Crashes on B4

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Crashes on B4

Post by Mishotaki on Mon 17 Nov 2008, 06:56

BUGS:
there seems to be the last 2 persons being booted or something, i played 2 games and the last 2 persons disconnected at the same time both times...

the xp reward screen from killin ghte 5 monsters is the same as from the datapad...

the multiboard -debug command doesn't seem to work... it works nice on the map.. but not on the multiboard...

firebat can still stun with JHP ammo on himself...

there is way too much time between the plant and the next bosses... either that or way too much creeps... you can't separate from your allies when it's that time, so it's more of a boredom time...

Officier Disarm doesn't seem to work...

replay: http://www.megaupload.com/?d=5FCA6Y9I


edit [sath] : post moved to correct section
edit #2 post renamed

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Re: Crashes on B4

Post by s3rius on Mon 17 Nov 2008, 10:20

I'll look into it.
The multiboard can be debugged by entering and leaving the medals screen. Should've worked without though..
Those two persons who got disconnected - was it both times the same people? Because I've changed nothing that could cause them to get disc-ed.

At least the chickenz did they job well.

PS: I'll probably release a hotfix version in a few days fixing those errors and doing smaller improvements.

PPS:
-debug fixed
disarm fixed
less enemies between plant and doggies.
The issue with the firebat and JHP is a little more complicated. Until I can think of something it'll have to stay..
Beta 4c is now out!

Get it in the Download Centre

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Re: Crashes on B4

Post by DarkSath on Tue 18 Nov 2008, 16:48

I had also some problem that forced to shutdown WCIII .
Screen freeze due to something...
It happened on beta2 and beta3 at the ending waves .

one thing i remember last time , there was lots of creeps some fatties , and when triggering a group of explosive/satchel , poof .. freezing .. and then disconnected from the rest of the team .


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Re: Crashes on B4

Post by s3rius on Tue 18 Nov 2008, 17:44

Does that crash only happen rarely, or did you encounter it more often?
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Re: Crashes on B4

Post by DarkSath on Tue 18 Nov 2008, 22:43

it only happended two times .. i cannot tell when , it was near the apparition of the biggest fatty ..
I could also be a war3 bug or even a hardware bug ... i will try get more infos if this happend again .

Most of guys were disconnected .(ofc the ones thats couldnt host coz host crashed too ) but I remember , i saw that when i reconnected a guy that was still playing ...


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Re: Crashes on B4

Post by Luka on Wed 19 Nov 2008, 14:44

Hi,
Bugs:
Multiboard
Disconeting peoples - one leaved, second was booted at same time

And can you make code lenght shorter?

DarkSath wrote:it only happended two times .. i cannot tell when , it was near the apparition of the biggest fatty ..
I could also be a war3 bug or even a hardware bug ... i will try get more infos if this happend again .

Most of guys were disconnected .(ofc the ones thats couldnt host coz host crashed too ) but I remember , i saw that when i reconnected a guy that was still playing ...


This is old bug in scripts, have it many maps what was deprotected or autors dont know Jass rules.

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Re: Crashes on B4

Post by s3rius on Wed 19 Nov 2008, 15:06

Luka wrote:And can you make code lenght shorter?

If I could, I would.

I'm working on the disconnects. I have a few ideas, but they'll require time and testing.
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Re: Crashes on B4

Post by IamDjRosette on Wed 19 Nov 2008, 15:48

Think the code does not have to be shorter but maybe no small and big writing or no numbers think would help alot - also have to say that V 6 is the first time i never wrote the wrong code. So it could not be so bad like some say. Breakdown always before 5 red pings come after tentarcle mission. We owend them yesterday but half team was kicked before. Also i remember 6.3 breakdown after mass explosions or screen freeze at close to the end costs me alot of exp happen around 8 times

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Re: Crashes on B4

Post by s3rius on Wed 19 Nov 2008, 19:44

If I removed numbers and case sensitivity the code would not have 12 letters, but about 25.
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Re: Crashes on B4

Post by IamDjRosette on Wed 19 Nov 2008, 20:10

oh ok i did not know that iam no professional gamemaker^^ so let it be like it is im fine with it

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Re: Crashes on B4

Post by Luka on Thu 20 Nov 2008, 10:06

I looked on possible errors of DC.
Are two reasons:
1. Triggers running at same time access to same global variable and change they value.
2. Some Jass commands need be used only with Local player. Here is list on these commands:
AdjustCameraBoundsBJ
CameraSetSmoothingFactor
CameraSetSourceNoise
CameraSetSourceNoiseEx
CameraSetTargetNoise
CameraSetTargetNoiseEx

CameraSetupApplyForceDuration
ClearSelection
ClearTextMessages
DisplayTimedTextToPlayer
EnableOcclusion
EnableUserControl
EnableWorldFogBoundary
EndThematicMusic
ForceUICancel
ForceUIKey
PanCameraTo
PanCameraToTimed
PanCameraToTimedWithZ
PingMinimap
PingMinimapEx
ResetToGameCamera
SelectUnit
SetCameraBounds
SetCameraBoundsToRect
SetCameraField
SetCameraOrientController
SetCameraPosition
SetCameraQuickPosition
SetCameraRotateMode
SetCameraTargetController
SetCinematicCamera
SetTextTagVisibility
ShowInterface
StopCamera
TimerDialogDisplay
VolumeGroupReset
VolumeGroupSetVolume

Bold commands are incorrectly used in DOTD6 Beta4. First try fix it. If map will DC again then is needed search for triggers what change global variable at same time (bj variables too).

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Re: Crashes on B4

Post by s3rius on Thu 20 Nov 2008, 14:47

Your first reason is rather improbable. I limit the use of global variables to the storage of information that are mainly used in code blocks that don't even use GetLocalPlayer(), and if they do, the variables are read, not written.

Your second reason is simply wrong. After looking through it, I don't see any function that necessarily requires the use of GLP.
Especially DisplayTimedTextToPlayer(). Check out the BJDebugMsg() and you'll see that it uses this function without GLP.

Using it is delicate and CAN lead to disconnects if used WRONGLY. Trust me, I'm not a noob and I know when to use and when not to use it.
The main issue is not to change variables or any game state through the use of GetLocalPlayer(), because this would de-sync in 99% of all cases.

My idea of the desyncs is the new hashing mechanism I am using in B4.
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