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 Post subject: KA new internal beta
PostPosted: Mon May 07, 2007 12:04 pm 
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Col.J.P. has tried testing the new beta but vavoom95.exe quits with a runtime error, no matter which batch file he starts.


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 Post subject: Re: KA new internal beta
PostPosted: Mon May 07, 2007 12:15 pm 
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RambOrc wrote:
Col.J.P. has tried testing the new beta but vavoom95.exe quits with a runtime error, no matter which batch file he starts.


its ok, I'm in, testing it on LAN as we speak.

:D

In my puter I get this when I add a bot:

---------------------------
Error
---------------------------
Segmentation Violation

Stack trace: (engine.Entity.LinkToWorld) <- SV_LinkToWorld <- RunFunction <- (engine.Entity.LinkToWorld 0) <- RunFunction <- (svprogs.Actor.SetOrigin2 9) <- RunFunction <- (svprogs.Actor.OnMapSpawn 445) <- VObject::ExecuteFunction <- (svprogs.Actor.OnMapSpawn) <- VLevel::SpawnThinker <- RunFunction <- (engine.Thinker.Spawn 0) <- RunFunction <- (svprogs.ClericFlameMissile.A_CFlameMissile 254) <- VObject::ExecuteFunction <- (svprogs.ClericFlameMissile.A_CFlameMissile) <- VEntity::SetState <- RunFunction <- (engine.Entity.SetState 0) <- RunFunction <- (svprogs.Actor.ExplodeMissile 24) <- RunFunction <- (svprogs.Actor.BlasterHitMobj 1) <- RunFunction <- (svprogs.ClericFlameMissile.BlasterHitMobj 13) <- RunFunction <- (svprogs.Actor.BlasterPhysics 138) <- RunFunction <- (svprogs.Actor.Physics 9) <- RunFunction <- (svprogs.Actor.Tick 2) <- VObject::ExecuteFunction <- (svprogs.Actor.Tick) <- VThinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame
---------------------------
OK
---------------------------

But it must be something in my machine, no idea what, because in my son's it works great with bots.

I can't make a LAN game, Vavoom crashes when trying to connect to the second computer.

Dunno how to fix it...

Update:

Made it work without bots for 10 mins in deathmatch. no problems in one-on-one but when I add a bot this happens:

---------------------------
Error
---------------------------
Segmentation Violation

Stack trace: (engine.Entity.TryMoveEx) <- VEntity::CheckRelPosition <- VEntity::TryMove <- RunFunction <- (engine.Entity.TryMoveEx 0) <- RunFunction <- (svprogs.Actor.XYMovement 416) <- RunFunction <- (svprogs.Actor.Physics 242) <- RunFunction <- (svprogs.Actor.Tick 2) <- VObject::ExecuteFunction <- (svprogs.Actor.Tick) <- VThinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame
---------------------------
OK
---------------------------

More soon...

This makes very little sense to me, since the computer configuration in my LAN is very similar:

as a server:

P4 3,0c Ghz in an Asus Intel P4C800Deluxe mobo
2 gigs DDR400 RAM
Geforce 7800 GS AGP 256MB
SB XiFi Fatal1ty
10 megs cable connection

as a client

AMD XP2800+ in a nVídia nForce2 mobo
1,5 Gigs of DDR400 RAM
Geforce 6800 GT 256 MB
SB Audigy 2
LAN 100 MB connection

Windows XP SP2 and Forceware 93.71 (not tweaked) in both

this configuration works flawlessly with almost all net games out there.

I don't remember having these errors in previous KA versions, was the netcode improved in any way?


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 Post subject:
PostPosted: Tue May 08, 2007 4:16 pm 
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Yes, Janis rewrote the network protocols of Vavoom engine improving and fixing almost all the existing problems with it, that's why I was asking for you all to test this on LAN, so we can scratch any network issues before public release, the errors that you are getting aren't a problem with network stuff, they are caused by other things, I'll check for fixes on these, you mention that you could successfully run a game, that means the network code is working fine for you :).

I know what's causing one of the crashes you are getting, but the second one isn't that easy to discover, try to explain what you were doing when the crash occurred so I can track down where the problems could be, so far it's good stuff, keep testing the game and have fun! Thanks for the help! :D

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 Post subject:
PostPosted: Wed May 09, 2007 12:37 am 
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The network code seems to be working very well, I can play deathmatch for hours on LAN without problems.

But no bots, if you add a bot, sooner or later the game crashes to desktop with one of those errors.

OTOH yesterday I was exploring the maps and same thing happened in the middle of the football field (great map) without an apparent reason and no error message, I will try to duplicate this one and let you know what went wrong.

Overall the impression is quite good, the game is stable enough to be played.


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 Post subject:
PostPosted: Wed May 09, 2007 5:30 am 
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That's good, so it seems most of the errors happen with bots enabled, one of the errors comes from the cleric's flame missile, for the other one I don't have anymore clues but that it happens when an object tries to check where it should move next vertically :? , that's all I know.

This has been of great help, I'll work on finding these bugs this afternoon and upload a new version ASAP, just to make sure everything is on place before going public ;). If you have any other problems post them here, thanks! :D

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 Post subject:
PostPosted: Wed May 09, 2007 7:31 am 
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"check where it should move next vertically "

myself, maybe? when I jump to kick the ball in the field?

weird...

Anyway, I don't have any problems when I play alone and I configure bots in menu BEFORE entering game but if I add a bot after the game start it crashes.

Need more time to test it, my son is at school right now, give me 2 or 3 days to play over LAN, k?

Update:

After a successfully hour of football game with bots my son's puter froze and Vavoom stop responding, no error.

(isn't it possible to generate an error txt file when Vavoom crashes to troubleshoot these issues? Like a doomsday.out, it could make our life so much easier and it shouldn't be that hard to make, right?)

Another thing I forgot to say before is that the Vavoom exe doesn't finish when I quit the game, crash or no crash, it remains in the active processes in Windows background, I need to manually kick it.


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 Post subject:
PostPosted: Wed May 09, 2007 9:12 am 
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The internal build is configured to create a debug.txt in the "basev" folder where you installed KA, it'll log all the game until it crashes or you normally quit, I've experienced the problem when quitting the game myself too, it seems to be a problem with Vavoom, I'll report this to Janis to see if he can track it down :).

As for testing time, you have the rest of the week to test to your liking ;), I'll start fixing the bugs that keep appearing here and upload a new beta ASAP, then we'll need you to test it again (I'm sure that's not much of a problem :)), if everything goes as expected, we can make a release in 2 or 3 more weeks :D.

You mentioned the problem with vertical movement is in Football? Then it might be a problem related with the "ball" movement, I'll give it a check too :), thanks for the input!

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 Post subject:
PostPosted: Thu May 10, 2007 6:44 am 
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Except for these annoying errors:

---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Runtime Error!

Program: C:\Korax Arena\Vavoom95.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
---------------------------
OK
---------------------------

Everything else seems to be ok, I tested it til late night yesterday and only that runtime error appeared in team castle sweep in the citadel.

And yes the vertical movement crash seems to be related to the ball, it only happens in the football field.


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 Post subject:
PostPosted: Thu May 10, 2007 6:52 am 
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The next time you get one of those errors, could you please check the debug.txt file in your "basev" folder for output? it could contain information about the crash.

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 Post subject:
PostPosted: Thu May 10, 2007 12:23 pm 
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Firebrand wrote:
The next time you get one of those errors, could you please check the debug.txt file in your "basev" folder for output? it could contain information about the crash.


There was a lot of useless stuff and then this:

Dev: MainGameInfo::ScoreboardsUpdate : end
Dev: PlayerTeam::DiscardPlayer : removed player with index 0
Dev: PlayerTeam::DiscardPlayer : removed player with index 1
Dev: PlayerTeam::DiscardPlayer : removed player with index 2
Dev: PlayerTeam::DiscardPlayer : removed player with index 3
Dev: PlayerTeam::DiscardPlayer : removed player with index 4
Dev: PlayerTeam::DiscardPlayer : removed player with index 5
Dev: PlayerTeam::DiscardPlayer : removed player with index 6
Dev: PlayerTeam::DiscardPlayer : removed player with index 7
Dev: PlayerTeam::DiscardPlayer : team has no more players...
Dev: PlayerTeam::DiscardPlayer : push team down the table...
Dev: PlayerTeam::DiscardPlayer : removed team with index 8
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 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: Reference not set to an instance of an object


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 Post subject:
PostPosted: Tue May 15, 2007 2:12 am 
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Oh-oh. I recognise my code's debug messages. :?
Ok, seems I've got to download last version at last and check what's bad in there.

BTW, how did you played a football with bots? They are acting normally now in that game mode?

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 Post subject:
PostPosted: Tue May 15, 2007 2:24 am 
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Crimson Wizard wrote:
Oh-oh. I recognise my code's debug messages. :?
Ok, seems I've got to download last version at last and check what's bad in there.

BTW, how did you played a football with bots? They are acting normally now in that game mode?


I didn't, I played with my kid without major trouble.

The problems with the "add bot" command and consequent crash are in castle sweep mode.


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 Post subject:
PostPosted: Tue May 15, 2007 4:04 am 
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And, how was soccer?


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 Post subject:
PostPosted: Tue May 15, 2007 5:33 am 
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I don't know why the game might crash when typing addbot and allowing them to spawn automatically, since both do the same thing :? , guess I'll have to check it out.

Anyway, I've fixed some of these bugs and the problem with quitting the game has been reported to Janis, I'll let you know how things come out ASAP :).

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 Post subject:
PostPosted: Wed May 16, 2007 12:21 am 
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RambOrc wrote:
And, how was soccer?


LOL I hate soccer, being the national sport here and all, so I lose all the time.

besides it feels more like rugby than soccer!

Another thing I forgot earlier, for Janis maybe:

When I try to connect to the server on LAN I need to type the IP, the "search for games" option is not working and it freezes Vavoom forcing a reboot since not even the task manager solves this one and its quite annoying. I was just wondering if that can be fixed somehow. Its much easier to connect through search for LAN games than IP typing.

Later guys :wink:


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