|
Post by danvzare on Feb 2, 2018 16:24:28 GMT
The game works perfectly now, no crashes in sight. And it's sooooooo fun! Thanks a lot MP, and a big thanks to you too zaimoni.
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 3, 2018 1:56:21 GMT
Awesome, I'm glad to hear that. And thanks for sticking with it.
|
|
|
Post by danvzare on Feb 3, 2018 21:37:03 GMT
Just another slight error that I thought I should let you know about. While pushing something, I got a "Rogue Survivor Still Alive has stopped working" error, which is quite different from the usual errors I got before. The problem details it has are as follows: Description: Stopped working Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: rogue survivor still alive.exe Problem Signature 02: 1.5.30.5 Problem Signature 03: 5a744a4a Problem Signature 04: Rogue Survivor Still Alive Problem Signature 05: 1.5.30.5 Problem Signature 06: 5a744a4a Problem Signature 07: 896 Problem Signature 08: 0 Problem Signature 09: System.StackOverflowException OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Read our privacy statement online: go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt I can't quite repeat the problem, since after reloading and doing the same thing, the problem doesn't happen again. But something else does seem to trigger it again after a few turns, such as me going to sleep or saving (but even when it crashes while saving, it still manages to save). I'm guessing it's the action of one of the npcs, and not me. As long as I save a lot though, it doesn't seem to be causing me too much trouble. I've been playing with the default settings, and this started occurring after the first ingame day or two. I'll let you know if I manage to pinpoint exactly what it is that's causing it. Oh, and I found a zombie of a guy next to his corpse. So there seems to be some sort of duplicate problem there. (Related maybe?) I can post my save file if you want.
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 3, 2018 23:41:40 GMT
Yep that's a nasty one. It certainly could be other actors and not you triggering it, or something completely unrelated. If you can upload the save that would be very helpful, because I've yet to reproduce it. I've set my Visual Studio to break on stack overflows, so if I can reproduce I can trace the offending code. In regards to the corpse thing; it's because I enabled leaving behind corpses in STD, but didn't put any smarts around zombification deaths. His corpse is still there and it also respawns him as a zombie. I'm leaning towards removing zombification from STD altogether, but replacing it with something cooler... In fact, that's scheduled for Release 6, which I'll start on once R5-5 is done.
|
|
|
Post by zaimoni on Feb 4, 2018 0:57:05 GMT
Oh, and I found a zombie of a guy next to his corpse. So there seems to be some sort of duplicate problem there. (Related maybe?) RS Alpha 9 processes infection from bites even in STD mode. I explicitly fixed this in RS Revived. Probably something got confused from there being a corpse to check for infection-zombification in STD mode, and didn't remove the corpse.
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 4, 2018 9:49:54 GMT
I've worked out what it causes the overflow. It's the implementation of the task that regrows wild berries on bushes, which was also causing the non-serialized crash. The number gets out of hand, thus the crash. Back to the drawing board.
|
|
|
Post by danvzare on Feb 4, 2018 12:23:37 GMT
I've worked out what it causes the overflow. It's the implementation of the task that regrows wild berries on bushes, which was also causing the non-serialized crash. The number gets out of hand, thus the crash. Back to the drawing board. Glad to hear you've figured out what's causing the problem. Still, here's my save file just in case: www.mediafire.com/file/or9jdnjxm20q5e0/Still%20Alive%201.5.30.5.zip
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 5, 2018 7:29:39 GMT
I've stripped the offending functionality out and uploaded a replacement version. With any luck this one will just work, and I'll re-implement that stuff in the next release.
|
|
|
Post by danvzare on Feb 9, 2018 19:17:01 GMT
Ok, I've played quite a bit, and except for some ridiculously long load times for the bigger maps, I've only just now found a crash.
This is the message I got:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at System.Reflection.AssemblyName.nInit(Assembly& assembly, Boolean forIntrospection, Boolean raiseResolveEvent) at System.Reflection.AssemblyName.nInit() at System.Reflection.AssemblyName..ctor(String assemblyName) at System.Resources.ResourceManager.CanUseDefaultResourceClasses(String readerTypeName, String resSetTypeName) at System.Resources.ResourceManager.CreateResourceSet(Stream store, Assembly assembly) at System.Resources.ResourceManager.InternalGetResourceSet(CultureInfo culture, Boolean createIfNotExists, Boolean tryParents) at System.Resources.ResourceManager.GetString(String name, CultureInfo culture) at System.Windows.Forms.SR.GetString(String name, Object[] args) at System.Windows.Forms.ThreadExceptionDialog..ctor(Exception t) at System.Windows.Forms.Application.ThreadContext.OnThreadException(Exception t) at System.Windows.Forms.Control.InvokeMarshaledCallbacks() at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8762 (QFE.050727-8700) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Rogue Survivor Still Alive Assembly Version: 1.5.30.5 Win32 Version: 1.5.30.5 CodeBase: file:///C:/Users/DanVzare/Desktop/Rogue%20Survivor%20Still%20Alive%201.5.30.5/Rogue%20Survivor%20Still%20Alive.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5491 (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: 2.0.50727.8770 (QFE.050727-8700) 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: 2.0.50727.5495 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.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.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 ---------------------------------------- sfmlnet-audio-2 Assembly Version: 2.4.0.0 Win32 Version: 2.4.0 CodeBase: file:///C:/Users/DanVzare/Desktop/Rogue%20Survivor%20Still%20Alive%201.5.30.5/sfmlnet-audio-2.DLL ---------------------------------------- sfmlnet-system-2 Assembly Version: 2.4.0.0 Win32 Version: 2.4.0 CodeBase: file:///C:/Users/DanVzare/Desktop/Rogue%20Survivor%20Still%20Alive%201.5.30.5/sfmlnet-system-2.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 ---------------------------------------- sfmlnet-window-2 Assembly Version: 2.4.0.0 Win32 Version: 2.4.0 CodeBase: file:///C:/Users/DanVzare/Desktop/Rogue%20Survivor%20Still%20Alive%201.5.30.5/sfmlnet-window-2.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.
It happened on C&I mode, when my character was exhausted, on his last 2 health, about to be attack and killed by a zombie, and I was about to also use a medkit. I think it was caused by me being killed just after picking up said medkit. I don't know if I'll ever be able to recreate it. But I thought I should let you know.
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 10, 2018 1:59:55 GMT
That's frustrating. Thanks for calling it out. Can you recall how many days or turns you'd got to?
I was aware of the long simulation times on changing district. When I got a few weeks into a game district changes were taking 20-30 seconds. So heavy optimisation has been on the roadmap for R12*, once all the features are complete. But I think I'll I'll draw a milestone after R5 and insert another release to speed up district simulation, because I don't want that to be a deterrent to anyone playing and therefore testing.
*subject to change
|
|
|
Post by zaimoni on Feb 10, 2018 15:12:47 GMT
Ok, I've played quite a bit, and except for some ridiculously long load times for the bigger maps, I've only just now found a crash. This is the message I got: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. .... That is most likely the result of a missing lock. Most (2/3rds?) of the directly relevant commits for RS Revived regarding this type of crash are before the RC6 tag. Due to the RNG replacement on game load, this sort of issue is typically replicable only from a savegame where a single move elicits the crash. I usually just restructured CivilianAI/GangAI to "not be as racy", but the reverse cache variable m_aux_ActorsByPosition is particularly problematic and needed explicit locking even with the inherited district lock in RogueGame::AdvancePlay (Map::PlaceAt and Map::Remove, specifically)
|
|
|
Post by danvzare on Feb 10, 2018 20:28:26 GMT
That's frustrating. Thanks for calling it out. Can you recall how many days or turns you'd got to? I was aware of the long simulation times on changing district. When I got a few weeks into a game district changes were taking 20-30 seconds. So heavy optimisation has been on the roadmap for R12*, once all the features are complete. But I think I'll I'll draw a milestone after R5 and insert another release to speed up district simulation, because I don't want that to be a deterrent to anyone playing and therefore testing. *subject to changeI think I was on the second day. I was doing really badly you see. I can't remember which turn though. Also, when I said that loading was taking a long time on big maps, I meant loading the save. Having the maximum size for a district and maximum districts, starting a new game, saving, turning off the game, and then loading it again, takes ages for it to load. It takes so long that I still haven't bothered to wait long enough for it to load. I figured it was just easier to reduce the number of districts to a minimum, and start a new game, so that it could load within a reasonable time frame. Here's hoping it isn't my hard drive causing that problem.
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 10, 2018 22:16:17 GMT
Also, when I said that loading was taking a long time on big maps, I meant loading the save. Having the maximum size for a district and maximum districts, starting a new game, saving, turning off the game, and then loading it again, takes ages for it to load. It takes so long that I still haven't bothered to wait long enough for it to load. I figured it was just easier to reduce the number of districts to a minimum, and start a new game, so that it could load within a reasonable time frame. Here's hoping it isn't my hard drive causing that problem. Oh my bad. What sort of drive do you have? If you're worried about the drive's health it's worth a check using something like Western Digital's Data LifeGuard Diagnostics, Seagate's SeaTools, or PassMark's DiskCheck. I use the excellent Hard Disk Sentinel on my NAS, but that one isn't free unfortunately. I could see a 5400rpm HDD being a bit slow, but it sounds much worse than that. Still Alive is certainly heavier that Alpha 9 because of all the additional assets, but it sounds like there's a problem here. My computer only has SSDs, so I'll see if I can get my hands on an HDD for testing.
|
|
MP
Member
Posts: 150
|
Post by MP on Feb 17, 2018 10:57:09 GMT
I've had a chance to test on a box with a spinning disk HDD. Both my machines consistently load and save the game in ~11 seconds. No leads there I'm afraid. Are you perhaps running it from a network share? Here's what I test on now: dev box | low spec box | Win7 Pro x64, DX11 | Win7 Pro x64, DX11 | .NET 4.7 | .NET 3.5 | Intel 2500K | Celeron G1840 | 128GB Crucial SSD | 2TB WD Green 5400rpm | 8GB DDR3 | 8GB DDR3 | Geforce 760 | Intel HD onboard |
In regards to the memory error; I did notice that rain checks could cause collision crashes. I've taken a stab at making those thread safe, so if that was the cause of your memory error it should be resolved in Release 5-5. I'm just running that through final testing at the moment, and should be available in the next week or so.
|
|
|
Post by danvzare on Feb 17, 2018 20:49:54 GMT
I've had a chance to test on a box with a spinning disk HDD. Both my machines consistently load and save the game in ~11 seconds. No leads there I'm afraid. Are you perhaps running it from a network share? Nah, it's not a network share. Whatever the problem is when it comes down to loading, it's probably on my side somehow. Unless I test it on another computer and find the same problem, I'm going to assume that's the case. Although I have noticed another potential problem. I'm not sure why, but I've not encountered any supply drops over 21 days in, with them set to 200%. I found it so weird, that I then set it to 10% and waited several days, and then 100% and waited several more days, and still didn't get any. I didn't get any national guard either, and I'm certain I've seen them appear on a previous save using the same version. At least I didn't get a single crash throughout that entire playthrough though
|
|