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Kalin
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icon Crash on room exit in TCB (+2)  
This appears to be a different crash than what was fixed in 544/550 (no NPCs trying to pathfind in this room).

Steam 5.1.1.539 is reliably (three times) crashing when trying to leave TCB:aGEV:2N1W after earning the achievement. Steam saved the achievement, but DROD did not (nor the demo). Nothing new in drod.err.

I've now done the room three times, and exited DROD after earning challenge but without leaving the room. Leaving still crashes, but the challenge has saved (along with the challenge demo).

Then I tried waiting for the bomb to explode before leaving, and it didn't crash. Then I restored to the checkpoint (two aumtlich left alive) and it's not crashing from there either.

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11-12-2023 at 11:54 PM
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Dragon Fogel
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icon Re: Crash on room exit in TCB (+1)  
I've had crashes on leaving rooms, too, with no obvious cause. This has generally happened when testing Entry Point. When it's happened, I've been able to restore from an earlier checkpoint and have everything work fine.
11-12-2023 at 11:58 PM
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bbb
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icon Re: Crash on room exit in TCB (0)  
I have recently noticed this seems to be related to burning fuses. Maybe animation related?
01-07-2024 at 09:24 PM
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tonyk
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icon Re: Crash on room exit in TCB (+2)  
I have had this recently as well not just in TCB but other rooms in JtRH.

I discovered that disconnecting from Caravel Net fixed the crashing in some persistent cases.

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[Last edited by tonyk at 01-18-2024 08:00 AM]
01-18-2024 at 07:12 AM
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tonyk
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icon Re: Crash on room exit in TCB (+1)  
bbb wrote:
I have recently noticed this seems to be related to burning fuses. Maybe animation related?

I noticed this as well on some of my recent crashes. Maybe it will help track down the issue.

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01-22-2024 at 06:44 PM
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hyperme
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icon Re: Crash on room exit in TCB (+1)  
For this issue, can people include whether they are using the Steam or non-Steam version of the game. It may be important.

It would also be useful to include information about what room you were leaving when the game crashed, if you were playing a published hold.

(bonus points are available for anyone who provides a sample hold that allows the problem to be consistently reproduced)

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01-22-2024 at 07:17 PM
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tonyk
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icon Re: Crash on room exit in TCB (+2)  
Morning hyperme.

For me it is the Steam version (GatEB).

One room that has given me regular crashes is JtRH L11 5N. The room has a bunch of fuse ends. The crash occurs when moving to the nearby West exit when entering from the South.

I'm on Steam Deck so a sample hold is a bit more of a challenge. I'll see if I can get setup to enable doing that more efficiently.

I'd also be happy to try a non-Steam linux build but I don't see one in my downloads list (latest is 5.1.0.6513) and no patches are listed for linux.

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[Last edited by tonyk at 01-23-2024 11:17 PM]
01-22-2024 at 08:29 PM
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bbb
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icon Re: Crash on room exit in TCB (+4)  
I compile DROD myself.

I can verify that the issue is related to burning fuses. If I modify "CGameScreen::ProcessFuseBurningEvents" to return immediately, it doesn't crash. That isn't a solution, because then you can't identify burning fuses anymore, but the game works. Digging deeper leads to the "CSparkEffect" class followed by "CParticleExplosionEffect".

Once I knew what I was looking for in-game, the bug seems to appear in every room with a burning fuse, though sometimes the room switch succeeds, though not consistently.

My guess is that there is a race condition where the fuse burning animation checks that the room is still shown, the room disappears, and then the animation is activated.

[Last edited by bbb at 01-28-2024 06:18 AM : remove emoticons]
01-28-2024 at 06:18 AM
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Dragon Fogel
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icon Re: Crash on room exit in TCB (+1)  
I've had crashes occur in rooms without burning fuses.

However, now that I think about it, some of the other rooms where I've had crashes recently had aumtlich in them. Maybe there's an issue with their beams as well?
01-28-2024 at 07:32 AM
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bbb
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icon Re: Crash on room exit in TCB (+1)  
It wouldn't surprise me, since they have similar animation effects.

Having said that, I just tried a few rooms from Down the Grimmish Hole, and did not run into any crashes.

In any case, there is an issue with burning fuses, which we can try fix. And if it happens again, post in which room.
01-28-2024 at 08:02 AM
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hyperme
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icon Re: Crash on room exit in TCB (+3)  
Aumtlich and fuses both use the same underlying game effect to generate the little orange sparks, so if one is broken the other has to be as well.

bbb's research suggests the problem goes a little deeper, however. CParticleExplosionEffect is the base effect for the sparks, along with various other "splatter" effects, such as blood and wall debris. I'm guessing the problem is happening specifically with sparks because those get constantly generated, as opposed to the others which get created in a single burst.

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01-28-2024 at 11:56 AM
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Kalin
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icon Re: Crash on room exit in TCB (+1)  
I don't know if this is related, but for years I've been bothered by an issue where I start a fuse burning, then undo/restore to before the fuse was lit, and the sound keeps playing.

I play with music and voices muted, so fuses are the only continuous sound I hear.

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01-28-2024 at 05:56 PM
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icon Re: Crash on room exit in TCB (+1)  
I've seen this crash happen repeatedly in the "Sinking Feeling" entry of the current contest, but only in rooms with Aumtlich beams.

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[Last edited by disoriented at 02-03-2024 06:57 AM]
02-03-2024 at 05:18 AM
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bbb
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icon Re: Crash on room exit in TCB (+1)  
I haven't checked deeply, but I think the crashes also appear when there are both aumtlich and fuses, even if the fuses are not burning.
02-04-2024 at 08:37 PM
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Dragon Fogel
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icon Re: Crash on room exit in TCB (+1)  
Just going to note that I think the crash may involve leaving the room with your sword offscreen. I'm not sure on this, but I just got a crash now while testing Entry Point (the specific room is Crumbling Keep 1N) and when it first happened I left to the north with sword facing northwest, but then I restored, left the room, did it again with my sword facing south and got no crash.

I haven't done extensive testing, though, so I'm not completely sure on this. It is a possible explanation for the inconsistency in triggering the crash, though, as people might easily change sword position without thinking of it as a meaningful change.
02-21-2024 at 04:51 PM
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hyperme
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File: drod_exceptions.zip (1.6 MB)
Downloaded 20 times.
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icon Re: Crash on room exit in TCB (+3)  
Since I can't seem to reproduce this bug, I'm go to try a different approach to find it.

I've attached a version of 5.1.1.550 with some extra error logging enabled, which might catch some extra details. It's otherwise identical to the regular release. (although it has a different name to make it easier to use)

When DROD crashs, it should hopefully add more details in the drod.err file. It might even be useful information.

words for other developers:
Click here to view the secret text


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[Last edited by hyperme at 04-25-2024 10:05 AM]
04-25-2024 at 10:05 AM
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icon Re: Crash on room exit in TCB (+3)  
I was never able to reproduce this before, but randomly stumbled upon it in EP. I have a very high crash rate (like, 70%ish) when exiting south from EC:4S. Playing on off-steam 5.1.1.561.

Tried launching the game through hyperme's special exe and was able to reproduce the crash, but there's still nothing in drod.err.

Maybe you can try loading my save (hm, is this enough or are the dats needed too?), in case it fulfills some magic condition that makes this easier to reproduce. Just restore to the southmost checkpoint in EC:4S and walk south. Repeat a few times.

Edit:
tonyk wrote:
I discovered that disconnecting from Caravel Net fixed the crashing in some persistent cases.
I can verify that at least in this case the crash only happens when connected to Caravel Net. I didn't experience it one single time when disconnected, then it started happening again when I logged back on.

[Last edited by Doom at 10-01-2024 03:15 PM]
09-30-2024 at 09:22 PM
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PigmyWubba
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icon Re: Crash on room exit in TCB (0)  
I had this same issue in EC 4S recently, so it's not just on your end. I could only get it to crash by doing the room from the start though, restoring to the southmost checkpoint never crashed for me for some reason.

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[Last edited by PigmyWubba at 10-01-2024 12:02 AM]
09-30-2024 at 11:46 PM
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icon Re: Crash on room exit in TCB (0)  
PigmyWubba wrote:
I had this same issue in EC 4S recently, so it's not just on your end. I could only get it to crash by doing the room from the start though, restoring to the southmost checkpoint never crashed for me for some reason.
The same happened for me in non-Steam 5.1.1 on macOS, except it still crashed after my first restore to the checkpoint.

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[Last edited by NoahT at 10-01-2024 06:27 AM]
10-01-2024 at 04:41 AM
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File: Crashing kegs.jpeg (17.4 KB)
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icon Re: Crash on room exit in TCB (0)  
Another room in EC, 5S, is now crashing, seemingly as a result of keg placement. Several times the crash followed delays of varying lengths, while other times it was immediately upon restoring or moving. These are the associated errors in the log:
Click here to view the secret text
Attached is the setup causing the crash.

EDIT: Even after moving a keg, there is still a crash eventually.

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[Last edited by NoahT at 10-01-2024 06:09 PM]
10-01-2024 at 06:26 AM
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PigmyWubba
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icon Re: Crash on room exit in TCB (0)  
I had another crash in DKH entering RZ 2s1e from 1s1e, 1s1e is a transitional room with no puzzle elements. Earlier when I tried to replicate the crash in EC 4s by making a standalone copy of that room in its own hold I couldn't, though I only tried a couple of times.

Maybe it has to do with the size of DKH? TCB is also a pretty sizable hold, though not nearly as big. Playing on the steam version. 5.1.1.561

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10-02-2024 at 01:07 AM
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Doom
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icon Re: Crash on room exit in TCB (0)  
PigmyWubba wrote:
Earlier when I tried to replicate the crash in EC 4s by making a standalone copy of that room in its own hold I couldn't, though I only tried a couple of times.
I tried the same and been able to reproduce the crash a few times, but with very low success rate. It can also occur when entering from the south, waiting one turn for the wubba to light the fuse and then trying to leave.

Even in the real hold it's not nearly as consistent now that I've played through the level and overwrote the checkpoint that had the highest crash rate.

I did backup the files from the crash-prone moment and with those it's still just as easily reproducible as ever.
10-02-2024 at 06:44 AM
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hyperme
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File: drod_logging.zip (1.6 MB)
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icon Re: Crash on room exit in TCB (+5)  
Posting another build that does special logging. This one outputs some information to a file called drod-extra.log (in the same folder as other log files) when you leave a room via an edge. Hopefully this can narrow the search area.

A full log for leaving a room that you've conquered looks like this:

Click here to view the secret text



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10-05-2024 at 07:01 PM
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Doom
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icon Re: Crash on room exit in TCB (+3)  
Here's the output from the new build. The first exit attempt didn't crash, the second one did.

Click here to view the secret text

10-05-2024 at 07:07 PM
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hyperme
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File: drod_logging.zip (1.6 MB)
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icon Re: Crash on room exit in TCB (+3)  
Getting a better idea of where to look thanks to Doom's info, except where to look might be afunction that's over 1000 lines long.

So I updated logging build with more logging.

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10-05-2024 at 10:01 PM
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Doom
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icon Re: Crash on room exit in TCB (+3)  
This one outputs (again, clean vs crash)

Click here to view the secret text

10-05-2024 at 10:06 PM
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hyperme
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File: drod_logging.zip (1.6 MB)
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icon Re: Crash on room exit in TCB (+3)  
Added a small bit more to the CEvent line. I think I have an idea of what's happening. If an error beep happens before the crash now that is okay news.

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10-06-2024 at 02:37 PM
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Doom
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icon Re: Crash on room exit in TCB (+3)  
I don't hear any beeps when it crashes, but I did notice beeping when hitting bombs. It seems that if an explosion both kills the player and lights a fuse, the following is generated in drod.err. This didn't happen on other builds.
Assertion error in line 5202 of GameScreen.cpp: "!bPlayerLeftRoom"
The crash log now looks like this:
Click here to view the secret text


Also managed to trigger it once in the copy-pasted into editor version. Same room, this time entering from the south, waiting a turn and leaving. Only one "Fuses" in this one.
Click here to view the secret text

10-06-2024 at 03:10 PM
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hyperme
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File: drod_logging.zip (1.6 MB)
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icon Re: Crash on room exit in TCB (+3)  
Huh I think that disproves my theory of what's happening. So another build zooming in even closer on specific lines in the big function.

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10-06-2024 at 03:37 PM
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Doom
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icon Re: Crash on room exit in TCB (+3)  
And here's the latest log.
Click here to view the secret text

10-06-2024 at 03:49 PM
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