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-   -   Permanent crash on cs_bigbrother_beta1 (http://forums.bots-united.com/showthread.php?t=1769)

KWo 25-05-2004 19:53

Permanent crash on cs_bigbrother_beta1
 
3 Attachment(s)
OK - because a day without bug report is a day losed, I can report something today.;)

Everytime when the game is started at cs_bigbrother_beta1 map server is crashed after few minutes. For sure I played this map with PB2.5. :(
This moment I can say now nothing more - when, why etc. But I made some screenshots with windows messages "HLDS made an illegal operation..." and stacks. I hope this can help for coders.
Tested with latest sPlOrYgOn's beta release, Metamod1.17, CS1.5 Windows98SE (dedicated and listenserver).

When I'll find time I'll try this map with some older version of podbot_mm.dll.

Pierre-Marie Baty 25-05-2004 22:59

Re: Permanent crash on cs_bigbrother_beta1
 
To sPlOrYgOn: like the fix you made for the NUM_FOR_EDICT crash, do a search for

FIND_ENTITY_*

and

FindEntity*

and be sure the start of search entity in these functions is initialized to NULL first. I will feel better once it's done.

KWo 27-05-2004 11:40

Re: Permanent crash on cs_bigbrother_beta1
 
2 Attachment(s)
Like I promised - I tested this map with some older version - created 2004.04.06 22:28 253952 bytes. With this dll the game crash during creating the first bot.:(

[EDIT]
This evening I went in this way: I commented out all addbot commands in podbot.cfg and I started the listenserver with latest sPlOrYgOn beta dll. I made waypoint check - there were many errors. I fixed all of their, I re-waypointed some camp waypoints and I put one path across one door (one-direction - possible open only outside by "use" button - but there is'nt any button). OK - game was started - but bot doesn't go across this door (I didn't put "use" flag - like in some description for doors). I turned on WP editor and I added "use" flag. After restarting the game bots still can't open this door (they ignore "use" flag if they don't see some buttons). OK - I was frustrated - I deleted this connection by this door (if can't work - maybe in the future I go back to this problem). I played about 5 minut and after the crash was once again. Regardless if pwf is OK or not OK - the game crash at this map. This time the stacks are different - so probably this is some waypoint problem on this map (only this was changed and stacks are different).

On this map trere are some "blinking" waypoints and connection. What exactly are meaning these "blinking" waypoints and connections? I waypointed this map about 2 years ago, so probably there are many "arts" mistakes, but under WP editor checking for this today changed pwf is OK.
This second attachement is today's crash result.
[/EDIT]

KWo 28-05-2004 00:02

Re: Permanent crash on cs_bigbrother_beta1
 
I really don't like this "EDIT" - it doesn't change the timpe stamp of post and nobody can see something was changed when look at the general page of BUG REPORT subforum. Where can I report this bug in this posting system?:D

sPlOrYgOn 28-05-2004 02:43

Re: Permanent crash on cs_bigbrother_beta1
 
Quote:

Originally Posted by KWo
I really don't like this "EDIT" - it doesn't change the timpe stamp of post and nobody can see something was changed when look at the general page of BUG REPORT subforum. Where can I report this bug in this posting system?:D

it's not a bug..
it's made like this..
Quote:

Originally Posted by Pierre-Marie Baty
To sPlOrYgOn: like the fix you made for the NUM_FOR_EDICT crash, do a search for

FIND_ENTITY_*

and

FindEntity*

and be sure the start of search entity in these functions is initialized to NULL first. I will feel better once it's done.

It seems that the NUM_FOR_EDICT error was the only one without the NULL first...
I've searched through all the files...
All of them have been initialized to NULL...

KWo 28-05-2004 11:19

Re: Permanent crash on cs_bigbrother_beta1
 
So - what can I do more - to give You better information about this crash? :(

Pierre-Marie Baty 28-05-2004 14:36

Re: Permanent crash on cs_bigbrother_beta1
 
it's up to sPlOrYgOn or another coder to run podbot on cs_bigbrother_beta1 inside a debugger and let the debugger pinpoint the exact spot in the code which causes the crash...

KWo 28-05-2004 23:57

Re: Permanent crash on cs_bigbrother_beta1
 
1 Attachment(s)
Here You have my pwf file. It's not recomended for commercial use - because is very bad (the "art's roules" are broken...). I made it about 2 years ago - so it's better if no one from waypointers will look (it's really wrong waypointed).:) Last time I made only little "tunning" for this file. Here is the latest version - still crashing.
If somebody need this map (bsp and wad) - ask me by PM - I can send it via e'mail - probably the zip file with this map is too big to upload here.

sPlOrYgOn 29-05-2004 03:01

Re: Permanent crash on cs_bigbrother_beta1
 
hmm...
no crash??
I'm playing it and I don't crash..
and the map is horribly designed...

KWo 29-05-2004 10:23

Re: Permanent crash on cs_bigbrother_beta1
 
1 Attachment(s)
Quote:

Originally Posted by sPlOrYgOn
hmm...
no crash??
I'm playing it and I don't crash..
and the map is horribly designed...

Are You using Your Win98 like me or You are playing under linux? I tested this map under CS1.5. Turn on detailnames in podbot.cfg and put there 8 addbot commands with all parameters (and skill 100). Don't use min/max bots, don't use fillserver. About 5-10 min after start game crash. And try this Your beta release, not this with bug buying grenade fix. Try latest PMB version - the same.

BTW - Do You like this map?:)

EDIT
I 've attached mu podbot.cfg. Try to test with it.
[/EDIT]


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