Game Client Crashes
Re: Game Client Crashes
Ok, that one has a tail length of 1mm, the bulk trail rendering code never gets called. Let's assume the problem lies there. I'll prepare special versions for you where you can toggle the trail rendering so we can see what happens. In the meantime, can you check whether the crash also appears when you just watch other games? It's going to be difficult to play with the test version
Re: Game Client Crashes
Yeah sure I'll go spectate some other gametypes and see if I still crash. Doesn't matter to me if itll be hard to play as long as it helps the problem get fixed.
EDIT: I just sat in spectator mode in my DF server for a little bit and it crashed still.
EDIT: I just sat in spectator mode in my DF server for a little bit and it crashed still.
Re: Game Client Crashes
Test build:
armagetronad-0.2.8_soapy20110801.win32.exe (Yeah, slow download, sorry.)
I rearranged trail rendering a bit there. It's simpler and gives about a 1% speed boost, too, at least with display lists enabled. With any luck, it won't crash for you at all. It's wishful thinking, but on odd unexplainable crashes that glitches in the driver may be responsible for, just shuffling stuff around sometimes helps.
If it still crashes, add this to your configuration (like autoexec.cfg, it won't persist in user.cfg):
And try again. If that still crashes, try
And if that still crashes, just to check we're remotely on the right track,
You can also set the variables to 0 in the console, but you should do so before entering a game.
armagetronad-0.2.8_soapy20110801.win32.exe (Yeah, slow download, sorry.)
I rearranged trail rendering a bit there. It's simpler and gives about a 1% speed boost, too, at least with display lists enabled. With any luck, it won't crash for you at all. It's wishful thinking, but on odd unexplainable crashes that glitches in the driver may be responsible for, just shuffling stuff around sometimes helps.
If it still crashes, add this to your configuration (like autoexec.cfg, it won't persist in user.cfg):
Code: Select all
RENDER_BEGIN_LINES 1
RENDER_BEGIN_QUADS 1
RENDER_BULK_LINES 0
RENDER_BULK_QUADS 1
Code: Select all
RENDER_BEGIN_LINES 1
RENDER_BEGIN_QUADS 1
RENDER_BULK_LINES 1
RENDER_BULK_QUADS 0
Code: Select all
RENDER_BEGIN_LINES 0
RENDER_BEGIN_QUADS 0
RENDER_BULK_LINES 0
RENDER_BULK_QUADS 0
Re: Game Client Crashes
Ok so results:
Test 1: Just the client you made - Crashed (almost seemed to crash faster)
Test 2: first bit of code - Crashed (about a normal time)
Test 3: second bit of code - No Crashing, ran it for about 45min
Another not as dire thing is I was unable to find my autoexec.cfg file which is strange cause Ive seen it before
Test 1: Just the client you made - Crashed (almost seemed to crash faster)
Test 2: first bit of code - Crashed (about a normal time)
Test 3: second bit of code - No Crashing, ran it for about 45min
Another not as dire thing is I was unable to find my autoexec.cfg file which is strange cause Ive seen it before
Re: Game Client Crashes
Ok, that's something. How about:
Code: Select all
RENDER_BEGIN_LINES 0
RENDER_BEGIN_QUADS 0
RENDER_BULK_LINES 1
RENDER_BULK_QUADS 1
Re: Game Client Crashes
Well I just used that code and it worked as well.
Been playing for about 45min with no crash.
And that last bit of code made it quite difficult to play i must say
Been playing for about 45min with no crash.
And that last bit of code made it quite difficult to play i must say
Re: Game Client Crashes
Harder than all zeroes?Soapy wrote:And that last bit of code made it quite difficult to play i must say
Right, found two anomalies, one in each _BEGIN_ code path. Nothing illegal AFAIK (wasteful, though), but sadly, OpenGL drivers aren't used to unusual call patterns. This new build removes both: armagetronad-0.2.8_soapy20110803.win32.exe
Again, first try
Code: Select all
RENDER_BEGIN_LINES 1
RENDER_BEGIN_QUADS 1
RENDER_BULK_LINES 1
RENDER_BULK_QUADS 1
Code: Select all
RENDER_BEGIN_LINES 0
RENDER_BEGIN_QUADS 1
RENDER_BULK_LINES 1
RENDER_BULK_QUADS 1
Code: Select all
RENDER_BEGIN_LINES 1
RENDER_BEGIN_QUADS 0
RENDER_BULK_LINES 1
RENDER_BULK_QUADS 1
(Should this work, the code changes relative to the first test build are tiny and could enter 0.2.8.3.2 no problem.)
Re: Game Client Crashes
Results:
No code/all 1's - Crash
First bit of code - Crash
Second bit of code - No Crash
No code/all 1's - Crash
First bit of code - Crash
Second bit of code - No Crash
Re: Game Client Crashes
Wait, wasn't this one with the earlier build ok?
Can you try that here with the new build?
(If it's still problematic, it's probably not the way we pass the data, it's the data itself, which is dynamically generated in those functions. That's something I can scan the OpenGL call log from earlier for, I guess.)
Code: Select all
RENDER_BEGIN_LINES 0
RENDER_BEGIN_QUADS 0
RENDER_BULK_LINES 1
RENDER_BULK_QUADS 1
(If it's still problematic, it's probably not the way we pass the data, it's the data itself, which is dynamically generated in those functions. That's something I can scan the OpenGL call log from earlier for, I guess.)
Re: Game Client Crashes
That one worked, ran it for awhile without a crash.
Re: Game Client Crashes
Even with all this information, scanning the GL logs for suspicious calls is still a nightmare. So: I scanned the code generating the geometry instead. Found two possible divisions by zero and one very real one, resulting in NAN colors. Definitely something I expect drivers to stumble over. You don't see them because they happen only on zero length walls. Fixed all three issues, put them into this new build: armagetronad-0.2.8_soapy20110804.win32.exe
Just test the stock settings. It either works now or doesn't.
If it doesn't, can I ask another thing? Were you successful in enabling vsync to get FPS down to 60? If so, could you make a new crashing debug recording, I'm hoping it'll produce shorter logs.
Just test the stock settings. It either works now or doesn't.
If it doesn't, can I ask another thing? Were you successful in enabling vsync to get FPS down to 60? If so, could you make a new crashing debug recording, I'm hoping it'll produce shorter logs.
Re: Game Client Crashes
Ok well I've tested that build and to no avail, it crashed.
I will get another debug recording to you later tonight.
Thought you had solved it!
I will get another debug recording to you later tonight.
Thought you had solved it!
Re: Game Client Crashes
No worries, so far, every time I looked closer, new stuff popped up, there are going to be a couple of more obvious-once-spotted problems.
Re: Game Client Crashes
Here you go another debug, but weird thing... my game didn't crash when I enabled that... I was able to get my fps down to 60 and below and unfortunately it is a longer recording.. I dunno why it made a difference, but it did. I would prefer not to play with it enabled though. I may make another recording with it disabled again so you can compare if you want.
EDIT: The second one is without VSYNC Enabled once more. I am going to enable it again just to make sure I'm not going crazy.
EDIT2: Yeah it is very strange (at least to me), that it works without crashing when VSYNC is enabled but crashes when it isn't..
EDIT: The second one is without VSYNC Enabled once more. I am going to enable it again just to make sure I'm not going crazy.
EDIT2: Yeah it is very strange (at least to me), that it works without crashing when VSYNC is enabled but crashes when it isn't..
- Attachments
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- SoapyGameCrashNoVSYNC.zip
- Without VSYNC
- (1.22 MiB) Downloaded 92 times
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- SoapyGameCrash2withVSYNC.zip
- No Crash With VSYNC
- (3.44 MiB) Downloaded 88 times
Last edited by Soapy on Sun Aug 07, 2011 3:39 am, edited 1 time in total.
Re: Game Client Crashes
Ok unfortunately I have been online playing for awhile now and my game just crashed even though I had vsync enabled.. it just took 2x the time it usually does.
I'll get a recording..
Ok got a recording of it crashing with vsync
I'll get a recording..
Ok got a recording of it crashing with vsync
- Attachments
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- SoapyGameCrashVSYNC.zip
- Crash with VSYNC
- (1.75 MiB) Downloaded 102 times