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[Closed] New development version of the Android client

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What's wrong with the latest gl4es version? Does it fail to build? If so, I can try to contact the guy developing it, he has been very helpful in the past.

 

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21 hours ago, Nogrod said:


This did not help with the crashes.  I agree, EL isn't that heavy so I don't think the queue would be filling up.  I only get this crash on this version of the Android client. On the old Android client v1.1.2 I never saw the crash issue.

 

The mob that I fight is what crashes the client, not the map I'm on as I first thought.  It just happened that when I went to small maps, I was only fighting the mobs that don't cause a crash but after more extensive testing, I found that there are other mobs on the some small maps that always cause a crash.

 

I hate to ask this, since it might be a lot of work, but ...

given that you seem proficient enough with the code and the use of Git, do you think you can bisect to find which commit introduced the crash? Just narrowing the range down would be useful.

 

I would try to do so myself, but as usual, I can't reproduce it :/

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4 hours ago, Grum said:

I hate to ask this, since it might be a lot of work, but ...

given that you seem proficient enough with the code and the use of Git, do you think you can bisect to find which commit introduced the crash? Just narrowing the range down would be useful.

 

I would try to do so myself, but as usual, I can't reproduce it :/

 

I've been trying this but it's not working out.

 

The first commit that I can compile and get to the main game screen is bluap's commit 99f64eddb4ba8cf9e2e0e65f059160e22630d4be from July 14. In this commit the crash bug is already present.

 

For commits prior to this I get various other issues before even getting to the main game screen.

In commits from May 4 - July 14 there is an SDL Error on launch.

In commits from February to May the client freezes after submitting username and password.

Prior to this I get compilation errors.

 

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Perhaps a more targeted approach would be to try earlier versions of the gles4 library.  Given 1.1.2 used an earlier version of that library.

In the gles4 repo commit a91f8d1e18362aa26303e84ef4ff776eef0973d2 looked to be the baseline.  This is close to tag v0.9.3.  A while ago I tried to updated to never tags the most recent I could get working was v0.9.5, the version used in the current build.  I had various issues with newer versions having tried up to v1.1.4.  My rough notes:


v0.9.6 click cross weekly coloured
v0.9.7 click cross weekly coloured
v0.9.8 click cross weekly coloured
v1.0.0 click cross weekly coloured
v1.0.4 does not compile
v1.0.6 strippy lines
v1.0.8 strippy lines
v1.1.0 strippy lines
v1.1.2 strippy lines, flashing loc change
v1.1.4 strippy lines, flashing loc change, everything is white
 

Edited by bluap

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53 minutes ago, bluap said:

Perhaps a more targeted approach would be to try earlier versions of the gles4 library.  Given 1.1.2 used an earlier version of that library.

In the gles4 repo commit a91f8d1e18362aa26303e84ef4ff776eef0973d2 looked to the the baseline.  This is close to tag v0.9.3.  A while ago I tried to updated to never tags the most recent I could get working was v0.9.5, the version used in the current build.  I had various issues with newer versions having tried up to v1.1.4.  My rough notes:
 

 

I compiled the app with gles4 repo HEAD set to commit a91f8d1e18362aa26303e84ef4ff776eef0973d2 but I still see the crash when fighting.

 

I also tried tag v0.9.3 and had to comment out the gl_hint in init.c to get it to compile but I still get the crash.

Edited by Nogrod
Tried gl4es 0.9.3

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1 hour ago, Nogrod said:

I compiled the app with gles4 repo HEAD set to commit a91f8d1e18362aa26303e84ef4ff776eef0973d2 but I still see the crash when fighting.

I also tried tag v0.9.3 and had to comment out the gl_hint in init.c to get it to compile but I still get the crash.

Shame, but thanks for trying though.  Most of the other libraries are updated too but I'd have to check back to find what were used for 1.1.2.

 

I checked back though you other posts but could not tell if there was a particular creature that always caused the crash.  Can you confirm which if there is?

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15 minutes ago, bluap said:

Shame, but thanks for trying though.  Most of the other libraries are updated too but I'd have to check back to find what were used for 1.1.2.

 

I checked back though you other posts but could not tell if there was a particular creature that always caused the crash.  Can you confirm which if there is?

 

Here are some of the creatures I tested.

 

On 11/15/2021 at 3:04 PM, Nogrod said:

I've been comparing the type of mob that the crashes happen on.

Mobs that have not caused a crash after several kills include green snake, fox, imp, rabbit, brownie,  beaver.

Mobs that will likely cause a crash include brown snake, armed orcs, hawk, falcon, deer, wolf, brown bear, male goblin, troll, large spider.

Some mobs have about and equal chance of causing a crash including small spiders and red snakes.

The crash can happen during the fight, not just after the mob is killed.

 

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18 hours ago, Nogrod said:

Here are some of the creatures I tested.

Thanks.  Progress of sorts.

 

Turns out my wife's phone (a Moto G5 Plus) uses the same type of GPU as yours, an Adreno 506.  It also crashes on fighting in a very similar way:

11-18 15:13:49.245 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
11-18 15:13:49.245 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.043 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
11-18 15:13:51.043 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.161 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
11-18 15:13:51.161 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.396 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-18 15:13:51.396 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.397 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-18 15:13:51.397 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.397 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-18 15:13:51.397 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.397 22392 22438 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-18 15:13:51.397 22392 22438 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-18 15:13:51.439   886  1252 E SurfaceFlinger: Failed to find layer (SurfaceView - com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-18 15:13:51.440   886  1252 E SurfaceFlinger: Failed to find layer (Background for - SurfaceView - com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-18 15:13:51.440  2661 10039 I ActivityManager: Process com.el.elc (pid 22392) has died: fore TOP 
11-18 15:13:51.440  2661  3567 I WindowManager: WIN DEATH: Window{8ff860c u0 com.el.elc/com.el.elc.ELCActivity}
11-18 15:13:51.440  2661 10039 W ActivityManager: Force removing ActivityRecord{a4ef57 u0 com.el.elc/.ELCActivity t699}: app died, no saved state
11-18 15:13:51.447   886  1252 E SurfaceFlinger: Failed to find layer (com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-18 15:13:51.450   886   886 D SFPerfTracer:        layers: (4:6) (StatusBar#0 (0xafdd4000): 0:245446) (com.android.systemui.ImageWallpaper#0 (0xafdc8000): 0:6851)* (DimLayerController/Stack=0#0 (0xafc20000): 0:8102)* (Sprite#0 (0xafc4c000): 0:1450)* (NavigationBar#0 (0xafc47000): 0:39479) (com.el.elc/com.el.elc.ELCActivity#0 (0xaff38000): 0:30) 

At least I can now join in the debugging so I'll see what I can find.

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I've narrowed the crash down to draw_scene.c:156 the crash occurs in the call to SDL_GL_SwapWindow().

diff --git a/draw_scene.c b/draw_scene.c
index bd2a5fb2..ec180427 100644
--- a/draw_scene.c
+++ b/draw_scene.c
@@ -153,7 +153,9 @@ void draw_scene()
                elwin_mouse = -1;
        }
 
+SDL_Log("%s:%d\n", __FUNCTION__, __LINE__);
        SDL_GL_SwapWindow(el_gl_window);
+SDL_Log("%s:%d\n", __FUNCTION__, __LINE__);
        CHECK_GL_ERRORS();
 
        /* stuff to do not every frame, twice a second is fine */

A few frames before the crash we have:

11-19 00:56:15.947 13358 13400 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
11-19 00:56:15.947 13358 13400 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot


Then:

11-19 00:56:17.167 13358 13400 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-19 00:56:17.167 13358 13400 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-19 00:56:17.167 13358 13400 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-19 00:56:17.167 13358 13400 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-19 00:56:17.167 13358 13400 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-19 00:56:17.167 13358 13400 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-19 00:56:17.168 13358 13400 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-19 00:56:17.168 13358 13400 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-19 00:56:17.168 13358 13400 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
11-19 00:56:17.168 13358 13400 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-19 00:56:17.213  2661  2681 I ActivityManager: Process com.el.elc (pid 13358) has died: fore TOP 
11-19 00:56:17.213   886  2179 E SurfaceFlinger: Failed to find layer (SurfaceView - com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-19 00:56:17.213   886  2179 E SurfaceFlinger: Failed to find layer (Background for - SurfaceView - com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-19 00:56:17.213  2661  8195 I WindowManager: WIN DEATH: Window{8226635 u0 com.el.elc/com.el.elc.ELCActivity}
11-19 00:56:17.214  2661  2681 W ActivityManager: Force removing ActivityRecord{67d2337 u0 com.el.elc/.ELCActivity t756}: app died, no saved state
11-19 00:56:17.230   886   886 D SFPerfTracer:        layers: (1:7) (StatusBar#0 (0xafdd4000): 0:254362)* (com.android.systemui.ImageWallpaper#0 (0xafdc8000): 0:9340)* (DimLayerController/Stack=0#0 (0xafc20000): 0:8304)* (Sprite#0 (0xafc4c000): 0:1456)* (NavigationBar#0 (0xafc47000): 0:45453)* (DockedStackDim#0 (0xafc4e000): 0:11)* (com.el.elc/com.el.elc.ELCActivity#0 (0xafc0b000): 0:29)* 

I've goggled around the error messages and rule out the following the Android SDK version and use of full-screen which are something suggested as the cause.  Its looks very much like a GPU driver issue.

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I think it is more of a gl4es problem. Maybe some monsters have some awkward looking triangles on them, or the texture coordinates are wrong, etc?

 

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8 hours ago, bluap said:

I've narrowed the crash down to draw_scene.c:156 the crash occurs in the call to SDL_GL_SwapWindow().

I'm guessing that's because that's where the OpenGL queue is flushed. Can you check that if you add a glFinish() before the SDL_GL_SwapWindow(), that the crash then occurs in the glFinish()? (It would be surprising if it's the buffer swap itself that causes problems).

 

The error message you get is also different from Nogrod's. Yours complains about a protocol error, in Nogrod's case it was warning about a resource deadlock. The underlying cause might well be the same, but I thought I'd point it out.

 

8 hours ago, Entropy said:

I think it is more of a gl4es problem.

Not too sure, so far we've only seen this on a single chipset, and I've found more reports about bugs in the adreno driver. Of course, it might well be that it's a driver bug that is now exposed due to changes in gl4es. Nevertheless, it would be nice if we could fix this.

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I took at leaf out of bluap's book, and ...ehm ... borrowed? ...  my wife's phone. I'm seeing protocol errors here as well, and also the GL_INVALID_ENUM warning. Will see if I can help debug it further, but for the moment, the phone has been commandeered back :)

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4 hours ago, Grum said:

I'm guessing that's because that's where the OpenGL queue is flushed. Can you check that if you add a glFinish() before the SDL_GL_SwapWindow(), that the crash then occurs in the glFinish()? (It would be surprising if it's the buffer swap itself that causes problems).

 

The error message you get is also different from Nogrod's. Yours complains about a protocol error, in Nogrod's case it was warning about a resource deadlock. The underlying cause might well be the same, but I thought I'd point it out.

 

Not too sure, so far we've only seen this on a single chipset, and I've found more reports about bugs in the adreno driver. Of course, it might well be that it's a driver bug that is now exposed due to changes in gl4es. Nevertheless, it would be nice if we could fix this.

I get both the "protocol" and then, after a few more frames, the "resource deadlock" errors and the crash.  I did try the putting a glFinish() before the the SDL_GL_SwapWindow().  Rather than a crash, the game freezes with the scene fixed.  However the debug is still being produced so the games is still running.  I've never seen anything like that before.  If I switch from the game window then back, the game crashes.

<games scene frozen here>
11-19 13:44:00.027 12803 12864 I SDL/APP : draw_scene:156
11-19 13:44:00.027 12803 12864 I SDL/APP : draw_scene:158
11-19 13:44:00.027 12803 12864 I SDL/APP : draw_scene:160
11-19 13:44:00.034 12803 12803 V SDL     : onPause()
11-19 13:44:00.049 12803 12803 V SDL     : onWindowFocusChanged(): false
11-19 13:44:00.049 12803 12803 V SDL     : nativeFocusChanged()
11-19 13:44:00.058 12803 12803 V SDL     : surfaceDestroyed()
11-19 13:44:00.058 12803 12803 V SDL     : nativePause()
11-19 13:44:00.115 12803 12864 I SDL/APP : Error: file: jni/src/gamewin.c line: 1554 message: OpenGL invalid value
11-19 13:44:00.159 12803 12864 I SDL/APP : draw_scene:156
11-19 13:44:00.166 12803 12864 I SDL/APP : draw_scene:158
11-19 13:44:00.166 12803 12864 I SDL/APP : draw_scene:160
11-19 13:44:00.166 12803 12864 I SDL/APP : Error: file: jni/src/draw_scene.c line: 161 message: OpenGL invalid operation
11-19 13:44:00.166 12803 12864 I SDL/APP : App entered background
11-19 13:44:00.167 12803 12864 I SDL/APP : Info: file: jni/src/json_io.cpp line: 32 message: int JSON_IO_Client_State::Client_State::save(const char *):770  [/storage/emulated/0/Android/data/com.el.elc/files/user/test/client_state.json]
11-19 13:44:00.168 12803 12864 I SDL/APP : Info: file: jni/src/json_io.cpp line: 32 message: int JSON_IO_Quickspells::Quickspells::save(const char *, Uint16 *, size_t):294  [/storage/emulated/0/Android/data/com.el.elc/files/user/test/spells_bluap.json]
11-19 13:44:00.169 12803 12864 I SDL/APP : Info: file: jni/src/json_io.cpp line: 32 message: int JSON_IO_Recipes::Recipes::save(const char *, recipe_entry *, size_t, int, recipe_item *):173  [/storage/emulated/0/Android/data/com.el.elc/files/user/test/recipes_bluap.json]
11-19 13:44:00.173 12803 12864 I SDL/APP : Info: file: jni/src/json_io.cpp line: 32 message: int JSON_IO_Counters::Counters::save(const char *, const char **, const int *, size_t, const struct Counter **):403  [/storage/emulated/0/Android/data/com.el.elc/files/user/test/counters_bluap.json]
11-19 13:44:00.184 12803 12803 W Adreno-GSL: <gsl_ldd_control:541>: ioctl fd 39 code 0x400c0907 (IOCTL_KGSL_DEVICE_WAITTIMESTAMP_CTXTID) failed: errno 35 Resource deadlock would occur
11-19 13:44:00.184 12803 12803 W Adreno-GSL: <log_gpu_snapshot:450>: panel.gpuSnapshotPath is not set.not generating user snapshot
11-19 13:44:00.186 12803 12803 V SDL     : onStop()
11-19 13:44:00.357   886   886 D SFPerfTracer:        layers: (5:9) (StatusBar#0 (0xafdd4000): 9:256770) (com.android.systemui.ImageWallpaper#0 (0xafdc8000): 2:9598) (DimLayerController/Stack=0#0 (0xafc20000): 0:8352)* (Sprite#0 (0xafc4c000): 0:1463)* (NavigationBar#0 (0xafc47000): 10:47689) (DockedStackDim#0 (0xafc4e000): 0:11)* (com.el.elc/com.el.elc.ELCActivity#0 (0xafc5e000): 10:58)* (com.android.systemui/com.android.systemui.recents.RecentsActivity#0 (0xaff26000): 7:9) (thumbnail anim#0 (0xaff38000): 10:11)* 
11-19 13:44:02.055 12803 12803 V SDL     : onStart()
11-19 13:44:02.055 12803 12803 V SDL     : onResume()
11-19 13:44:02.085 12803 12803 V SDL     : surfaceCreated()
11-19 13:44:02.086 12803 12803 V SDL     : surfaceChanged()
11-19 13:44:02.086 12803 12803 V SDL     : Window size: 1920x1080
11-19 13:44:02.087 12803 12803 V SDL     : Device size: 1920x1080
11-19 13:44:02.090 12803 12803 I SDL/APP : pixel format wanted SDL_PIXELFORMAT_RGBX8888 (2), got SDL_PIXELFORMAT_RGBX8888 (2)
11-19 13:44:02.092 12803 12803 V SDL     : onWindowFocusChanged(): true
11-19 13:44:02.092 12803 12803 V SDL     : nativeResume()
11-19 13:44:02.142  2661  7212 I ActivityManager: Process com.el.elc (pid 12803) has died: fore TOP 
11-19 13:44:02.142  2661  8811 I WindowManager: WIN DEATH: Window{956445d u0 com.el.elc/com.el.elc.ELCActivity}
11-19 13:44:02.142   886  1118 E SurfaceFlinger: Failed to find layer (SurfaceView - com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-19 13:44:02.142   886  1118 E SurfaceFlinger: Failed to find layer (Background for - SurfaceView - com.el.elc/com.el.elc.ELCActivity#0) in layer parent (no-parent).
11-19 13:44:02.143  2661  7212 W ActivityManager: Force removing ActivityRecord{723b6c u0 com.el.elc/.ELCActivity t768}: app died, no saved state
11-19 13:44:03.198   886   886 D SFPerfTracer:        layers: (9:19) (StatusBar#0 (0xafdd4000): 18:256807) (com.android.systemui.ImageWallpaper#0 (0xafdc8000): 18:9630) (DimLayerController/Stack=0#0 (0xafc20000): 0:8352)* (Sprite#0 (0xafc4c000): 0:1463)* (NavigationBar#0 (0xafc47000): 18:47737) (DockedStackDim#0 (0xafc4e000): 0:11)* (com.el.elc/com.el.elc.ELCActivity#0 (0xafc5e000): 0:69)- (com.android.systemui/com.android.systemui.recents.RecentsActivity#0 (0xaff26000): 0:59)- (thumbnail anim#0 (0xaff38000): 0:23)- (SnapshotStartingWindow for taskId=768#0 (0xaff38000): 0:8)- (thumbnail anim#0 (0xafe4d000): 0:8)- (com.el.elc/com.el.elc.ELCActivity#0 (0xafc5b000): 0:4)- (ScreenshotSurface#0 (0xafc5b000): 18:21) (com.android.launcher3/com.android.launcher3.CustomizationPanelLauncher#0 (0xafc5e000): 18:32)* (com.android.launcher3/com.android.launcher3.CustomizationPanelLauncher#1 (0xaff38000): 18:29) (BlackSurface#0 (0xafe4d000): 18:21) (BlackSurface#0 (0xafc0b000): 18:21) (BlackSurface#0 (0xafe27000): 18:21) (BlackSurface#0 (0xafe4a000): 18:21) 

 

Edited by bluap

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BTW, I've been testing in Naralik on the test server and the brown snakes there look to be most likely to cause the crash.  Would it be possible to place some invasion brown snakes in a location on test? Caped not to attack of course.

Edited by bluap

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1 hour ago, bluap said:

BTW, I've been testing in Naralik on the test server and the brown snakes there look to be most likely to cause the crash.  Would it be possible to place some invasion brown snakes in a location on test? Caped not to attack of course.

 

Yes, how many and where would you like them?

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2 minutes ago, Aislinn said:

Yes, how many and where would you like them?

Thank you.  Burn did something similar in crystal caves but Naralik would work.  A few hundred?

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11 minutes ago, bluap said:

Thank you.  Burn did something similar in crystal caves but Naralik would work.  A few hundred?

 

Okay done, 300 brown snakes capped at 1.  If you want/need more, let me know :)

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6 minutes ago, Aislinn said:

Okay done, 300 brown snakes capped at 1.  If you want/need more, let me know :)

Thanks. Perhaps I didn't mean capped.  Burn set the creatures so they did not attack but you could attack them.  I can't attack these.

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6 minutes ago, bluap said:

Thanks. Perhaps I didn't mean capped.  Burn set the creatures so they did not attack but you could attack them.  I can't attack these.

 

The only way I know of to attack an invasion mob that can't attack you (capped below your a/d) is for you to mana drain them.

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Just now, Aislinn said:

The only way I know of to attack an invasion mob that can't attack you (capped below your a/d) is for you to mana drain them.

OK, sorry for the misunderstanding and wasting your time.  Burn added bears and the test was for the MD spell.  Perhaps you could clear them.

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1 minute ago, bluap said:

OK, sorry for the misunderstanding and wasting your time.  Burn added bears and the test was for the MD spell.  Perhaps you could clear them.

 

No worries at all.  I'll clear them!

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Can you please try various rendering options (for example, disable textures, or normals, or light) and see if a particular one produces the crash?

 

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23 hours ago, bluap said:

Thanks. Perhaps I didn't mean capped.  Burn set the creatures so they did not attack but you could attack them.  I can't attack these.

 

Mine were capped. That was for testing magic, mana drain and other magic attacks will work on any capped invader and get them to attack you.

Edited by Burn

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Huh.

I can trigger the error messages (protocol error, resource deadlock) and crash without even rendering the actors (immediate return in cal_render_actor()), catching invisible rabbits or beavers on IP. So the problem is probably not due to weird triangles on the actor models.

 

Digging further, though I'm not sure how much more I can disable before I am no longer able to fight at all.

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Just leaving this out here in case someone else wants to look further, because I have to stop now:

 

The crash seems to be related to Font::draw_ortho_ingame_string(), responsible for drawing the actor names and other banner text. It looks as if trying to draw even a single quad in there will cause a crash at some point, though I have no clue why that would be, or why the crash only seems to occur during or after a fight.

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