[Official Feedback Request] repro crashes

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rboerdijk
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[Official Feedback Request] repro crashes

Post by rboerdijk »

{This thread is now obsolete. Please use this one to report problems with modding tools.}

Hi Everyone,

As you probably know, we don't officially support mods. However, we are looking for some crashes and they might be related to mods. So for 2.51 we'd like to ask for some feedback.

Please post here if you have
- a repro crashes with a mod
- a crash when loading a savegames created while using a mod

Include a description of
- how to reproduce the issue
- a download-link for the mod + savegame ( if relevant)
- any other relevant info

Thanks!
UniTrader
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Post by UniTrader »

then i will take on that offer :)


This Extension produces a reproduceable Creash.
It adds a new Ship type near the Player Position upon loading which has been modified in such a way that you can change its Equipment. Everything seems to work fine except the Crash probably when initializing the Turrets...

Steps to reproduce:
-> Hire Crew for that Ship (Captain; Engineer, Def Off) and assign them to your nearby Taranis
-> Talk to the Engineer to set the Surface Element Loadout of that Ship (it starts without any; you need at least the Turrets to reproduce, Shields and Engines seem to work fine)
-> now talk to the Captain to give any new Command
=> CTD

A fix for that or some tip what i am doing wrong here would be really great :)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
bm01
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Re: [Official Feedback Request] repro crashes

Post by bm01 »

rboerdijk wrote:- a crash when loading a savegames created while using a mod
My mod can cause that (link in my signature), I no longer have any save game but I haven't changed the code which is responsible for this (just implemented an uninstaller).

If you download it, start a new game, wait a few seconds then remove it without using the uninstaller; the save should crash if you attempt to reload it. I've been able to reproduce it consistently, but if you don't wait long enough you might just get a few errors in the logs.

Adding blocking actions in the start / middle of a script that is started by jobs (so there's no script to return to) seems to be what causes it to crash.

Errors before crash: http://pastebin.com/raw.php?i=hJC8Hyur
rboerdijk
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Re: [Official Feedback Request] repro crashes

Post by rboerdijk »

bm01 wrote:
rboerdijk wrote:- a crash when loading a savegames created while using a mod
My mod can cause that (link in my signature), I no longer have any save game but I haven't changed the code which is responsible for this (just implemented an uninstaller).

If you download it, start a new game, wait a few seconds then remove it without using the uninstaller; the save should crash if you attempt to reload it. I've been able to reproduce it consistently, but if you don't wait long enough you might just get a few errors in the logs.

Adding blocking actions in the start / middle of a script that is started by jobs (so there's no script to return to) seems to be what causes it to crash.

Errors before crash: http://pastebin.com/raw.php?i=hJC8Hyur
confirmed that it crashes in 2.51 - with the crash-redirect opening www.egosoft.com/support/xr_callback.php?topic=372690.
Internally tracked under XR-779.

Detailed repro-steps:
- Subscribed to the steam workshop "Automated Emergency Jump"
- Start 2.51-public through steam
- Checked that the mod was enabled
- Started Free play
- Waited a few minutes
- Saved
- Quit to MainMenu
- Deleted the Directory of the mod 'automated_emergency_jump'
- Load savegame.
rboerdijk
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Re: [Official Feedback Request] repro crashes

Post by rboerdijk »

rboerdijk wrote:
bm01 wrote:
rboerdijk wrote:- a crash when loading a savegames created while using a mod
My mod can cause that (link in my signature), I no longer have any save game but I haven't changed the code which is responsible for this (just implemented an uninstaller).

If you download it, start a new game, wait a few seconds then remove it without using the uninstaller; the save should crash if you attempt to reload it. I've been able to reproduce it consistently, but if you don't wait long enough you might just get a few errors in the logs.

Adding blocking actions in the start / middle of a script that is started by jobs (so there's no script to return to) seems to be what causes it to crash.

Errors before crash: http://pastebin.com/raw.php?i=hJC8Hyur
confirmed that it crashes in 2.51 - with the crash-redirect opening www.egosoft.com/support/xr_callback.php?topic=372690.
Internally tracked under XR-779.

Detailed repro-steps:
- Subscribed to the steam workshop "Automated Emergency Jump"
- Start 2.51-public through steam
- Checked that the mod was enabled
- Started Free play
- Waited a few minutes
- Saved
- Quit to MainMenu
- Deleted the Directory of the mod 'automated_emergency_jump'
- Load savegame.
@BM01:

Discussed it with our script-expert, we intend to bulletproof the code to handle this situation on our side ( before 3.0 release ).

He also mentioned that this mod should be marked with save="true" in the content.xml - since removing it is not safe. Since you are the author, could you change that ?
bm01
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Re: [Official Feedback Request] repro crashes

Post by bm01 »

rboerdijk wrote:He also mentioned that this mod should be marked with save="true" in the content.xml - since removing it is not safe. Since you are the author, could you change that ?
If it can prevent some crash or bug reports not caused by the main game being sent to you, sure. Sorry if it caused you troubles.

But I have a question. As I said I implemented an option to uninstall it directly from the game, it resets scripts and remove variables, then the menu opens so that the user can save immediately. It makes the new save loadable without the mod. Is there a way to mark the mod back with save="false" without having to rely on the user to modify the file himself?
UniTrader
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Post by UniTrader »

UniTrader wrote:..
just for information: i solved it yesterday evening. thanks for the new <update_macro/> command - abusing that one was the solution :)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Endeavour79
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Crash to desktop when undocking

Post by Endeavour79 »

posted report and uploaded all files
http://forum.egosoft.com/viewtopic.php?t=378871
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Post by Endeavour79 »

Does anyone have an idea how I can work around the above crash? I'd like to be able to continue my game which I spent so many hours in already..

Than you!
bm01
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Post by bm01 »

I loaded your save, I left the station, the game didn't crash but during the animation the ship teleported itself to a docking port in RoC Solar Energy Farm I (in Radation Belt, DeVries), it then started to move randomly like if it was controlled by something, and once the animation finished Ren immediately stood up and moved back to the station. I left the station again and it worked like it should have the first time, except that I was still in DeVries.

The game didn't crash probably because of one the last updates (I'm running the beta version), so it became somewhat off-topic, but it didn't really fix your issue.

Some errors in the logs seems related to it. A few second after loading, one error states that an entity is running 'move.dockat' but 'this.ship' is null. Upon leaving the station, other errors appear, the same entity falls back to 'trade.performplayertraderun' ($tradeorder = trade.(0x0L), $shoppinglist = null), then falls back to 'player.default'. From there I could look at your save file and make a list of all entities running 'trade.performplayertraderun', and it appears that one of the three is the player (why is the player even allowed to run scripts?).

I removed its script instance manually, removed its trade offers (it has some at the station I got teleported to), but unfortunately 'player.default' keeps being restarted even without any mod. So I attempted to stop it through modding. I actually made a fix for that once, because Automated Emergency Jump could have started 'player.default' on the player (no longer the case). But I'm sure at least one other mod does it with 'move.patrol', and since in your case the player has trade orders it looks like there's a third mod who can cause this.

Unfortunately <abort_scripts entity="player.primaryship.controlentity"/> only seems to work if you're not docked (couldn't find how to do that while being docked), so I had to modify it (triggered every 50ms so be sure to remove it once you have finished with it).

Here it is (put it in your extension folder), also confirmed to work: http://s000.tinyupload.com/index.php?fi ... 7016218430

This effectively cancels whichever script the player is running, removes the trade orders (as a consequence), and prevents what I described in my first paragraph. It doesn't fix the mod responsible for this though.
Endeavour79
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Post by Endeavour79 »

Thanks so much bm01!!
UniTrader
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Post by UniTrader »

bm01 wrote:Unfortunately <abort_scripts entity="player.primaryship.controlentity"/> only seems to work if you're not docked (couldn't find how to do that while being docked), so I had to modify it (triggered every 50ms so be sure to remove it once you have finished with it).
player.entity always refers to the player himself ;) player.priimaryship.controlentity can only work while you actually control the Skunk
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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euclid
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Post by euclid »

Endeavour79 wrote:Does anyone have an idea how I can work around the above crash? I'd like to be able to continue my game which I spent so many hours in already..

Than you!
Hey End :-)

Following your request via PM I've checked both, the Emergency and Player Jump, mods and could not find any conflicts.

Emergency Jump applies only to ships with a jump drive and the Skunk has none. So, except what was mentioned already above (the player.default) there is not action on the Skunk caused by the Emergency Jump mod.

Player Jump is exclusively triggered on the Skunk and requires the selection of a zone via the sector map and then the "plot course" command. None of those is used by the Emergency Jump mod.

Best way to find the culprit is to disable one mod at a time. Sorry if I cannot help any further here.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Scorpionscs
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Trade menu crashing

Post by Scorpionscs »

Crashing

I am in DV.BP.3 I was sending ship all over getting thing I need to get my Mega cell fab up and running

I sent out 15 ships to transfer wares in the Property Owned Menu had np with that . I had one Lyramekron with 9000 plasma pumps on it so I could empty it .

I went to the trade offer menu to sell it off as soon as I clicked on trade offers the games crashes .

I have done it now 15 time and it does the same thing every time just crashes .

I have these Extensions running,

Automated Emergency Jump,

Owesome_jumpdrive_sfx,

big space for Stations,

NPCs on your stations!

Mission Computer,

Lib MT-Modjoker Liberay,

Station Annoumecments,

More crew,

Teladi Outpost,

Player shipyard,

TAF!,

Welding Laser,

Xenon Hunt 2,

I did turn them all off ,and it still did the same thing . and I did go to DV.BP.1 and to DV.BP.2 still same thing crashes as soon I click on the trader offers menu.

This only started with beta 3061 RC2

The big thing is I have 35 stations , almost 3000 ships,
I make everything in the game that you can buy,
I have 3 XL shipyards and 2 small shipyards ,
With out them I would not got as far as I have. I would not like to lose them :evil:

https://www.egosoft.com:8444/confluence ... 000&api=v2


Well I hope this is the right place this time and hope you can help

Thanks Scorpionscs[/url]

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