Ongoing niggles

A forum for solving problems that might be encountered during installation, updating, or in game.
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AblitERateOR
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Joined: Sat Jul 01, 2006 8:30 pm
Location: Auckland, New Zealand

Ongoing niggles

Post by AblitERateOR »

I'm using 1.6PB UB, but ive got a feeling atleast some of these issues are not new ones.

-In ingame cutscenes, when the camera is just watching someone but NOT panning (e.g. watchin some dialog take place) and the zoom keys are disabled, the mousewheel can still be used to zoom in/out

-Ive only seen this in ww2, though i suspect its not specific to ww2:
Sometimes an rpg fired(normally zooked) really close to a hill, it bounces off the hill and goes flying for miles. It should allways explode on impact...I've only noticed it on some maps tho...
not sure how fixable this is, its just one of those little niggling bugs thats been around for ever

-Like the last issue, i lobbed an rpg and real close range when i was standing on a hill facing down the hill, and the rpg lobbed into the air super super super high, and about 5 seconds later fell down a metre or two from where i fired it.

-Out of curiousity, is there anything that is behind myth crashing people to the desktop. Today we had a host crash and everyone in the game got dumped straight to the desktop...shouldnt these kinda of probs just dump you to post or show host disconnected?
Mac OSX 1.4.9
Intel 1.83 Dual Core iMac
1GB RAM
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Avatara
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Location: Tokyo, Japan

Post by Avatara »

I crashed yesterday when trying to join a Auto-Hosted game. No error messages or warning, the game just closed an i was back to Desktop.
And yep, some people are crashing like this suddendly.
Myrd
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Post by Myrd »

If someone crashes on Mac OS X, please post a crash report (past crash logs can be found using Application/Utilities/Console.app), and we'll do our best to fix it. On Windows, only thing I can say, is try to find a reproducible way to encounter the crash, and post the steps here.
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AblitERateOR
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Joined: Sat Jul 01, 2006 8:30 pm
Location: Auckland, New Zealand

Post by AblitERateOR »

Code: Select all

Host Name:      alastairs-computer
Date/Time:      2006-10-20 01:14:26.476 +1300
OS Version:     10.4.8 (Build 8L2127)
Report Version: 4

Command: Myth II 1.6
Path:    /Applications/Games/Myth II/Myth II.app/Contents/MacOS/Myth II 1.6
Parent:  WindowServer [85]

Version: 1.6.0 (1.6.0)

PID:    9751
Thread: 0

Exception:  EXC_ARITHMETIC (0x0003)
Codes:      EXC_I386_DIV (divide by zero)

Thread 0 Crashed:
0   net.projectmagma.myth2         	0x0002491a build_rabble + 113 (formations.c:669)
1   net.projectmagma.myth2         	0x0004bc96 build_movement_command_destinations + 365 (monster_commands.c:2236)
2   net.projectmagma.myth2         	0x0004c046 execute_movement_command + 412 (monster_commands.c:2008)
3   net.projectmagma.myth2         	0x0004e00f execute_monster_commands + 214 (monster_commands.c:152)
4   net.projectmagma.myth2         	0x000c52f5 update_myth + 824 (myth.c:917)
5   net.projectmagma.myth2         	0x000c71d2 idle_myth + 100 (main.c:1118)
6   net.projectmagma.myth2         	0x000c7a0c idle_game_state + 19 (main.c:1077)
7   net.projectmagma.myth2         	0x000c8434 update_everything + 36 (main.c:517)
8   net.projectmagma.myth2         	0x000ca10f main + 72 (main.c:370)
9   net.projectmagma.myth2         	0x00002ab6 _start + 228 (crt.c:272)
10  net.projectmagma.myth2         	0x000029d1 start + 41

Thread 1:
0   libSystem.B.dylib              	0x90009857 mach_msg_trap + 7
1   com.apple.opengl               	0x931c46e4 glcDebugListener + 338
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 2:
0   libSystem.B.dylib              	0x90009857 mach_msg_trap + 7
1   com.unsanity.ape               	0xc0001db2 __ape_agent + 307
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 3:
0   libSystem.B.dylib              	0x90048a47 semaphore_timedwait_signal_trap + 7
1   ...ple.CoreServices.CarbonCore 	0x90cdc0ab TSWaitOnSemaphoreCommon + 163
2   ...ple.CoreServices.CarbonCore 	0x90ce309d TimerThread + 87
3   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 4:
0   libSystem.B.dylib              	0x90009857 mach_msg_trap + 7
1   com.apple.CoreFoundation       	0x9082869a CFRunLoopRunSpecific + 2014
2   com.apple.CoreFoundation       	0x90827eb5 CFRunLoopRunInMode + 61
3   com.apple.audio.CoreAudio      	0x9145b8da HALRunLoop::OwnThread(void*) + 158
4   com.apple.audio.CoreAudio      	0x9145b6f5 CAPThread::Entry(CAPThread*) + 93
5   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 5:
0   libSystem.B.dylib              	0x90004d8a syscall + 10
1   com.apple.OpenTransport        	0x9a2f6306 CarbonSelectThreadFunc + 222
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 6:
0   libSystem.B.dylib              	0x90024427 semaphore_wait_signal_trap + 7
1   com.apple.OpenTransport        	0x9a2f2322 CarbonOperationThreadFunc + 176
2   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 7:
0   libSystem.B.dylib              	0x90048a47 semaphore_timedwait_signal_trap + 7
1   com.apple.audio.CoreAudio      	0x91468a10 CAGuard::WaitFor(unsigned long long) + 212
2   com.apple.audio.CoreAudio      	0x91468932 CAGuard::WaitUntil(unsigned long long) + 66
3   com.apple.audio.CoreAudio      	0x914673a2 HP_IOThread::WorkLoop() + 690
4   com.apple.audio.CoreAudio      	0x914670e9 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
5   com.apple.audio.CoreAudio      	0x9145b6f5 CAPThread::Entry(CAPThread*) + 93
6   libSystem.B.dylib              	0x90023d87 _pthread_body + 84

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x1960dffb    ebx: 0x0000647d ecx: 0x0000b40c edx: 0x00000000
  edi: 0x00000001    esi: 0x0000d071 ebp: 0xbfffe4d8 esp: 0xbfffe470
   ss: 0x0000001f    efl: 0x00010246 eip: 0x0002491a  cs: 0x00000017
   ds: 0x0000001f     es: 0x0000001f  fs: 0x00000000  gs: 0x00000037
there you go.. seems pretty obvious what the prob was?
Mac OSX 1.4.9
Intel 1.83 Dual Core iMac
1GB RAM
Myrd
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Post by Myrd »

Ok, that's a division by zero error (causes crash on x86 but not on PowerPC).

I'll fix it tonight. Thanks.
Death's Avatar
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Post by Death's Avatar »

PPCs can divide by zero?

I knew they were better...
Myrd
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Post by Myrd »

On PPCs, dividing by zero results in a result of zero. Of course, before any such operation, the programmer can of course prevent this by checking the value that is being used to divide and compare it to zero and choose a different action that the program takes.
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