Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #331315] Sun, 16 March 2014 15:22 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Thanks. Fixed typos in GameDir r1986. MERC website accounting has already been fixed since 6967, and Cliff already has Doctor trait since then.


Re: BUGZILLA report all bugs here![message #331430] Fri, 21 March 2014 02:41 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Let

[Updated on: Fri, 21 March 2014 03:25] by Moderator

Re: BUGZILLA report all bugs here![message #331432] Fri, 21 March 2014 03:09 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Let

[Updated on: Fri, 21 March 2014 03:30] by Moderator

Re: BUGZILLA report all bugs here![message #331433] Fri, 21 March 2014 03:36 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Let
Re: BUGZILLA report all bugs here![message #331437] Fri, 21 March 2014 10:54 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
JosephCKohn
Let

[Updated on: Fri, 21 March 2014 11:35] by Moderator


Re: BUGZILLA report all bugs here![message #331438] Fri, 21 March 2014 15:14 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
@all Maybe it's better to make a dedicated thread for strange and weird places in code?

@JosephCKohn
If you have will and time to clean up code, you can fix (and test) those errors and post patch files in 'code snippets' thread or send them directly to RoWa Smile

Also, there are hundreds (or even thousands) of similar warnings, so this project will take quite a time Smile

Toggle Spoiler


Re: BUGZILLA report all bugs here![message #331462] Sat, 22 March 2014 12:54 Go to previous messageGo to next message
Parkan

 
Messages:451
Registered:April 2010
Location: Russia,Sevastopol

I don't know it is a bug or not,but.If in ja2_option.ini player increase damage reduction of militia-that damage reduction work only in tactical and not in autoresolve battle.Same thing happen for enemy side-damage reduction work only in tactical.It is possible to made work this feature in autoresolve battles too?


Another question about limiting mobile militia.If playing with standart settings:
MOBILE_MILITIA_MAX_ACTIVE_MODE = 195
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5

If i have reached maximum training of mobile militia,that thing not allowed to me to train city militia and sam sites militia.Is this a bug or it is work right?

[Updated on: Sat, 22 March 2014 14:04] by Moderator

Re: BUGZILLA report all bugs here![message #331493] Tue, 25 March 2014 12:05 Go to previous messageGo to next message
Parkan

 
Messages:451
Registered:April 2010
Location: Russia,Sevastopol

Another possible bug.

I am playing with AFS R6 and Vanilla WF maps.Such bug i see first time.The bug is:sometime during battle militia or enemy soldiers saw each other(or my mercs)through the walls and try to shoot each other(and sometime very succesfully).I don't saw this bug early on that's map and this mod it start appear after 7095 revision of exe.Before that revision-i didnot notice because i played such mod compilation early and this cannot be a mod mistake or map mistake.
Re: BUGZILLA report all bugs here![message #331494] Tue, 25 March 2014 15:07 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
a "bug" from the very beginning. simply messy maps with unproper tiles (Pic=wall but did anybody look for the other patameters?)

the same issue: merc lays in the mittle of the place ON the roof and some idiot shoots him from 12 tiles away through the building and the roof.

Just bad maps
Re: BUGZILLA report all bugs here![message #331495] Tue, 25 March 2014 18:44 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Attempting to attach a LAM-200 to a assault rifle with a ISM-V-IR already attached crashes the game. A quick way to find this bug it to buy a XM8 Sharpshooter (comes with a ISM-V-IR already attached) and a LAM-200. Then attempt to attach the lam to the upper left slot.

https://farm3.staticflickr.com/2868/13406825125_e6afb39aef_o.png

Bug occurs on the following versions: Executable 7116, SVN Game Dir 2001 no other mods, clean reinstall and remod, new game

  • Executable and debugging symbols (7zip): 7116
  • Game Directory: C:\transfer\Jagged Alliance 2 Gold
  • RAM Dump

PC info:
Windows 8.1 Professional 64bit

Required to reproduce:
GABBI cheat mode enabled

Info from Visual Studio 2013 debug mode:
[list]
[*]First-chance exception at 0x00BCAC33 in JA2_EN_Debug.exe: 0xC0000005: Access violation reading location 0xCCCCCCD0.
[*]call stack: >JA2_EN_Debug.exe!std::_Iterator_base12::_Adopt(const std::_Container_base12 * _Parent) Line 165 C++

Thread:
43832	0	Worker Thread	JA2_EN_Debug.exe!JA2NotifyThread()	JA2_EN_Debug.exe!std::_Iterator_base12::_Adopt	Normal


-		_Lock	{_Locktype=3 }	std::_Lockit
		_Locktype	3	int
-		_Parent_proxy	0xcccccccc {_Mycont=??? _Myfirstiter=??? }	std::_Container_proxy *
		_Mycont		
		_Myfirstiter		
-		this	0x17f5ee60 {_Myproxy=0x00000000  _Mynextiter=0x00000000  }	std::_Iterator_base12 *
-		_Myproxy	0x00000000 	std::_Container_proxy *
		_Mycont		
		_Myfirstiter		
-		_Mynextiter	0x00000000 	std::_Iterator_base12 *
		_Myproxy		
		_Mynextiter		
-		_Parent	0x17f5f028 {_Myproxy=0xcccccccc {_Mycont=??? _Myfirstiter=??? } }	const std::_Container_base12 *
-		_Myproxy	0xcccccccc {_Mycont=??? _Myfirstiter=??? }	std::_Container_proxy *
		_Mycont		
		_Myfirstiter		




code segment
 #if _ITERATOR_DEBUG_LEVEL == 2
			if (_Myproxy != _Parent_proxy)
				{	// change parentage
				_Lockit _Lock(_LOCK_DEBUG);
				_Orphan_me();
				_Mynextiter = _Parent_proxy->_Myfirstiter;
				_Parent_proxy->_Myfirstiter = this;
				_Myproxy = _Parent_proxy;
				}

 #else /* _ITERATOR_DEBUG_LEVEL == 2 */
			_Myproxy = _Parent_proxy;
 #endif /* _ITERATOR_DEBUG_LEVEL == 2 */
			}
		}

	void _Clrcont()
		{	// disown owning container
		_Myproxy = 0;
		}



Dissambley
 #if _ITERATOR_DEBUG_LEVEL == 2
			if (_Myproxy != _Parent_proxy)
00BCAC0A  mov         eax,dword ptr [this]  
00BCAC0D  mov         ecx,dword ptr [eax]  
00BCAC0F  cmp         ecx,dword ptr [ebp-2Ch]  
00BCAC12  je          std::_Iterator_base12::_Adopt+0C9h (0BCAC59h)  
				{	// change parentage
				_Lockit _Lock(_LOCK_DEBUG);
00BCAC14  push        3  
00BCAC16  lea         ecx,[ebp-38h]  
00BCAC19  call        std::_Lockit::_Lockit (0A9947Bh)  
00BCAC1E  mov         dword ptr [ebp-4],1  
				_Orphan_me();
00BCAC25  mov         ecx,dword ptr [this]  
00BCAC28  call        std::_Iterator_base12::_Orphan_me (0A97225h)  
				_Mynextiter = _Parent_proxy->_Myfirstiter;
00BCAC2D  mov         eax,dword ptr [this]  
00BCAC30  mov         ecx,dword ptr [ebp-2Ch]  
------->00BCAC33  mov         edx,dword ptr [ecx+4]  
00BCAC36  mov         dword ptr [eax+4],edx  
				_Parent_proxy->_Myfirstiter = this;
00BCAC39  mov         eax,dword ptr [ebp-2Ch]  
00BCAC3C  mov         ecx,dword ptr [this]  
00BCAC3F  mov         dword ptr [eax+4],ecx  
				_Myproxy = _Parent_proxy;
00BCAC42  mov         eax,dword ptr [this]  
00BCAC45  mov         ecx,dword ptr [ebp-2Ch]  
00BCAC48  mov         dword ptr [eax],ecx  
				}
00BCAC4A  mov         dword ptr [ebp-4],0FFFFFFFFh  
00BCAC51  lea         ecx,[ebp-38h]  
00BCAC54  call        std::_Lockit::~_Lockit (0AA8DD1h)  

 #else /* _ITERATOR_DEBUG_LEVEL == 2 */
			_Myproxy = _Parent_proxy;
 #endif /* _ITERATOR_DEBUG_LEVEL == 2 */
			}
		}



DebugMessage.txt
Quote:
[33.3685] : L11 ENTER SECTOR TIME: 4.25 seconds.
[33.4413] : L11 ENTER SECTOR TIME: 4.25 seconds.
[33.4426] : See JA2\Data\TimeResults.txt for more detailed timings.
[33.4437] : See JA2\Data\TimeResults.txt for more detailed timings.
[39.2417] : SynchronizeItemTempFile() Error! Reported 0, should be 22
[39.2428] : SynchronizeItemTempFile() Error! Reported 0, should be 22

[Updated on: Tue, 25 March 2014 18:55] by Moderator

Re: BUGZILLA report all bugs here![message #331496] Tue, 25 March 2014 18:57 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
can you upload a savegame and the steps to reproduce the crash. thanks


Re: BUGZILLA report all bugs here![message #331497] Tue, 25 March 2014 19:27 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
JosephCKohn
Attempting to attach a LAM-200 to a assault rifle with a ISM-V-IR already attached crashes the game. A quick way to find this bug it to buy a XM8 Sharpshooter (comes with a ISM-V-IR already attached) and a LAM-200. Then attempt to attach the lam to the upper left slot.

I just tried to reproduce this and wasn't able to. I tested with XM-8 Auto (item 749) and XM-8 Sharpshooter (item 752). When I tried to attach the LAM-200 (item 1005) the game gave me an error message that I cannot use LAM-200 together with ISM-V-IR (item 946) just like it should be because this combination is denied in "IncompatibleAttachments.xml".

Re: BUGZILLA report all bugs here![message #331498] Tue, 25 March 2014 20:22 Go to previous messageGo to next message
Parkan

 
Messages:451
Registered:April 2010
Location: Russia,Sevastopol

Gorro der Gr
Re: BUGZILLA report all bugs here![message #331499] Tue, 25 March 2014 21:17 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
I've encountered a similar bug a couple of times, if enemies exist in a sector and game is currently at real-time, while you are climbing down from a building sometimes enemies inside the building can see see you. What makes it weird is you can see the interior of the building too, like there is no wall. I wanted to make a bug report but this bug cannot be reproduced, after loading the saved game(game is saved just at ledge i'm about to climb down), game proceeds normally. This bug is happens really rarely.

I guess what i wrote was pretty redundant considering i'm lacking a proper bug report, not even a version number.
Re: BUGZILLA report all bugs here![message #331500] Tue, 25 March 2014 21:43 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
This bug is there from the very beginning,maybe you see it now from a (slight) change of tactics.

Annother ancient bug is, that You loose town's loyality when your mercs go from one Cambria underground sector to the other and back.
Re: BUGZILLA report all bugs here![message #331506] Wed, 26 March 2014 06:54 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
While gabbi cheat mode is activated, after a creature attack on a controlled territory, pressing CTRL + T on the tactical cause the game to deadlock and through an exception. This must occur after a attack by creatures on a controlled territory.

Bug occurs on the following versions: Executable 7116, SVN Game Dir 2001 no other mods, custom JA2_Options.ini, save game before crash

PC info:
Windows 8.1 Professional 64bit

Required to reproduce:
GABBI cheat mode enabled

Info from Visual Studio 2013 debug mode:
  • { 599340194 } Assertion Failure [Line 2101 in file c:\transfer\ja2\source\build\strategic\strategicmap.cpp]
  • > JA2_EN_Debug.exe!JA2ClockThread(void * lpParam=0x00000000) Line 304 C++
  • Not Flagged > 4936 0 Worker Thread JA2_EN_Debug.exe!JA2ClockThread() JA2_EN_Debug.exe!JA2ClockThread Normal

Code section from strategicmap.cpp
			for (int i=0; iflags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE)
				{
					//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
					Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
				}
			}



Break point involved with bug from Time Control.cpp
DWORD WINAPI JA2ClockThread( LPVOID lpParam ) 
{
	__try
	{
		for(;;) 
		{
			TimeProc(0, 0, 0, 0, 0);

			DWORD dwResult = WaitForSingleObject(ghClockThreadShutdown, 0);
			if (dwResult == WAIT_OBJECT_0 || dwResult == WAIT_ABANDONED)
				break;
			YieldProcessor();

			// Sleep for a couple of milliseconds if not in fast forward mode
			if (!IsFastForwardMode())
				Sleep( TIME_US_TO_MS( GetNextCounterDoneTime() ) );
		} 
	}
	__except( EXCEPTION_EXECUTE_HANDLER  )
	{
		// Unhandled exception just exit
	}
	return 0L;
}



DebugMessage.txt uploaded here

[Updated on: Wed, 26 March 2014 07:10] by Moderator

Re: BUGZILLA report all bugs here![message #331508] Wed, 26 March 2014 09:49 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Quote:
While gabbi cheat mode is activated, after a creature attack on a controlled territory, pressing CTRL + T on the tactical cause the game to deadlock and through an exception. This must occur after a attack by creatures on a controlled territory.


Yes, will CTD if using cheat mode for self exile with more than 3 mercs in sector.

Under normal playing circumstances, CTD should not occur as surrendering will only be allowed when there's 3 mercs or less.
Re: BUGZILLA report all bugs here![message #331509] Wed, 26 March 2014 10:20 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
Buggler

Yes, will CTD if using cheat mode for self exile with more than 3 mercs in sector.

Under normal playing circumstances, CTD should not occur as surrendering will only be allowed when there's 3 mercs or less.

Exactly. There is only space for 3 POWs and not more. This is not a bug.

Re: BUGZILLA report all bugs here![message #331517] Thu, 27 March 2014 04:21 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Visual Studio caught an exception pertaining to LightTrueLevel. To induce this exception a illumination mortar shell must be fired at a location on the tactical map and at least three turns must pass. Surprisingly this did not cause a deadlock or crash!


Bug occurs on the following versions: Executable 7116, SVN Game Dir 2001 no other mods, custom JA2_Options.ini, save game before exception


PC info:
Windows 8.1 Professional 64bit



Visual Studio 2013 debug info:
  • First-chance exception at 0x01490C5C in JA2_EN_Debug.exe: 0xC0000005: Access violation reading location 0x00000014.
  • Call stack: > JA2_EN_Debug.exe!LightTrueLevel(int sGridNo=5999, short bLevel=0) Line 765 C++
  • pShadowNode 0x00000000 LEVELNODE *


Break point in lighting.cpp code at pShadowNode = gpWorldLevelData[ FindBaseStructure(pStructure)->sGridNo ].pShadowHead;:
UINT8 LightTrueLevel( INT32 sGridNo, INT16 bLevel )
{
	LEVELNODE * pNode;
	INT32 iSum;

	if (bLevel == 0)
	{
		pNode = gpWorldLevelData[sGridNo].pLandHead;
	}
	else
	{
		pNode = gpWorldLevelData[sGridNo].pRoofHead;
	}

	if (pNode == NULL)
	{
		return( ubAmbientLightLevel );
	}
	else
	{
		iSum=pNode->ubNaturalShadeLevel - (pNode->ubSumLights - pNode->ubFakeShadeLevel );

		if(gGameExternalOptions.fStaticShadowsDecreaseBrightness && ( gRenderFlags & RENDER_FLAG_SHADOWS ))
		{
			INT32 sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( NORTH ) );
			STRUCTURE* pStructure = gpWorldLevelData[ sNewGridNo ].pStructureHead;
			if(pStructure != NULL)
			{
				LEVELNODE* pShadowNode = NULL;
				if(!(pStructure->fFlags & STRUCTURE_BASE_TILE))
					pShadowNode = gpWorldLevelData[ FindBaseStructure(pStructure)->sGridNo ].pShadowHead;
				else
					pShadowNode = gpWorldLevelData[ sNewGridNo ].pShadowHead;
				if(pShadowNode != NULL)
				{
					iSum += max( 0, (StructureHeight(pStructure) - 1 ) );
				}
			}
		}
		iSum=__min(SHADE_MIN, iSum);
		iSum=__max(SHADE_MAX, iSum);
		return( (UINT8) iSum );
	}
}



Is the MPDebug.txt log useful?

DebugMessage.txt
Quote:

[70.6763] : C13 ENTER SECTOR TIME: 5.27 seconds.
[70.6778] : C13 ENTER SECTOR TIME: 5.27 seconds.
[70.6789] : See JA2\Data\TimeResults.txt for more detailed timings.
[70.68] : See JA2\Data\TimeResults.txt for more detailed timings.
[73.552] : SynchronizeItemTempFile() Error! Reported 0, should be 13
[73.553] : SynchronizeItemTempFile() Error! Reported 0, should be 13
[397.394] : C13 ENTER SECTOR TIME: 3.57 seconds.
[397.395] : C13 ENTER SECTOR TIME: 3.57 seconds.
[397.396] : See JA2\Data\TimeResults.txt for more detailed timings.
[397.397] : See JA2\Data\TimeResults.txt for more detailed timings.
[400.265] : SynchronizeItemTempFile() Error! Reported 0, should be 13
[400.266] : SynchronizeItemTempFile() Error! Reported 0, should be 13

[Updated on: Thu, 27 March 2014 04:52] by Moderator

Re: BUGZILLA report all bugs here![message #331518] Thu, 27 March 2014 07:53 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Upon a quick load an exception was thrown, this seems to be caused by a tile property problem. Even more interesting is the line of code in which a break occurred. None of my mercs are using WoodCamo! Is this related to how mercs are disguised? I had reloaded due to my disguised spy merc was killed by a sniper shot from an elite enemy. How the spy was found remains a mystery to me.

Bug occurs on the following versions: Executable 7117, SVN Game Dir 2001 no other mods, custom JA2_Options.ini, save game before crash


PC info:
Windows 8.1 Professional 64bit



Visual Studio 2013 debugging info:
  • First-chance exception at 0x012E1929 in JA2_EN_Debug.exe: 0xC0000005: Access violation reading location 0x0017B010.
  • call stack: > JA2_EN_Debug.exe!GetAllAdditonalTilePropertiesForGrid(const int & sGridNo=-1, const short & bLevel=112) Line 571 C++
  • Thread: Not Flagged > 34976 0 Worker Thread JA2_EN_Debug.exe!JA2NotifyThread () JA2_EN_Debug.exe!GetAllAdditonalTilePropertiesForGrid Normal
  • Visual Studio 2013 output log

Code segment for exception, line broken at: iWoodCamoAffinity += gTileDatabase[ pNode->usIndex ].bWoodCamoAffinity;
		}
		if( pNode!= NULL )
		{
			iWoodCamoAffinity += gTileDatabase[ pNode->usIndex ].bWoodCamoAffinity;
			iDesertCamoAffinity += gTileDatabase[ pNode->usIndex ].bDesertCamoAffinity;
			iUrbanCamoAffinity += gTileDatabase[ pNode->usIndex ].bUrbanCamoAffinity;
			iSnowCamoAffinity += gTileDatabase[ pNode->usIndex ].bSnowCamoAffinity;

			iCamoStanceModifer += gTileDatabase[ pNode->usIndex ].bCamoStanceModifer;
			iSoundModifier += gTileDatabase[ pNode->usIndex ].bSoundModifier;
			iStealthDifficultyModifer += gTileDatabase[ pNode->usIndex ].bStealthDifficultyModifer;

			iTrapBonus += gTileDatabase[ pNode->usIndex ].bTrapBonus;

			ubTerrainID = gTileDatabase[ pNode->usIndex ].ubTerrainID;
			// going from the top, if any tile has terrain type, we're ignoring all tiles below it
			if(ubTerrainID != NO_TERRAIN)
			{
				fFoundBottom = TRUE;
			}
		}



Relevant entries from DebugMessage.txt, entire log here:
Quote:

[6431.29] : Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech.
[6431.29] : Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech.

Quote:

[5744.86] : SynchronizeItemTempFile() Error! Reported 0, should be 50
[5744.86] : SynchronizeItemTempFile() Error! Reported 0, should be 50
[5757.97] : Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech.
[5757.97] : Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech.
[5757.97] : IAnimation Surface for Body 0, animation ALTERNATIVE AIM, surface 451 not loaded.
[5757.97] : IAnimation Surface for Body 0, animation ALTERNATIVE AIM, surface 451 not loaded.
[5757.97] : IAnimation Surface for Body 0, animation ALTERNATIVE AIM, surface 451 not loaded.
[5757.97] : IAnimation Surface for Body 0, animation ALTERNATIVE AIM, surface 451 not loaded.


LiveLog.txt
Quote:

[2311.14] : Breaking Deadlock

[Updated on: Thu, 27 March 2014 07:55] by Moderator

Re: BUGZILLA report all bugs here![message #331535] Fri, 28 March 2014 05:34 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Upon attempting to attach a remote detonator to a block of C4 an unhandled exception occurs. Break point occurred at code for void __cdecl _lock (. I had deleted, reinstalled and remodded since the last bug report.

Bug occurs on the following versions: Executable 7117, SVN Game Dir 2001 no other mods, custom JA2_Options.ini, save game before crash.

1st
Visual Studio 2013 debugging info:
  • First-chance exception at 0x00E7ADD3 in JA2_EN_Debug.exe: 0xC0000005: Access violation reading location 0x00000018.
  • Call stack: + _locktable 0x01c45890 {{lock=0x14c65ab8 {JA2_EN_Debug.exe!_RTL_CRITICAL_SECTION lclcritsects[15]} {DebugInfo=0xffffffff {...} ...} ...}, ...} [36]
  • Local value: locknum 8 int
  • Thread: Not Flagged > 3444 0 Main Thread Main Thread JA2_EN_Debug.exe!_lock Normal
  • Visual Studio output log

Mediafire servers back up, links now working!

Code segment for exception from mlock.c, line broken at }.
/***
* _lock - Acquire a multi-thread lock
*
*Purpose:
*       Acquire a multi-thread lock.  If the lock has not already been
*       allocated, do so, but that is an internal CRT error, since all locks
*       should be allocated before first being acquired, either in
*       _mtinitlocks or individually in _mtinitlocknum.
*
*       Note that it is legal for a thread to aquire _EXIT_LOCK1
*       multiple times.
*
*Entry:
*       locknum = number of the lock to aquire
*
*Exit:
*
*Exceptions:
*       A failure to allocate a new lock results in a fatal _RT_LOCK error.
*
*******************************************************************************/

void __cdecl _lock (
        int locknum
        )
{

        /*
         * Create/open the lock, if necessary
         */
        if ( _locktable[locknum].lock == NULL ) {

            if ( !_mtinitlocknum(locknum) )
                _amsg_exit( _RT_LOCK );
        }

        /*
         * Enter the critical section.
         */

        EnterCriticalSection( _locktable[locknum].lock );
}



2nd
Game reported error:
Quote:

Debug Assertion Failed!
Program C:\transfer\Jagged Alliance 2 Gold\JA2_EN_Debug.exe
File: f:\dd\vctools\crt\crtwin32\misc\dbgdel.cpp
Line 52

Expression:_BLOCK_TYPE_IS_VALID(pHead-nBlockUse)


Relevant code segment, line broken at _ASSERTE(_BLOCK_TYPE_IS_VALID(pHead->nBlockUse));:
#ifdef _DEBUG

#include 
#include 
#include 
#include 
#include 

/***
*void operator delete() - delete a block in the debug heap
*
*Purpose:
*       Deletes any type of block.
*
*Entry:
*       void *pUserData - pointer to a (user portion) of memory block in the
*                         debug heap
*
*Return:
*       
*
*******************************************************************************/

void operator delete(
        void *pUserData
        )
{
        _CrtMemBlockHeader * pHead;

        RTCCALLBACK(_RTC_Free_hook, (pUserData, 0));

        if (pUserData == NULL)
            return;

        _mlock(_HEAP_LOCK);  /* block other threads */
        __TRY

            /* get a pointer to memory block header */
            pHead = pHdr(pUserData);

             /* verify block type */
            _ASSERTE(_BLOCK_TYPE_IS_VALID(pHead->nBlockUse));

            _free_dbg( pUserData, pHead->nBlockUse );

        __FINALLY
            _munlock(_HEAP_LOCK);  /* release other threads */
        __END_TRY_FINALLY

        return;
}

#endif  /* _DEBUG */



Relevant entries from DebugMessage.txt
Quote:

[9339.27] : No code support for NPC action 109
[9339.27] : No code support for NPC action 109
[9358.66] : No code support for NPC action 109
[9358.66] : No code support for NPC action 109


Quote:

[7710.52] : Call to UnPauseGame() while Pause State is LOCKED! AM-4
[7710.52] : Call to UnPauseGame() while Pause State is LOCKED! AM-4

[Updated on: Fri, 28 March 2014 05:58] by Moderator

Re: BUGZILLA report all bugs here![message #331536] Fri, 28 March 2014 05:45 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Just noticed a sound file is missing by checking Strategic Decisions.txt! This occurred on a clean reinstall and remod.

Bug occurs on the following versions: Executable 7117, SVN Game Dir 2001 no other mods, clean reinstall and remod.


Quote:

Day 5, 03:19:
12 troops have been sent from palace to stage assault near sector C13
[1496.8] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1497.28] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1497.37] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1497.46] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1526.86] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1527.22] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1527.33] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1527.44] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[1527.56] : ERROR in SoundLoadDisk(): Failed to open 'SPEECH\044_061.wav'
[2218.69] :



stack_trace.log
TL:DR the entire log is the same error over and over again.
Quote:

[1527.56] : Backtrace: file "SPEECH\044_061.wav" does not exist

ERROR :
File : c:\transfer\ja2\source\build\ext\vfs\src\core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\044_061.wav" does not exist

[Updated on: Fri, 28 March 2014 06:16] by Moderator

Re: BUGZILLA report all bugs here![message #331542] Fri, 28 March 2014 16:43 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
JosephCKohn
Visual Studio caught an exception pertaining to LightTrueLevel. To induce this exception a illumination mortar shell must be fired at a location on the tactical map and at least three turns must pass. Surprisingly this did not cause a deadlock or crash!
Fix:
Toggle Spoiler

JosephCKohn
Upon a quick load an exception was thrown, this seems to be caused by a tile property problem. Even more interesting is the line of code in which a break occurred.
  • call stack: > JA2_EN_Debug.exe!GetAllAdditonalTilePropertiesForGrid(const int & sGridNo=-1, const short & bLevel=112) Line 571 C++
GridNo=-1, bLevel=112? What the hell? Couldn't reproduce the bug on given save. I can assure that it won't cause exception anymore, but problem lies somewhere else, as sGridNo and bLevel shouldn't be set to those values.
Fix:
Toggle Spoiler

JosephCKohn
None of my mercs are using WoodCamo! Is this related to how mercs are disguised? I had reloaded due to my disguised spy merc was killed by a sniper shot from an elite enemy. How the spy was found remains a mystery to me.
When your spy gets recognised you should get appropriate message with a reason. Note that most LBE gear give wood camo, so if spy is wearing it and pretend to be a civvie, it can blow his cover.


Re: BUGZILLA report all bugs here![message #331545] Fri, 28 March 2014 22:18 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
thanks anv, both patches have been applied to the development source trunk.


Re: BUGZILLA report all bugs here![message #331551] Sat, 29 March 2014 11:09 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
In r7122, line 577 of tactical\LOS.cpp is missing a line feed. Is this a typo or intended?
Re: BUGZILLA report all bugs here![message #331553] Sat, 29 March 2014 12:59 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
Gambigobilla
In r7122, line 577 of tactical\LOS.cpp is missing a line feed. Is this a typo or intended?


no problem on that


Re: BUGZILLA report all bugs here![message #331575] Sun, 30 March 2014 23:08 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
I apologize if...
I'm off topic (irrelevant).
It's bug?
I don't know.
I play with cheat mode.
For:
http://img15.hostingpics.net/pics/249500Items.jpg
Items disappeared: NVG IV and Trigger Group are no longer in the game...
- Bobby ray,
1025
NVG IV
Night Vision Goggles, Gen. IV
Light amplification is not better than in generation III, but image resolution is better and halos around bright objects are reduced, resulting in a better overall picture.
Night Vision Goggles IV
Fresh from the assembly line, the first NVG of generation IV. Just what you need when a clear picture makes the difference between a dead enemy and collateral damage.

- Bobby ray and enemies drop items.
1026
Trigger Group
Trigger Group
For the unhappy trigger-happy folks: Just attach the ACME Trigger Group to your favourite assault rifle and enjoy simple and effective 3-round burst fire.
Trigger Group
For the unhappy trigger-happy folks out there, we are proud to present the ACME Trigger Group! Marksmanship skill too low? Tired of firing too many bullets in autofire? Simply attach the ACME Trigger Group to your favourite assault rifle and enjoy simple and effective 3-round burst fire.

There are maybe (perhaps) other items. I don't know...
It's normal?

Thank you foy your help.
Regards.
Re: BUGZILLA report all bugs here![message #331576] Mon, 31 March 2014 01:01 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
I found a nasty null pointer memory bug. It would seem that a deadlock is caused sending a merc: with the spy trait, disguised as an elite solder (black clothes) and carrying a backpack in each arm to a different sector causes a deadlock. This seems to only occur when the merc is traveling on foot. This bug is very strange as only the vfs.log and Strategic Decisions.txt logs were created the others were created with the game exited!Derp broke too early never mind.

Game info:
  • Executable 7124, SVN Game Dir 2001
  • No cheat engine hooks
  • No other mods
  • previous save from executable 7117

Data available:

Game reported errors:


Visual Studio 2013 debug info:
  • JA2_EN_Debug.exe: 0xC0000005: Access violation writing location 0x00000000.
  • First-chance exception at 0x75ED4B32 in JA2_EN_Debug.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x17ECE4A4.
  • First-chance exception at 0x75ED4B32 in JA2_EN_Debug.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x17ECDE84.
  • First-chance exception at 0x75ED4B32 in JA2_EN_Debug.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x17ECD064.
  • First-chance exception at 0x75ED4B32 in JA2_EN_Debug.exe: Microsoft C++ exception: vfs::Exception at memory location 0x17ECE1E0.

Not Flagged > 15568 0 Worker Thread JA2_EN_Debug.exe!JA2NotifyThread () JA2_EN_Debug.exe!_nh_malloc_dbg Normal
Relevant code segment from dbgheap.c, line broken at void * pvBlk = _nh_malloc_dbg_impl(nSize, nhFlag, nBlockUse, szFileName, nLine, &errno_tmp);:

Toggle Spoiler




Not Flagged > 15564 0 Worker Thread JA2_EN_Debug.exe!JA2ClockThread () JA2_EN_Debug.exe!JA2ClockThread Normal

Relevant code segment from Timer Control.cpp, line broken at Sleep( TIME_US_TO_MS( GetNextCounterDoneTime() ) );:
Toggle Spoiler

[Updated on: Mon, 31 March 2014 01:29] by Moderator

Re: BUGZILLA report all bugs here![message #331613] Thu, 03 April 2014 04:59 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Something seems to be causing an unhandled exception pertaining to button system.cpp. This occurs when in tactical after the player

[Updated on: Thu, 03 April 2014 05:01] by Moderator

Re: BUGZILLA report all bugs here![message #331618] Thu, 03 April 2014 21:03 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Two quick reports:

Snitch is missing an audio file:
stack_trace.log
Quote:
File : j:\ja2\source\build\ext\vfs\src\core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\SNITCH\NAMES\180_254.wav" does not exist




The weapon Ares M4 Shrike (5.56x45mm) has foregrip listed twice as an attachment on the Bobby Ray's listing. Orginal size image here.

https://farm3.staticflickr.com/2936/13606632255_76d5098f96_z_d.jpg

[Updated on: Thu, 03 April 2014 21:05] by Moderator

Re: BUGZILLA report all bugs here![message #331636] Fri, 04 April 2014 21:33 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
JosephCKohn
I found a nasty null pointer memory bug. It would seem that a deadlock is caused sending a merc: with the spy trait, disguised as an elite solder (black clothes) and carrying a backpack in each arm to a different sector causes a deadlock. This seems to only occur when the merc is traveling on foot. This bug is very strange as only the vfs.log and Strategic Decisions.txt logs were created the others were created with the game exited!Derp broke too early never mind.
Not backpacks, just Igor and his empty stomach. Also on the same save noticed some lag (massive lag in debug mode - ~15 seconds) when dismissing mercs, so changed drop items function to be called only once for all items, not for every item one by one.
Fixes:
- autofeeding bug,
- drop items on dismiss optimization,
- effectiveness of suppression was increased/decreased with every influenced soldier if set to other than default 100,
- item status changed to INT16 on item create - item status is also used to specify amount of money (*50), if NPC had a lot of money in his starting gear, its amount would be incorrect.
Toggle Spoiler

Edit:
Fix:
- possible crash when viewing general stats of machineguns with no single shot available (due to comparison feature)
Toggle Spoiler

[Updated on: Sat, 05 April 2014 00:50] by Moderator



Re: BUGZILLA report all bugs here![message #331651] Sat, 05 April 2014 11:16 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
JosephCKohn

The weapon Ares M4 Shrike (5.56x45mm) has foregrip listed twice as an attachment on the Bobby Ray's listing.

That's because the foregrip exists twice in items.xml and some guns are compatible with both. Item 1011 is the normal one and item 1010 is probably some ancient relic.
In my installation I changed item 1010 to a shotgun barrel extender long ago and fixed Attachments.xml but I didn't dare to do the same on the official GameDir. Don't want to make people angry that still use 1010 on their maps.

Re: BUGZILLA report all bugs here![message #331665] Sun, 06 April 2014 21:50 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
thanks anv, both patches have been committed to stable and development trunk.


Re: BUGZILLA report all bugs here![message #331702] Thu, 10 April 2014 08:24 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Every so often I try unusual things in order to fret out bugs. In this case attempting to attach two batteries to a radio set causes an unhandled exception. Requires a merc with the radio operator skill.

Game info:
  • Clean reinstall and remod to Executable 7145, SVN Game Dir 2007
  • New game started
  • Cheat engine hooks
  • No other mods
  • Game Dir: J:\Jagged Alliance 2 Gold\
  • Custom JA2_Options.ini

Data available:



Game reported errors:
gzErrorMsg 0x053c9218 "Unhandled exception. Unable to recover." char[2048]
SGP.ccp, line broken at MessageBox(NULL, gzErrorMsg, "Error", MB_OK | MB_ICONERROR );


Visual Studio 2013 debug info:
  • Output: First-chance exception at 0x00E86233 in JA2_EN_Debug.exe: 0xC0000005: Access violation reading location 0x00000018
  • Autos: - gzErrorMsg 0x053c9218 "Unhandled exception. Unable to recover." char[2048]
  • Locals: fAlreadyExiting 1 '\x1' unsigned char
  • Threads: Not Flagged > 13652 0 Worker Thread JA2_EN_Debug.exe!JA2NotifyThread() apphelp.dll!6ffaceaa Normal




Toggle Spoiler

[Updated on: Thu, 10 April 2014 08:33] by Moderator

Re: BUGZILLA report all bugs here![message #331771] Wed, 16 April 2014 09:16 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
I found a nasty bug, specifically my iterator list became corrupted during tactical. This seems to be related to militia inventory as I experienced problems with their inventory not moving from sector to sector with the militia.

Game info:
  • Clean reinstall and remod to executable 7148, SVN Game Dir 2012
  • New game started
  • No other mods
  • Game Dir: J:\Jagged Alliance 2 Gold\
  • Custom JA2_Options.ini, JA2.ini


Data available:

Game reported errors:
DebugMessage.txt
Toggle Spoiler

Toggle Spoiler



Visual Studio 2013 debug info:

Relevant code segment from xutility, line broken at _Myproxy = 0;
Toggle Spoiler


  • Thread: JA2_EN_Debug.exe!JA2NotifyThread() JA2_EN_Debug.exe!std::_Iterator_base12::_Orphan_me Normal
Locals:
Toggle Spoiler

Autos:
Toggle Spoiler



[Updated on: Fri, 18 April 2014 06:37] by Moderator

Re: BUGZILLA report all bugs here![message #331792] Fri, 18 April 2014 07:02 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Heap memory corruption occurs when deleting items from the inventory screen during combat in tactical. I think this is where a RAM dump really comes in handy! This seems to be a rendering problem as the last entry in DebugMessage.txt is [5531.17] : Trying to render to outside of destination surface.

Game info:
Quote:

Debug Error!

Program: J:\Jagged Alliance 2 Gold\JA2_EN_Debug.exe

HEAP CORRUPTION DETECTED: after Normal block (#114401143) at 0x208EC290.
CRT detected that the application wrote to memory after end of heap buffer.

Memory allocated at j:\ja2\source\build\tileengine\render dirty.cpp(1130).


(Press Retry to debug the application)
JA2_EN_Debug.exe has triggered a breakpoint.


Game info:
  • Upgrade to Executable 7154, SVN Game Dir 2012
  • No other mods
  • Game Dir: J:\Jagged Alliance 2 Gold\
  • Custom JA2_Options.ini, JA2.ini

Data available:


Game reported info:
DebugMessage.txt
Toggle Spoiler

Toggle Spoiler



Visual Studio 2013 reported data:
Code segment debgheap.cpp, line broken at: pHead->nLine); , treading info for Code segment debgheap.cpp
Toggle Spoiler



Code segment MemMan.cpp, line broken at: _free_dbg( ptr, _NORMAL_BLOCK );, treading info.
Toggle Spoiler



Code segment Render Dirty.cpp, line broken at: MemFree( gVideoOverlays[uiCount].pSaveArea );pHead->nLine);

Toggle Spoiler

[Updated on: Fri, 18 April 2014 07:34] by Moderator

Re: BUGZILLA report all bugs here![message #331872] Wed, 23 April 2014 09:00 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Pdf version.

Hello again all, I have found a very strange bug. It was caused by the merc Dynamo launching a thermobarbic grenade at a nearby enemy redshirt solder. For reasons unbeknownst to me the grenade exploded the solder which caused a separate explosion at Dynamo

[Updated on: Wed, 23 April 2014 09:02] by Moderator

Re: BUGZILLA report all bugs here![message #331897] Thu, 24 April 2014 18:05 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
I have XP windows.
Screen resolution = 1360 x 768 pixels.

For French version: I play with JA2_FR_7151_Stable_.exe
For English version: I play with SCI_Unstable_Revision_7141_on_GameDir_2007.7

There are bugs...
For example:
- 1) After twenty load or save, I have black screen then I return to the desk.
For French version: Yes.
For English version: No problem (I don't think)

- 2) Impossible to save to Tixa (level 1, no level 2), I return to the desk.
For French version: Yes.
For English version: No problem.


- 3) Problem with backpack error message (but not always). Press ESC...
http://zupimages.net/up/14/17/s4ne.jpg
For French version: Yes
For English version: I don't know.


Or I have black screen then I return to the desk.
For French version: Yes.
For English version: Yes, same problem.


Or backpack is always present in sector's inventory is or other... It's strange.
For French version: Yes.
For English version: Yes. I have two "ARUC Backpacks". I click "drop B/P" in tactical screen then I click "Stack and merge items" from sector inventory. I return to tactical screen, I click "pickup B/P" then I return in sector inventory... I have four "ARUC Backpacks".

- 4) Little problem with Kevin "Maddog" Cameron's inventory at Estoni when he repair his items...
Items adds in his inventory...
http://zupimages.net/up/14/17/gaac.jpg
Caws only...
http://zupimages.net/up/14/17/67am.jpg
After, there are laser sights.
For French version: Yes.
For English version: Yes, same problem.

Regards,

[Updated on: Fri, 25 April 2014 15:13] by Moderator

Re: BUGZILLA report all bugs here![message #331899] Thu, 24 April 2014 21:09 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
Thanks hrvg. for testing and posting the bugs.


Re: BUGZILLA report all bugs here![message #331903] Thu, 24 April 2014 23:25 Go to previous messageGo to previous message
Decoy

 
Messages:30
Registered:April 2004
So it doesn't get lost I'll add a bug posted a few days ago to this thread: Not working night vision goggles

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