PlaneShift

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Attached to Project: PlaneShift
Opened by Vonor - 18.08.2008
Last edited by Lanarel - 19.07.2009

FS#2157 - npcroom2 does not load in release client

Couldn’t find the proper bug to attach it to.
When entering npcroom2 my client crashes, on the console I can see the following:

Mon Aug 18 14:32:45 2008, <src/common/engine/psworld.cpp:169 ExecuteFlaggedRegions SEVERE>
Mon Aug 18 14:32:45 2008, Loading region npcroom2 failed!
Mon Aug 18 14:32:45 2008, <src/client/psengine.cpp:1882 FatalError SEVERE>
Mon Aug 18 14:32:45 2008, Loading region failed!
Mon Aug 18 14:32:45 2008, <src/common/engine/psregion.cpp:99 Load SEVERE>
Mon Aug 18 14:32:45 2008, Error Not a binary CS document
Mon Aug 18 14:32:45 2008, Error (in: line 812:1)
Mon Aug 18 14:32:45 2008, loading file to be cleaned. /planeshift/world/npcroom2/world

The message repeats itself until I exit/kill ps

This happens on multiple platforms, linux64 here, Thom crashes on win32 and afaik dajoji crashes too, on macosx.

The map is up to date and the md5sum matches with caarries map, who can enter npcroom2 without problems.

Installed client: 0.4.01.14 (according to updaterinfo.xml), map deleted and replaced with checkintegrity check as well.

System specs:
Intel core 2 duo
Nvidia GeForce 8600M GS (Nvidia Beta Drivers 177.13)
Gentoo Linux
PS Binary Client

The task depends upon
ID Project Summary Priority Severity Assigned To Progress
2231 PlaneShift  FS#2231 - Crash when walking to NPCroom2  Low
100%
2373 PlaneShift  FS#2373 - Clint crashes when trying to load maps  Critical
100%
2611 PlaneShift  FS#2611 - Can not enter sector NPCroom1 from NPCroom with offical client  Low
100%
3001 PlaneShift  FS#3001 - Loading Region Failed  Medium
100%
The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
1929 PlaneShift  FS#1929 - list of all map bugs reported and should someday be fixed by tal  Medium Talad
100%
Closed by  Lanarel
19.07.2009 13:02
Reason for closing:  
Additional comments about closing:  

It was fixed. Then broken again. Fixed, but not available to everyone at the moment. Keep an eye on  bug 3037 

Caarrie commented on 18.08.2008 13:59

i have 64 bit linux install with no issues, dajoji's issue is related to ppc map loading issues with terrin2 and not related to this issue.

Caarrie commented on 18.08.2008 14:12

npcroom2 does not load in release client, but it does load in a debug self built client.

Thom commented on 18.08.2008 14:21

It doesn't load in my self-built debug client either, I get a crash with callstack:

atioglxx.dll!69162bfd() 	
[Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll]	
atioglxx.dll!690f95e5() 	
atioglxx.dll!692dae87() 	
gl3d.dll!CS::Plugin::gl3d::csGLBasicTextureHandle::RegenerateMipmaps() Line 400  C++

The crash is in c:\Development\CS\plugins\video\render3d\opengl\gl_txtmgr_basictex.cpp

Mawirey Wolad commented on 26.10.2008 12:25

Have it too with release client when trying to open all maps, ps exits. would be great to log in with all maps.

Project Manager
Lanarel commented on 26.10.2008 14:24

Thom: your crash looks the same as most others with the ati bug :) (See http://hydlaa.com/smf/index.php?topic=32557.0, some call stacks in http://hydlaa.com/smf/index.php?topic=31760.0)
Note also that even with some npcrooms,  bug 2184  applies, resulting in you able to walk to some places, but not teleport there. THis may effect some of the people here.
Also not that the original reports were for the previous release, with apparently release client on a trunk or stable server. THe last report may be with release client on Laanx.
To Mawirey: a 'me too' message without any info does not help us much :). Can you provide information? What client are you using? WHat server? WHich maps give an error? Does the crash allow you to save a dump file?
To the others: is there a common problem? Way to reproduce? Anything that makes it sensible to add this bug to " FS#1929  - list of all map bugs reported and should someday be fixed by talad" if TAlad will have no clue what to fix?

aurelynt commented on 27.10.2008 01:49

I can confirm that npcroom2 doesn't load with release client on Laanx: with 'load all maps' on, I get the same messages in console as Vonor, though no crash (just a window with 'failed to load region, ok' and exit on pressing ok). I think that's what's happening to Mawirey. One has to remove npcroom2 from zoneinfo.xml file to be able to run with 'load all maps' on with release on Laanx.

With a client built from stable on Laanx, or with trunk client and server, everything's fine.

Project Manager
Lanarel commented on 27.10.2008 07:29

In that case it sounds like stable server changed more than it should have. Maybe this can be tested using a local stable server with the binary release client.

aurelynt commented on 27.10.2008 20:04

Tested with a local server built from stable and the binary release client: same issue, unable to load npcroom2.
With both server and client built from stable, no problem.

Caarrie commented on 27.10.2008 21:59

f-rd is your built client/server in debug mode or release?

Project Manager
Lanarel commented on 27.10.2008 22:48

Another difference between running a built client and the binary release, is the art that is used.

Caarrie commented on 27.10.2008 23:20

my built client has the _same_ art as i copied it from the binary release ;)

Project Manager
Lanarel commented on 27.10.2008 23:28

What I mean is that even if you copy it, there might have been changes later (due to update or not to different repository, or copying other files over it). The fact that you use the same art combined with you not reproducing the bug just makes me think even more that that may be the difference f-rd saw :)

aurelynt commented on 27.10.2008 23:51

Tests with my client/server built from stable were made with both release mode and debug mode to be sure.
For me, the problem only appears with the the downloaded binary client, with which npcroom2 fails to load, whatever server I use: a local one built from stable (with either release mode or debug mode), or Laanx.

* Edit *

Just realised that npcroom2 map loads correctly with 'load all maps on' on trunk but I get a crash when trying to enter the zone. here's the bt:

 	crystalspace-1.4-vc8_d.dll!CS::Debug::DebugBreak()  Line 875	C++
 	crystalspace-1.4-vc8_d.dll!CS::Debug::AssertMessage(const char * expr=0x18307f9c, const char * filename=0x18307fa8, int line=628, const char * msg=0x00000000)  Line 82	C++
>	terrain2.dll!csArray<CS::Plugin::Terrain2::OverlaidShaderVariableContext *,csRefArrayElementHandler<CS::Plugin::Terrain2::OverlaidShaderVariableContext *>,CS::Memory::AllocatorMalloc,csArrayCapacityDefault>::Get(unsigned int n=2)  Line 628 + 0x21 bytes	C++
 	terrain2.dll!csArray<CS::Plugin::Terrain2::OverlaidShaderVariableContext *,csRefArrayElementHandler<CS::Plugin::Terrain2::OverlaidShaderVariableContext *>,CS::Memory::AllocatorMalloc,csArrayCapacityDefault>::operator[](unsigned int n=2)  Line 667	C++
 	terrain2.dll!CS::Plugin::Terrain2::TerrainBlock::CullRenderMeshes(iRenderView * rview=0x096feb68, const csPlane3 * cullPlanes=0x0012d4a0, unsigned int frustumMask=63, const csReversibleTransform & obj2cam={...}, iMovable * movable=0x18cf2e0c, csDirtyAccessArray<CS::Graphics::RenderMesh *,csArrayElementHandler<CS::Graphics::RenderMesh *>,CS::Memory::AllocatorMalloc,csArrayCapacityDefault> & meshCache={...})  Line 951 + 0x12 bytes	C++
 	terrain2.dll!CS::Plugin::Terrain2::csTerrainBruteBlockRenderer::GetRenderMeshes(int & n=2, iRenderView * rview=0x096feb68, iMovable * movable=0x18cf2e0c, unsigned int frustum_mask=127, csArray<iTerrainCell *,csArrayElementHandler<iTerrainCell *>,CS::Memory::AllocatorMalloc,csArrayCapacityDefault> cells={...})  Line 1196	C++
 	terrain2.dll!CS::Plugin::Terrain2::csTerrainSystem::GetRenderMeshes(int & num=2, iRenderView * rview=0x096feb68, iMovable * movable=0x18cf2e0c, unsigned int frustum_mask=127)  Line 522 + 0x4e bytes	C++
 	engine.dll!csMeshWrapper::GetRenderMeshes(int & n=2, iRenderView * rview=0x096feb68, unsigned int frustum_mask=63)  Line 668 + 0x5f bytes	C++
 	engine.dll!csSectorVisibleMeshCallback::ObjectVisible(csMeshWrapper * cmesh=0x18cf2d68, unsigned int frustum_mask=63, bool doFade=false, float fade=1.0000000)  Line 525 + 0x1c bytes	C++
 	engine.dll!csSectorVisibleMeshCallback::ObjectVisible(iVisibilityObject * visobj=0x18cf2db0, iMeshWrapper * mesh=0x18cf2da8, unsigned int frustum_mask=63)  Line 560	C++
 	frustvis.dll!csFrustumVis::TestObjectVisibility(csFrustVisObjectWrapper * obj=0x18cff7b8, FrustTest_Front2BackData * data=0x0012dd7c, unsigned int frustum_mask=63)  Line 400	C++
 	frustvis.dll!csFrustumVis::FrustTest_Traverse(csKDTree * treenode=0x42173c70, FrustTest_Front2BackData * data=0x0012dd7c, unsigned int cur_timestamp=12094, unsigned int frustum_mask=63)  Line 481	C++
 	frustvis.dll!csFrustumVis::FrustTest_Traverse(csKDTree * treenode=0x4c75fe08, FrustTest_Front2BackData * data=0x0012dd7c, unsigned int cur_timestamp=12094, unsigned int frustum_mask=127)  Line 485	C++
 	frustvis.dll!csFrustumVis::FrustTest_Traverse(csKDTree * treenode=0x4c7603b8, FrustTest_Front2BackData * data=0x0012dd7c, unsigned int cur_timestamp=12094, unsigned int frustum_mask=127)  Line 489	C++
 	frustvis.dll!csFrustumVis::FrustTest_Traverse(csKDTree * treenode=0x18cfb408, FrustTest_Front2BackData * data=0x0012dd7c, unsigned int cur_timestamp=12094, unsigned int frustum_mask=127)  Line 485	C++
 	frustvis.dll!csFrustumVis::VisTest(iRenderView * rview=0x096feb68, iVisibilityCullerListener * viscallback=0x0956fbd8)  Line 519	C++
 	engine.dll!csSector::GetVisibleMeshes(iRenderView * rview=0x096feb68)  Line 629	C++
 	rendstep_std.dll!csGenericRenderStep::Perform(iRenderView * rview=0x096feb68, iSector * sector=0x17e02160, iLight * light=0x00000000, iShaderVarStack * stacks=0x03890070)  Line 395 + 0x11 bytes	C++
 	rendstep_std.dll!csGenericRenderStep::Perform(iRenderView * rview=0x096feb68, iSector * sector=0x17e02160, iShaderVarStack * stacks=0x03890070)  Line 309	C++
 	engine.dll!csRenderLoop::Draw(iRenderView * rview=0x096feb68, iSector * s=0x17e02160, iMeshWrapper * mesh=0x00000000)  Line 85	C++
 	engine.dll!csSector::Draw(iRenderView * rview=0x096feb68)  Line 1008	C++
 	engine.dll!csPortal::Draw(const csPoly2D & new_clipper={...}, const csReversibleTransform & t={...}, iRenderView * rview=0x096feb68, const csPlane3 & camera_plane={...})  Line 487	C++
 	engine.dll!csPortalContainer::DrawOnePortal(csPortal * po=0x18fdb220, const csPoly2D & poly={...}, const csReversibleTransform & movtrans={...}, iRenderView * rview=0x096feb68, const csPlane3 & camera_plane={...})  Line 761	C++
 	engine.dll!csPortalContainer::Draw(iRenderView * rview=0x096feb68, iMovable * __formal=0x00000000, iMovable * __formal=0x00000000)  Line 920	C++
 	engine.dll!csPortalContainer::Draw(iRenderView * rview=0x096feb68)  Line 198	C++
 	rendstep_std.dll!csGenericRenderStep::Perform(iRenderView * rview=0x096feb68, iSector * sector=0x18d4e218, iLight * light=0x00000000, iShaderVarStack * stacks=0x03890070)  Line 559	C++
 	rendstep_std.dll!csGenericRenderStep::Perform(iRenderView * rview=0x096feb68, iSector * sector=0x18d4e218, iShaderVarStack * stacks=0x03890070)  Line 309	C++
 	engine.dll!csRenderLoop::Draw(iRenderView * rview=0x096feb68, iSector * s=0x18d4e218, iMeshWrapper * mesh=0x00000000)  Line 85	C++
 	engine.dll!csSector::Draw(iRenderView * rview=0x096feb68)  Line 1008	C++
 	engine.dll!csPortal::Draw(const csPoly2D & new_clipper={...}, const csReversibleTransform & t={...}, iRenderView * rview=0x096feb68, const csPlane3 & camera_plane={...})  Line 487	C++
 	engine.dll!csPortalContainer::DrawOnePortal(csPortal * po=0x0cfed760, const csPoly2D & poly={...}, const csReversibleTransform & movtrans={...}, iRenderView * rview=0x096feb68, const csPlane3 & camera_plane={...})  Line 761	C++
 	engine.dll!csPortalContainer::Draw(iRenderView * rview=0x096feb68, iMovable * __formal=0x00000000, iMovable * __formal=0x00000000)  Line 920	C++
 	engine.dll!csPortalContainer::Draw(iRenderView * rview=0x096feb68)  Line 198	C++
 	rendstep_std.dll!csGenericRenderStep::Perform(iRenderView * rview=0x096feb68, iSector * sector=0x18fd3790, iLight * light=0x00000000, iShaderVarStack * stacks=0x03890070)  Line 559	C++
 	rendstep_std.dll!csGenericRenderStep::Perform(iRenderView * rview=0x096feb68, iSector * sector=0x18fd3790, iShaderVarStack * stacks=0x03890070)  Line 309	C++
 	engine.dll!csRenderLoop::Draw(iRenderView * rview=0x096feb68, iSector * s=0x18fd3790, iMeshWrapper * mesh=0x00000000)  Line 85	C++
 	engine.dll!csEngine::Draw(iCamera * c=0x0b6ac038, iClipper2D * view=0x106d1690, iMeshWrapper * mesh=0x00000000)  Line 1605	C++
 	crystalspace-1.4-vc8_d.dll!csView::Draw(iMeshWrapper * mesh=0x00000000)  Line 161	C++
 	psclient.exe!psCamera::Draw()  Line 733	C++
 	psclient.exe!psEngine::HandleEvent(iEvent & ev={...})  Line 868	C++
 	psclient.exe!psEngine::EventHandler::HandleEvent(iEvent & ev={...})  Line 229	C++
 	crystalspace-1.4-vc8_d.dll!csEventTree::Dispatch(iEvent & e={...})  Line 576 + 0x10 bytes	C++
 	crystalspace-1.4-vc8_d.dll!csEventTree::Notify()  Line 547	C++
 	crystalspace-1.4-vc8_d.dll!csEventQueue::Notify(const unsigned long & name=)  Line 270	C++
 	crystalspace-1.4-vc8_d.dll!csEventQueue::iTypedFrameEventDispatcher::HandleEvent(iEvent & __formal={...})  Line 259	C++
 	crystalspace-1.4-vc8_d.dll!csEventTree::Dispatch(iEvent & e={...})  Line 576 + 0x10 bytes	C++
 	crystalspace-1.4-vc8_d.dll!csEventTree::Notify()  Line 547	C++
 	crystalspace-1.4-vc8_d.dll!csEventQueue::Notify(const unsigned long & name=)  Line 270	C++
 	crystalspace-1.4-vc8_d.dll!csEventQueue::Process()  Line 290	C++
 	crystalspace-1.4-vc8_d.dll!csDefaultRunLoop(iObjectRegistry * r=0x020febd8)  Line 102	C++
 	psclient.exe!main(int argc=1, char * * argv=0x01fd1c58)  Line 1951 + 0xa bytes	C++
 	psclient.exe!__tmainCRTStartup()  Line 597 + 0x19 bytes	C
 	psclient.exe!mainCRTStartup()  Line 414	C

Without 'load all maps' no issue at all…

Anonymous Submitter commented on 16.07.2009 01:40

Let's give this one a look over too?

Project Manager
Lanarel commented on 19.07.2009 13:01

I will close this as a really old thing that is fixed, since npcroom2 was loadable for a long time.
THe fact that is currently is not again, is just coincidence. That problem is (being fixed) by XOrdan, however, that update is not publicly available (see  bug 3037 )

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