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anohter damn problem im having
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Tue Nov 23, 2010 11:58 pm    Post subject: anohter damn problem im having Reply with quote
Today i was in the process of making another rott map using rotted and i was testing it in winrott.

all was going well until i entered this area and for no apparent reason it just crashes. i had aloof at it using rottmd error checker and it said it was fine

this is the area it crashes in
http://img253.imageshack.us/img253/503/crashg.png

this is pissing me off very much as i dont want to start the map all over again or give up on making more levels Evil or Very Mad
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Wed Nov 24, 2010 12:01 am    Post subject: Reply with quote
Its fairly difficult to determine what the problem might be from just a screenshot. Could you try uploading the map file so that we may test it out and see what might be wrong with it?
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Wed Nov 24, 2010 12:03 am    Post subject: Reply with quote
guess i could do that

http://www.megaupload.com/?d=U5XNIDFH

please help me if you can Sad
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Wed Nov 24, 2010 12:22 am    Post subject: Reply with quote
Wow...thats very odd. Winrott doesn't even say whats wrong with it, it just stops responding all together...hmm.

Well that means I don't quite know what the problem is...but it seems to me if it was a limitation of the engine winrott would say something...then again I don't really know what i'm talking about ans may be wrong.

I'm going to test this level out in good old DOS ROTT and see if it gives me any problems. If it works fine there...then its likely an issue with Winrott and not the map. If it crashes there, then maybe i'll be able to find out a bit more.
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Wed Nov 24, 2010 1:36 am    Post subject: Reply with quote
It crashes in the Icculus port...

It throws this at my term:
Code:
CW_CacheLumpNum: 21271 >= numlumps Player X     = 57d8ca
Player Y     = 1bb5d2
Player Angle = 1b6

Episode      = 1
Area         = 1


There is too much of something, not sure what "lumps" refers to though.

Edit: Aaaand... With the original DOS port, it runs without issue. Not sure what's up, maybe animated textures?
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Wed Nov 24, 2010 1:37 am    Post subject: Reply with quote
And I was just about to post that error. Guess you beat me to the draw Smile

Unfortunately I don't quite know what that means either. Perhaps Mike might know what this error is. He did say he pushed quite a few limits with his map.
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Wed Nov 24, 2010 1:48 am    Post subject: Reply with quote
dopefish7590 wrote:


Edit: Aaaand... With the original DOS port, it runs without issue. Not sure what's up, maybe animated textures?


Really? I just played this through DOSbox and got the exact same error you got with the Icculus Port.
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Wed Nov 24, 2010 1:51 am    Post subject: Reply with quote
I did a quick grep of my Icculus port directory... And got this:

Code:
w_wad.c:int             numlumps;
w_wad.c:        startlump = numlumps;
w_wad.c:                numlumps++;
w_wad.c:                header.numlumps = IntelLong(LONG(header.numlumps));
w_wad.c:                length = header.numlumps*sizeof(filelump_t);
w_wad.c:                numlumps += header.numlumps;
w_wad.c:        Z_Realloc((void **)&lumpinfo,numlumps*sizeof(lumpinfo_t));
w_wad.c://        lumpinfo = realloc (lumpinfo, numlumps*sizeof(lumpinfo_t));
w_wad.c://           Error("W_AddFile: Could not realloc %ld bytes",numlumps*sizeof(lumpinfo_t));
w_wad.c:        for (i=startlump ; i<(unsigned int)numlumps ; i++,lump_p++, fileinfo++)
w_wad.c:   crc = CalculateCRC ((byte *)lumpinfo, numlumps*sizeof(lumpinfo_t) );
w_wad.c:        numlumps = 0;
w_wad.c:        if (!numlumps)
w_wad.c:        lumpcache = calloc (numlumps, sizeof(*lumpcache));
w_wad.c:           Error("W_InitFiles: lumpcache malloc failed size=%d\n",numlumps<<2>= numlumps)
w_wad.c:                Error ("W_LumpLength: %i >= numlumps",lump);
w_wad.c:        if (i>=numlumps)
w_wad.c:           Error ("W_GetNameForNum: %i >= numlumps",i);
w_wad.c:        if (lump >= numlumps)
w_wad.c:                Error ("W_ReadLump: %i >= numlumps",lump);
w_wad.c:   if (lump >= numlumps)
w_wad.c:      Error ("W_WriteLump: %i >= numlumps",lump);
w_wad.c:        if (lump >= (int)numlumps)
w_wad.c:                Error ("W_CacheLumpNum: %i >= numlumps",lump);
_w_wad.h:        int             numlumps;
w_wad.h:extern int


I notice some code is commented out... Were they testing something there?

Either way, lumps appear to be sections of data in a WAD file...

Edit: The commented out code was code commented from the original source files by Icculus.


Anyway, here is the function that would return the error. Now I have to figure out what would point to that and give it such an error. (Eg: What calls the function)
Code:
void    *W_CacheLumpNum (int lump, int tag, converter_t converter, int numrec)
{
        if (lump >= (int)numlumps)
                Error ("W_CacheLumpNum: %i >= numlumps",lump);

        else if (lump < 0)
                Error ("W_CacheLumpNum: %i <0>= numlumps",lump);
w_wad.c:                Error ("W_CacheLumpNum: %i < 0  Taglevel: %i",lump,tag);
w_wad.c:        return W_CacheLumpNum (W_GetNumForName(name), tag, converter, numrec);
w_wad.h:void    *W_CacheLumpNum (int lump, int tag, converter_t converter, int numrecs);
Binary file w_wad.o matches

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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Wed Nov 24, 2010 2:07 am    Post subject: Reply with quote
(Starting a new post because of the char limit)

Eh, this is going to be fun... It's one of these that it has a problem with: http://pastebin.com/3wNnjLzN

Edit: PasteBin'd for readability...

Edit 2: I think it may be because you have too many chairs in the same room, but save a backup before testing this.
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Wed Nov 24, 2010 3:38 am    Post subject: Reply with quote
dopefish7590 wrote:


Eh, this is going to be fun... It's one of these that it has a problem with: http://pastebin.com/3wNnjLzN


That is quite a bit of code that I have no idea how to read Shocked. I really should head further into programming one of these days.

Anyway I had a feeling that it had to do with something in the room...but didn't want to just throw out guesses. Props to Dopefish for his excellent skills here.
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Wed Nov 24, 2010 3:58 am    Post subject: Reply with quote
Lawstiker wrote:
Props to Dopefish for his excellent skills here.


Well, it really isn't a lot that I did... I imagine decent programmers would just roll their eyes and say "Duh". Razz

Anyway, I will just use Line 11 as an example of what you are looking at.
Code:
W_CacheLumpNum (shapenum, PU_CACHE, Cvt_patch_t, 1);


Where is says "shapenum", that gets forwarded to the function I mentioned earlier, and if that number is greater than the value of numlumps (A lump being a section of a WAD file I think) then it will bail to this error.

This is for the Icculus code, but I'd imagine there may be a similar problem in WinROTT with the section of the level. (As opposed to having a different problem)

Oh, and all that code is not in the same part of the file, it's what grep returned. Grep is something that returns the line in a file if it finds what you specify in it's contents. Those are simply the lines that contain "W_CacheLumpNum"...
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Wed Nov 24, 2010 4:16 am    Post subject: Reply with quote
dopefish7590 wrote:
(Starting a new post because of the char limit)

Eh, this is going to be fun... It's one of these that it has a problem with: http://pastebin.com/3wNnjLzN

Edit: PasteBin'd for readability...

Edit 2: I think it may be because you have too many chairs in the same room, but save a backup before testing this.


the room with all the chairs in it worked fine i even tried removing the chairs but it still continues to crash Sad
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Wed Nov 24, 2010 4:21 am    Post subject: Reply with quote
just did another test i removed everything form the room and now it only crashes when i enter the top left hand corner of the out area

sigh i might just haft to redo that whole section again if nothing can be done hopefully wont haft to redo the whole level
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Wed Nov 24, 2010 4:24 am    Post subject: Reply with quote
i wondering whether it always only crashed in that corner or its just doing it since i removed everything?

guess i need to do more testing
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Wed Nov 24, 2010 4:30 am    Post subject: Reply with quote
ROOOOOOAAAAARRRR i want to punch a wall in Twisted Evil

the error was due to a wall i accidentally linked to nothing Embarassed

dont worry folks all is good and im blind
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