Crash

PC problems/recommendations

Moderators: MichaelP, Tinka

Post Reply
User avatar
sonnyd83
Member
Member
Posts: 569
Joined: 24 Jun 2011 23:15

Crash

Post by sonnyd83 » 04 Apr 2012 00:00

In the level I've almost finished creatiing, it crashes if I quit whilst in game, to go back to main menu, but only every third time I do this. Error file is unhelpful - if I enable CRS in script, error file isn't created.
Have tried removing/adding load coordinates, installing latest ngle version, adding objects to a new wad, splitting level into 4 levels, removing unnecessary items from script.
Level originally had a huge number of triggers, objects, and textures until I split into 4

EDIT:
If I use the original TR4 title data file, all works fine, same with title data files for my previous custom levels.
Oddly, if I use original title map/wad/tga etc from TR4 to create a data file (output to wad etc), it happens again!

This is the error

Version=1.2.2.6
CRS=Disabled
Last diagnostic mexage:CreateSample %d of %d
Last directX error:
START_P1:1002D0D7
END_P1:10071FDD
START_P2:10083677
END_P2:100A8DD6
START_P3:100B2487
END_P3:100E3BF2
START_P4:10007207
END_P4:1000FDC4
............... QUICK DIAGNOSTIC LOG ...............
....................................................
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x2A7D000
RECOVERABLE : YES
CRASH OFFSET: 0x471C2B
REGISTERS:
EAX=0
EBX=89FB520
ECX=1273
EDX=47463
ESI=2A7D000
EDI=953A7D4
EBP=8CEFF88
EIP=471C2B
ESP=8CEFEE8
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000000:Camera_TargetRoom
0012FF14:BaseSalvaStack1
08CEFF88:BaseSalvaStack2
06CBFF84:BaseSalvaStack3
------------------------------------------
MEMORY USAGE
------------------------------------------
VetNemiciPunta memory <EMPTY: never used>
StructEnemyArray memory <EMPTY: never used>
ZonaFXBulbNemici memory <EMPTY: never used>
VettorePerFogBulb memory <EMPTY: never used>
ZonaDynamicLights memory is full at 1.43 (Used 0x2C bytes)
ZonaSceneMemory memory is full at 20.12 (Used 0x55874 bytes)
VetEditObjects memory is full at 0.36 (Used 0x18 bytes)
Mex_savegame_Argd memory is full at 3.13 (Used 0x8 bytes)
ZonaParticelle memory <EMPTY: never used>
ZonaGameStruttureMesh memory is full at 0.42 (Used 0x6654 bytes)
ZonaPuntatoriGameStruttureMesh memory is full at 0.11 (Used 0x1B8 bytes)
VetMexNomiWav memory is full at 99.66 (Used 0x3FC8 bytes)
ZonaFogBulbs memory <EMPTY: never used>
ZonaDebris memory <EMPTY: never used>
ZonaItemInStanza memory <EMPTY: never used>
ZonaUsataPerFireSpark memory <EMPTY: never used>
ZonaDiSmokeSpark memory <EMPTY: never used>
ZonaRecordGunShell memory <EMPTY: never used>
ZonaQuattroSample memory <EMPTY: never used>
RecordSpriteSangue memory <EMPTY: never used>
RecordSpriteEsplosione memory <EMPTY: never used>
SpritePerFuoco memory is full at 1.37 (Used 0x1C bytes)
ZonaTextureAnimate memory <EMPTY: never used>
SaveGame_220_DatiMoveables memory <EMPTY: never used>
VettoreAttivaFlipMaps memory <EMPTY: never used>
VettoreFlagFlipMaps memory <EMPTY: never used>
ZonaFlyCameras memory is full at 0.16 (Used 0x20 bytes)
VetByteFlyCamera memory <EMPTY: never used>
VetFlyCameraByteAltro memory <EMPTY: never used>
VetItemCombinabili memory is full at 24.78 (Used 0xE4 bytes)
Ptr_MemBufferLivello memory is full at 36.43 (Used 0x6F2D18 bytes)


------------------------------------------
Lara: x=0 y=0 z=0 StateId=0 NextId=0 AnimNow=0 Room=0

Stack=0x8CEFEE8 pContesto=0x8CEFC04 pInfoEccezione=0x8CEFBE8
PRIMARY_STACK:
ESP=0x8CEFEE8
STACK_TRACE:
0x47463A
0x47491B
0x49E67C
0x49DF08
0x49E61D
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x12B0F4
STACK_TRACE:
0x420010
0x420040
0x430053
0x410050
0x490050
0x420040
0x48D323
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x440042
0x48D323
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x48001D
0x48D323
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x48CC6B
0x48CACE
0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x6CBB164
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE

User avatar
sonnyd83
Member
Member
Posts: 569
Joined: 24 Jun 2011 23:15

Re: Crash

Post by sonnyd83 » 07 Apr 2012 13:40

After many hours of checking, I discovered someone posted this same issue last year, I checked and a couple of sound samples were were over 200kb - all works ok now

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests