 CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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Post by stolas on Jan 14, 2012 23:40:51 GMT
Sufficient random moving/butchering consistently triggers this, but I can't see what it is exactly. It happened the second time when intentionally doing it by fiddling with two corpses in a doorway.
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Post by stolas on Jan 14, 2012 23:50:47 GMT
When holding a corpse in a doorway and butchering it there is a crash on the next turn. Testing.
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Post by stolas on Jan 14, 2012 23:54:06 GMT
Okay, finally finished. Door means nothing, it just happened there. Holding a corpse and butchering it completely renders a crash.
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Post by roguedjack on Jan 15, 2012 8:46:18 GMT
Ah damn. Thanks for the investigation and report!
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Post by stolas on Jan 15, 2012 13:07:29 GMT
This game has replaced SKYRIM which I recently purchased for myself. It's genuinely innovative and deserves a much larger community, you've made something that really could be the Minecraft of the Zombie Apocalypse scene. Ergo, I like to do whatever can be done to help it along!
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