FreeOrion Crash too many buildigns on the building line

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Vezzra
Release Manager, Design
Posts: 6095
Joined: Wed Nov 16, 2011 12:56 pm
Location: Sol III

Re: FreeOrion Crash too many buildigns on the building line

#16 Post by Vezzra »

Just for the records: can't reproduce the crash on OSX either.

@godel: most important right now would be to know if you can reproduce that crash on your system with 0.4.6 RC1.

godel
Space Dragon
Posts: 267
Joined: Tue Mar 24, 2015 12:58 am

Re: FreeOrion Crash too many buildigns on the building line

#17 Post by godel »

I am going to install the update.
I have, using the same map but differnt races, produced a crash.
file appended.
How can I tell if the OpenGl is at the correct level?

https://www.dropbox.com/home?preview=precrash+2.sav
I hope you can get that.

godel
Space Dragon
Posts: 267
Joined: Tue Mar 24, 2015 12:58 am

Re: FreeOrion Crash too many buildigns on the building line

#18 Post by godel »

Do you have a place where I can easily get the update level info?
I got the new update. I started a new game, but then loaded the last crash creation save.
It crashed.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: FreeOrion Crash too many buildigns on the building line

#19 Post by dbenage-cx »

You need at least OpenGL 2.0, I don't have access to a window box to give you an exact spot to check.
If you do not have at least 2.0 with the 0.4.6 release candidate, a pop-up should show instead of the game when you first start.
If there was not a pop-up, you should see the version freeorion detected at the top of the freeorion.log file.

The link you posted requires a login, the pop-up looks like one of those posted in the PR comments.

godel
Space Dragon
Posts: 267
Joined: Tue Mar 24, 2015 12:58 am

Re: FreeOrion Crash too many buildigns on the building line

#20 Post by godel »

Here is the link on a new file sharing place:
https://app.box.com/s/dc7pgxu44s9kru0ftlei3mnj9jwblch1
Also my log file so you can check what my computer is doing, and if it needs upgrading:
https://app.box.com/s/sv79kbrp2kihlwin69rrsjxhkb065w3w
OpenGL 2.1
so I might be good.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: FreeOrion Crash too many buildigns on the building line

#21 Post by dbenage-cx »

Code: Select all

2016-09-11 14:33:46.614332 [debug] Client : ShipDesign::ValidDesign: part not found: SR_WEAPON_1_4
2016-09-11 14:33:46.614332 [error] Client : ShipDesign.cpp:563 : constructing an invalid ShipDesign!
2016-09-11 14:33:46.614332 [error] Client : ShipDesign.cpp:564 : ShipDesign
    name = "Lm4"
    description = "Design Description"
    NoStringtableLookup
    hull = "SH_STANDARD"
    parts = [
        "SR_WEAPON_1_4"
        "SR_WEAPON_1_4"
        "AR_STD_PLATE"
        "FU_BASIC_TANK"
    ]
    icon = "icons/ship_hulls/generic_hull.png"
    model = "some model"

2016-09-11 14:33:46.616332 [error] Client : ShipDesign.cpp:904 : ShipDesign::BuildStatCaches couldn't get part with name SR_WEAPON_1_4
Might want to either delete this custom design or change SR_WEAPON_1_4 to SR_WEAPON_1_1 (custom designs are saved in the shipdesigns subfolder of the directory with your log files).
Doubt it relates to the crash, but best to remove any possibilities.

Code: Select all

2016-09-11 14:46:33.920725 [debug] Client : SaveFileDialog::Confirm: Confirming
2016-09-11 14:46:33.921725 [debug] Client : choice: precrash 2.sav valid utf-8: true
2016-09-11 14:46:33.921725 [debug] Client : current dir PathString: C:\Users\Sean\AppData\Roaming\FreeOrion\save valid utf-8: true
2016-09-11 14:46:33.921725 [debug] Client : chosen_full_path PathString: C:\Users\Sean\AppData\Roaming\FreeOrion\save\precrash 2.sav valid utf-8: true
2016-09-11 14:46:33.921725 [debug] Client : chosen_full_path is directory? : false
2016-09-11 14:46:34.009730 [debug] Client : HumanClientApp::EndGame
2016-09-11 14:46:34.009730 [debug] Client : HumanClientApp::EndGame Sending server shutdown message.
2016-09-11 14:46:35.055790 [debug] Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "The I/O operation has been aborted because of either a thread exit or an application request"
2016-09-11 14:46:36.104850 [debug] Client : HumanClientApp::EndGame Disconnected from server.
2016-09-11 14:46:36.104850 [debug] Client : HumanClientApp::EndGame Terminated server process.
2016-09-11 14:46:36.104850 [error] Client : Process.cpp:140 : Process::Impl::Kill : Error terminating process: Access is denied.
2016-09-11 14:46:36.104850 [debug] Client : ClientNetworking::SetPlayerID: player id set to: -1
When you say crash, did the whole game shutdown? I looks like it returned to the splash screen since there is a different save loaded at the end of this log.

godel
Space Dragon
Posts: 267
Joined: Tue Mar 24, 2015 12:58 am

Re: FreeOrion Crash too many buildigns on the building line

#22 Post by godel »

The game shut down, the windows came up and presented a message saying that freeorion was not working and that winidows was trying to find why.
That log might not have been the crash log, I intended that it show the computer and let you check if I need any upgrading/updating.
Let me go through another crash and generate a crash log for you.
See next comment for that.

godel
Space Dragon
Posts: 267
Joined: Tue Mar 24, 2015 12:58 am

Re: FreeOrion Crash too many buildigns on the building line

#23 Post by godel »


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EricF
Space Dragon
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Re: FreeOrion Crash too many buildigns on the building line

#24 Post by EricF »

I can't reproduce this crash either.
playing FreeOrion_2016-08-30.652213a_Test_Win32_Setup.exe
On WinXP Pro SP3

Had a planet with over 20 buildings. Expanding the pane does not crash the game.
OpenGL Version 6.14.10.10524
Graphics Chipset ATI Radeon HD 4800 Series

You should try and update your video cards driver.

godel
Space Dragon
Posts: 267
Joined: Tue Mar 24, 2015 12:58 am

Re: FreeOrion Crash too many buildigns on the building line

#25 Post by godel »

EricF wrote:
You should try and update your video cards driver.
OK.

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