aliens

Author Topic: Need help with a fatal error.  (Read 6240 times)

Offline Meridian

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Re: Need help with a fatal error.
« Reply #15 on: February 06, 2020, 12:45:38 am »
Hi Meridian, do you know where I can find this section of the code in the ruleset?

Code: [Select]
  - type: STR_ALIEN_TERROR
    region: STR_ANTARCTICA
    race: STR_FLOATER
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 1590
    liveUfos: 0
    uniqueID: 2
    missionSiteZone: 2

I am still experiencing the same error.

This is not ruleset, it's copied from your save file (Beta.sav).
You can find it under alienMissions section.

Here is the Region.rul with the logs. I just can't figure out why it is looking for something beyond the missionzone.

I am telling you for the fifth time now, it is crashing because your save is corrupted.
I am not going to repeat it for the sixth time.

wcho035

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Re: Need help with a fatal error.
« Reply #16 on: February 06, 2020, 12:47:10 am »
I have started a new game Meridian. I have not load it from a save file. I understand it is frustrating. If it is from a save file I will tell you.

wcho035

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Re: Need help with a fatal error.
« Reply #17 on: February 06, 2020, 12:47:47 am »
This is a problem from a different mod in fact. Same kind of problem. It is the Terror mission looking for something beyond its range or something in a mission zone.

In fact, it crashes every time when I start a new game and test it through the month. I did not load it from any save.
« Last Edit: February 06, 2020, 12:50:13 am by Precentor Apollyon »

Offline Meridian

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Re: Need help with a fatal error.
« Reply #18 on: February 06, 2020, 12:56:12 am »
This is a problem from a different mod in fact. Same kind of problem. It is the Terror mission looking for something beyond its range or something in a mission zone.

In fact, it crashes every time when I start a new game and test it through the month. I did not load it from any save.

And how am I supposed to know that?

You have quoted lines from a save we discussed earlier.

You have not said anything about a new game or about a new mod or anything like that.

wcho035

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Re: Need help with a fatal error.
« Reply #19 on: February 06, 2020, 12:59:35 am »
Sorry Meridian. Please try to understand communicating over the net is a tough situation. The true intent of a message can get lost and lead to frustration.

I have a solution to this. I don't like it, but to save time I want to try it. Firstly, can you assign a blank texture value into a missionzone for city? Like this for example?

[236.75, 236.75, -49.375, -49.375, -19, STR_VANCOUVER]   the -19 can be blank like.


[236.75, 236.75, -49.375, -49.375, , STR_VANCOUVER]   

If not what is the syntax legal way to do it?

wcho035

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Re: Need help with a fatal error.
« Reply #20 on: February 06, 2020, 03:57:51 am »
I have done a similar diagnostic on the error vs the save game, like you did, with the latest save I have. I found a pattern finally.

Code: [Select]
[06-02-2020_12-39-44] [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 31) >= this->size() (which is 2)
[06-02-2020_12-39-44] [FATAL] 0x5998e0 OpenXcom::CrossPlatform::stackTrace(void*)
[06-02-2020_12-39-44] [FATAL] 0x59a750 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[06-02-2020_12-39-44] [FATAL] 0x41c880 exceptionLogger()
[06-02-2020_12-39-44] [FATAL] 0xb41d60 MPEGaction::MPEGaction()
[06-02-2020_12-39-44] [FATAL] 0xd0ffd0 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[06-02-2020_12-39-44] [FATAL] 0xd15660 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[06-02-2020_12-39-44] [FATAL] 0xd04520 void std::__merge_sort_with_buffer<__gnu_cxx::__normal_iterator<OpenXcom::Soldier**, std::vector<OpenXcom::Soldier*, std::allocator<OpenXcom::Soldier*> > >, OpenXcom::Soldier**, __gnu_cxx::__ops::_Iter_comp_iter<OpenXcom::SortFunctor> >(__gnu_cxx::__normal_iterator<OpenXcom::Soldier**, std::vector<OpenXcom::Soldier*, std::allocator<OpenXcom::Soldier*> > >, __gnu_cxx::__normal_iterator<OpenXcom::Soldier**, std::vector<OpenXcom::Soldier*, std::allocator<OpenXcom::Soldier*> > >, OpenXcom::Soldier**, __gnu_cxx::__ops::_Iter_comp_iter<OpenXcom::SortFunctor>)
[06-02-2020_12-39-44] [FATAL] 0x83e870 OpenXcom::AlienMission::think(OpenXcom::Game&, OpenXcom::Globe const&)
[06-02-2020_12-39-44] [FATAL] 0x6abb60 OpenXcom::GeoscapeState::time30Minutes()
[06-02-2020_12-39-44] [FATAL] 0x6b55d0 OpenXcom::GeoscapeState::timeAdvance()
[06-02-2020_12-39-44] [FATAL] 0x6707f0 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[06-02-2020_12-39-44] [FATAL] 0x5b1b40 OpenXcom::Game::run()
[06-02-2020_12-39-44] [FATAL] 0x41c950 SDL_main
[06-02-2020_12-39-44] [FATAL] 0x95d1c0 console_main
[06-02-2020_12-39-44] [FATAL] 0x95d2e0 WinMain
[06-02-2020_12-39-44] [FATAL] ??
[06-02-2020_12-39-44] [FATAL] ??
[06-02-2020_12-39-44] [FATAL] 0x7ff8dc221fd0 BaseThreadInitThunk
[06-02-2020_12-39-44] [FATAL] 0x7ff8dd31ef90 RtlUserThreadStart
[06-02-2020_12-40-17] [FATAL] OpenXcom has crashed: vector::_M_range_check: __n (which is 31) >= this->size() (which is 2)

Note the which is 31, in the same game, I checked antarctic.

Code: [Select]
  - type: STR_FACTION_TERRORMERC
    region: STR_ANTARCTICA
    race: STR_MERC_REGIMENT
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 1530
    liveUfos: 0
    uniqueID: 17
    missionSiteZone: 31

Same problem, the third spawn zone has no areas for it to spawn. To solve this, I need a regionweight for my missionscript.

Similar to TFTD,

Code: [Select]
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
 

Excluded antartica and artic will hopefully solved the problem.
« Last Edit: February 06, 2020, 05:10:10 am by Precentor Apollyon »

wcho035

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Re: Need help with a fatal error.
« Reply #21 on: February 06, 2020, 09:36:57 am »
I have started another game and another crashed. I believe Ohartenstien23 have the same problem too, from his discord posting.

What I am trying to do is to implement different terror missions per faction in my mod. Each faction will do Port, Island, UFO City style terror missions and ship attack terror missions.

For Ship attack, because it is not assigned to a negative texture with a city per area. I can null the problem by using

    objective: 0

However, for the others, I keep getting out of vector crashes, even with using regionweight to exclude antarctic and other region that has no cities assign to the 3rd mission zone.

wcho035

  • Guest
Re: Need help with a fatal error.
« Reply #22 on: February 06, 2020, 11:03:04 am »
I am able to solve the problem using objective: 0 and using coding similar to how a shipping terror attack is generated.

Otherwise, it will generate a vector error.

I will never know if there is a bug. However, I am able to solve my problem at the moment. Finger's cross.

wcho035

  • Guest
Re: Need help with a fatal error.
« Reply #23 on: February 06, 2020, 03:29:13 pm »
Latest version.

Edit by Meridian: attachment removed
« Last Edit: February 11, 2020, 02:38:29 pm by Meridian »