Bug: simulation & outcome crash (specific situation)

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danger
Posts: 2
Joined: Thu Mar 05, 2015 8:38 pm

Bug: simulation & outcome crash (specific situation)

Postby danger » Thu Mar 05, 2015 8:43 pm

(I also posted on Steam community before I saw the text in-game about reporting bugs here. http://steamcommunity.com/app/237350/di ... 861564721/)

In game 29768, while planning turn 8, the simulation would crash every time I had the guy on the upper left pick up the ball. I finally just committed without the sim. Now the game crashes when I try to load the outcome of that turn.

Platform info: Ubuntu 14.04 64 bit, on Intel graphics (HD4000 I believe).

The game has been great so far BTW :).

These are the last lines of console.log in case it helps:

Code: Select all

checking end conditions...
gameScripts/gameMode.cs (8): Unknown command startGame.
  Object CustomMode(12463) CustomMode -> ScriptObject -> SimObject
                     Console trace enabled.
                     Entering CustomMode::hasPhaseEnded(CustomMode, 0)
                     Leaving CustomMode::hasPhaseEnded() - return 1
Console trace disabled.
&&&&&&&&&& phase ended: 1 Ball picked up.
CustomMode::doAutomatedPlanning: unassigned Offense
onControlObjectChange callback... loadMTControl
[mtInGame] loadMTControl 0
EncounterShape::load() - Unable to load shape: core/art/shapes/tests/block_tests/s_blocktest_floorfull.dae
EncounterShape::load() - Unable to load shape: core/art/shapes/tests/block_tests/s_blocktest_floorhalf.dae
REPL: 11 objects to replicate
BrutalPlayerObject colorize 2 took 2ms
BrutalPlayerObject colorize 2 took 108ms
BrutalPlayerObject colorize 2 took 1161ms
Program shaders/common/plan/unitRadiusV.glsl:
Program shaders/common/plan/unitRadiusP.glsl:
Program shaders/common/plan/unitRadiusV.glsl / shaders/common/plan/unitRadiusP.glsl:
Program shadergen:/537eb80013ad649a_V.glsl:
Program shadergen:/537eb80013ad649a_P.glsl:
Program shadergen:/537eb80013ad649a_V.glsl / shadergen:/537eb80013ad649a_P.glsl:
Program shadergen:/8bb50b11b4729760_V.glsl:
Program shadergen:/8bb50b11b4729760_P.glsl:
Program shadergen:/8bb50b11b4729760_V.glsl / shadergen:/8bb50b11b4729760_P.glsl:
Program shadergen:/8a60a17669cf85ba_V.glsl:
Program shadergen:/8a60a17669cf85ba_P.glsl:
Program shadergen:/8a60a17669cf85ba_V.glsl / shadergen:/8a60a17669cf85ba_P.glsl:
BrutalPlayerObject colorize 2 took 1ms
BrutalPlayerObject colorize 2 took 1513ms
BrutalPlayerObject colorize 2 took 121ms
Preloading prefabs
Program shaders/common/plan/waypointWallV.glsl:
Program shaders/common/plan/sampleDiffuseP.glsl:
Program shaders/common/plan/waypointWallV.glsl / shaders/common/plan/sampleDiffuseP.glsl:
Program shaders/common/plan/waypointWallV.glsl:
Program shaders/common/plan/sampleDiffuseP.glsl:
Program shaders/common/plan/waypointWallV.glsl / shaders/common/plan/sampleDiffuseP.glsl:
MainScreenGui onWake
gameScripts/mainScreenGuiFuncs.cs (30): Unable to find object: 'closerMouseControl' attempting to call function 'setVisible'
gameScripts/mainScreenGuiFuncs.cs (31): Unable to find object: 'topStuff' attempting to call function 'setVisible'
Messages available, opening messages box
gameScripts/messagesClient.cs (454): Unable to find object: 'this' attempting to call function 'isVisible'
statusBarMsgWindow open 
brutalCommandToServer: listOpponentMessages 29768
gameScripts/activeGames.cs (97): Unable to find object: 'GPUIgnore1' attempting to call function 'setVisible'
do3DOutcome:: turn 0 1
gameScripts/gameMode.cs (8): Unknown command startGame.
  Object CustomMode(12463) CustomMode -> ScriptObject -> SimObject
seed + rand: 297680 0.329754


I can post more, but I have no idea if the current one is all from my last game session... Lots of GLSL debug in there.
User avatar
Omroth
Site Admin
Posts: 1766
Joined: Sun Nov 07, 2004 7:07 pm

Re: Bug: simulation & outcome crash (specific situation)

Postby Omroth » Mon Mar 09, 2015 1:39 pm

Thanks danger - I'll load it up and see what the issue is.

Ian

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