Raider Corvette

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Re: Raider Corvette

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JeremyaFr
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Post by JeremyaFr » Tue Mar 13, 2018 1:27 pm

Driftwood wrote:
Tue Mar 13, 2018 1:19 pm
By the way, how can I get the crash logs from my system? I get error pop ups but no details
From the Event Viewer.

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue Mar 13, 2018 4:17 pm

Windows used to just give this info out unsolicited. On my system (Windows 7), I had to choose the debug option in the crash dialog, then I could get the info out of visual studio (which has only been an option since I installed visual studio, which I did in order to dabble with hooks). I didn't see a way to get a stack trace, but I may just not have dug deep enough.

Edit: Huh, Event Viewer. Yeah, use that.

Upon further reflection, it seems more like a problem of something trying to access the recently-deallocated memory, rather than a problem with the deallocation per se.

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JeremyaFr
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Post by JeremyaFr » Tue Mar 13, 2018 4:38 pm

keiranhalcyon7 wrote:
Tue Mar 13, 2018 7:22 am
Not sure if this helps, but I was able to extract this from three consecutive crashes:

Code: Select all

Unhandled exception at 0x00597EFA in XwingAlliance.exe: 0xC0000005: Access violation writing location 0x1B500379.
Unhandled exception at 0x00597EFA in XwingAlliance.exe: 0xC0000005: Access violation writing location 0x8100037E.
Unhandled exception at 0x00597EFA in XwingAlliance.exe: 0xC0000005: Access violation writing location 0x00000090
0x00597EFA is situated in the function L00597E5F which manipulates data allocated by xwa_hook_d3dinfos_textures or a static buffer (at 0x00662968) if the hook is not used.

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Driftwood
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Post by Driftwood » Wed Mar 14, 2018 11:50 pm

Okay, I think I have finally fixed it.

First, I got rid of the duplicate vertices, other than reducing the count, solved nothing.

Second, I imported the CRV model into blender and used it's positioning to re-center the Raider in the hitbox correctly.

Third, I imported the opt with default meshes, no engine glow, no hardpoints. Worked fine after about 20 tests consecutively with no issues.

Fourth, changed all the mesh types and added hardpoints. CTD on destruction.

Fifth, got rid of hardpoints. CTD on destruction.

Sixth, changed mesh types to default. Worked fine.

Came to the conclusion that it was a mesh type assignment that was causing problems.

Turns out changing default to main hull results in the CTD as far as I can tell. This so far does not seem to affect fighters, but does larger ships?

Seventh, I changed the meshes all to default, then changed the non-main hull components to what I wanted, added hardpoints, EG, ect.

So far no crashes. Please test and report any issues.

Version is 1.2

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Jaeven
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Post by Jaeven » Thu Mar 15, 2018 1:49 pm

It works! The Raider is now fully operational and able to be blown to pieces :D

Thanks for your hard work! :)

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XDragon
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Post by XDragon » Fri Mar 16, 2018 12:36 am

Or more actually Jaeven, to crush the rebellion!

Thank you for all the work. I'll re download it! You're the best
Founder of Z3R0 (Zero Command)
https://xdragon2688.wixsite.com/z3ro/

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