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Windows crash fixes
*sam*
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I have spent several hours going through compiler settings with a tooth comb, and have managed to reproduce and fix (at least, in my tests) the recent problems with Gladiator events and Scattered Hills events.

The problem in the Gladiator event might not be specific to Windows, and indeed might not be a new thing at all but one that just happened to rear its head now. It seems to be a code bug.

The problem in the Scattered Hills event seems to be related to specific compiler settings (perhaps even a bug in the Microsoft compiler itself), so is a nastier one to eliminate.

The reference playback events I have been using are:
265832  (Gladiator event)
S648473  (Scattered Hills event)

These were both crashing consistently for me at first, and are both ok for me now, although the Scattered Hills one seems to be less robust when using the non-debug build below.

Anyhow, what I have done for now is create two versions of a temporary Windows build "version 141a"

You can download it from the link below, and unzip into your darkwind folder. You will see two separate new versions of the game engine (you need to run these directly rather than thru the launcher). The larger DEBUG version seems to be slightly more robust, whereas the smaller one should be a bit smoother in terms of frame-rate.

http://www.dark-wind.com/gameEngine/darkwindClient_141a.zip

I would very much appreciate your feedback/testing of these, with the reference events above and generally while playing the game. Obviously client crashes are something I really want to avoid!  If you can supply the event IDs where you're still getting crashes, I'll test out their recordings in my debugger.
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Posted Jul 26, 2014, 4:29 pm Last edited Jul 26, 2014, 4:31 pm by *sam*
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I was able to view both recordings using darkwind_DEBUG_v141a.exe.

When I tried darkwindClient_v141a.exe, I crashed on viewing the Scattered Hills event. Same spot as before, when rotating the view to see the vehicles behind at the point when the tree comes into view.
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Posted Jul 26, 2014, 5:50 pm
*sam*
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Alec Burke said:
I was able to view both recordings using darkwind_DEBUG_v141a.exe.

When I tried darkwindClient_v141a.exe, I crashed on viewing the Scattered Hills event. Same spot as before, when rotating the view to see the vehicles behind at the point when the tree comes into view.


Yep, that's what I saw too, on your event's recording on scattered hills. Unless I can figure out how to stop it crashing using non-debug then we'll probably have to switch back to debug build as standard (that's how it's been for years, by the way).
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Posted Jul 26, 2014, 6:34 pm
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I've had first turn crashes trying to turn to view the enemy for as long as I can remember. I never got error messages and always figured it was a graphical issue on my machine. I've had these issues on nearly every map in the past but especially on maps between SS and Elms

I will keep an eye out for any crashes of this nature now that I know it isn't something specific to just me.
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Posted Jul 26, 2014, 9:38 pm
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Oh, and what do you mean by "more Robust"?
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Posted Jul 26, 2014, 9:40 pm
*sam*
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StCrispin said:
Oh, and what do you mean by "more Robust"?


Less crashy.

I think some, at least, of the crashes are due to bugs in the underlying game engine or due to changes I made to it. I have found a couple of them today so I'm hopeful of improving things some more by playing a bit myself.

In particular, stuff related to textures is very messy and out of date in the game engine. It was written so long ago and graphics cards were quite different back then.

Since changing to a more modern compiler this year, some things have gotten better and others have gotten worse. I think it's better overall though.
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Posted Jul 27, 2014, 12:30 am Last edited Jul 27, 2014, 12:39 am by *sam*
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*sam* said:
StCrispin said:
Oh, and what do you mean by "more Robust"?


Less crashy.

I think some, at least, of the crashes are due to bugs in the underlying game engine or due to changes I made to it. I have found a couple of them today so I'm hopeful of improving things some more by playing a bit myself.

In particular, stuff related to textures is very messy and out of date in the game engine. It was written so long ago and graphics cards were quite different back then.

Since changing to a more modern compiler this year, some things have gotten better and others have gotten worse. I think it's better overall though.


i crash much less often than 12 months ago.. on the same machine
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Posted Jul 27, 2014, 1:51 am
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goat starer said:
*sam* said:
StCrispin said:
Oh, and what do you mean by "more Robust"?


Less crashy.

I think some, at least, of the crashes are due to bugs in the underlying game engine or due to changes I made to it. I have found a couple of them today so I'm hopeful of improving things some more by playing a bit myself.

In particular, stuff related to textures is very messy and out of date in the game engine. It was written so long ago and graphics cards were quite different back then.

Since changing to a more modern compiler this year, some things have gotten better and others have gotten worse. I think it's better overall though.


i crash much less often than 12 months ago.. on the same machine


I am hoping Sam can get it as stable as it was before patch 1.41.  I crashed less than once a week before the patch, and it was only on event exit.
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Posted Jul 27, 2014, 3:17 am
*sam*
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I discovered the cause of some event-exit crashes yesterday, which I'm very hopeful of being able to fix. Particles running amok after the 3D world has ceased to exist.. in fact, I recall quashing some similar particle-related bugs years ago.

Have you tried the v141a test versions? Any feedback on them would be useful.
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Posted Jul 27, 2014, 8:38 am
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*sam* said:
I discovered the cause of some event-exit crashes yesterday, which I'm very hopeful of being able to fix. Particles running amok after the 3D world has ceased to exist.. in fact, I recall quashing some similar particle-related bugs years ago.

Have you tried the v141a test versions? Any feedback on them would be useful.


Is this what causes oil puddles to carry over from one event to the next?

They don't do damage, but upon starting events many times there would be oil slicks and explosions caught in freeze frame left over from the last event.
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Posted Jul 27, 2014, 10:16 am
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Ive used the nonDEBUG one in about 3 scouts, all on GW and SS maps, and only crashed once exiting the loot phase.
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Posted Jul 27, 2014, 1:40 pm
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Grimm Sykes said:
*sam* said:
I discovered the cause of some event-exit crashes yesterday, which I'm very hopeful of being able to fix. Particles running amok after the 3D world has ceased to exist.. in fact, I recall quashing some similar particle-related bugs years ago.

Have you tried the v141a test versions? Any feedback on them would be useful.


Is this what causes oil puddles to carry over from one event to the next?

They don't do damage, but upon starting events many times there would be oil slicks and explosions caught in freeze frame left over from the last event.


That is a map caching issue I believe.
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Posted Jul 27, 2014, 6:08 pm
*sam*
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Longo said:
Ive used the nonDEBUG one in about 3 scouts, all on GW and SS maps, and only crashed once exiting the loot phase.


I found two separate things that were causing crashes when exiting back to the lobby, and have definitely fixed at least one.
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Posted Jul 27, 2014, 7:35 pm
Alec Burke
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Sam,

I forced another engine update today and was able to do a couple of scouts as well as view the Scattered Hills recording without any crashing.

Nice work.
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Posted Jul 27, 2014, 9:21 pm
*sam*
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Alec Burke said:
Sam,

I forced another engine update today and was able to do a couple of scouts as well as view the Scattered Hills recording without any crashing.

Nice work.



Great!
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Posted Jul 28, 2014, 12:02 am
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Im using the newest patched in update, and am regularly crashing upon exiting the looting phase. Havent had any issues crashing in event or entering an event however.
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Posted Jul 28, 2014, 10:19 pm
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now using 141a DEBUG

after that scout we had today S649644 I crashed on loot exit

Bad maxCoord
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Posted Jul 31, 2014, 1:38 pm Last edited Jul 31, 2014, 1:43 pm by *Bastille*
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I have just confirmed that one of the main loot-exit crashes is fixed :-)
(won't be patched in until next week though)
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Posted Jul 31, 2014, 1:46 pm
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woot
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Posted Jul 31, 2014, 3:36 pm
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Still crashing like crazy

S649784

---Crash on Turn 81 for no reason while adjusting camera view
---On reload, immediately crashed while trying to adjust camera view
---reloaded and didn't change camera view... then on turn 86 I tried turning camera. Crash
---Reloaded, tried to turn camera, Immediately crashed again
---Turn 87 Crashed again
---Reloaded. Crashed upon entering
---Reloaded, Crashed upon entering

Now I cant even enter event to save my car that was at 345m.

Scattered Hills,
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Posted Aug 1, 2014, 5:05 am
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