Author Topic: Crash on Alien Base Mission  (Read 6970 times)

Offline Darty

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Crash on Alien Base Mission
« on: September 03, 2016, 11:19:48 pm »
Hey guys, I'm not running any mods but my game keeps crashing when finishing an alien base mission. It seems like if I don't destroy the main element (and then abort) or if I kill all the aliens, then the game crashes. However, if I abort without doing either of those, then the game continues. The message says there is a segmentation error.

Code: [Select]
[03-09-2016_15-42-48] [INFO] Data folder is:
[03-09-2016_15-42-48] [INFO] Data search is:
[03-09-2016_15-42-48] [INFO] - C:\Users\XXXX\Documents\OpenXcom\
[03-09-2016_15-42-48] [INFO] - C:\Users\XXXX\Desktop\openxcom
[03-09-2016_15-42-48] [INFO] - C:\Users\XXXX\Desktop\openxcom
[03-09-2016_15-42-48] [INFO] User folder is: C:\Users\XXXX\Documents\OpenXcom\
[03-09-2016_15-42-48] [INFO] Config folder is: C:\Users\XXXX\Documents\OpenXcom\
[03-09-2016_15-42-48] [INFO] Options loaded successfully.
[03-09-2016_15-42-49] [INFO] SDL initialized successfully.
[03-09-2016_15-42-49] [INFO] SDL_mixer initialized successfully.
[03-09-2016_15-42-49] [INFO] requested file not found: openxcom.png
[03-09-2016_15-42-49] [INFO] Attempting to set display to 1920x1080x8...
[03-09-2016_15-42-50] [INFO] Display set to 1920x1080x8.
[03-09-2016_15-42-50] [INFO] Loading data...
[03-09-2016_15-42-50] [INFO] Scanning standard mods in 'standard'...
[03-09-2016_15-42-50] [INFO] Scanning user mods in 'C:\Users\XXXX\Documents\OpenXcom\mods'...
[03-09-2016_15-42-50] [INFO] Mapping resource files...
[03-09-2016_15-42-50] [INFO] Resources files mapped successfully.
[03-09-2016_15-42-53] [INFO] Loading fonts... Font.dat
[03-09-2016_15-42-54] [INFO] Loading extra resources from ruleset...
[03-09-2016_15-42-54] [INFO] Data loaded successfully.
[03-09-2016_15-42-54] [INFO] Loading language...
[03-09-2016_15-42-54] [INFO] Language loaded successfully.
[03-09-2016_15-42-54] [INFO] OpenXcom started successfully!
[03-09-2016_15-42-54] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[03-09-2016_15-43-27] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.

I've attached the save file. Thanks.

Offline CanadianBeaver

  • Colonel
  • ****
  • Posts: 184
    • View Profile
    • AwesomeGuns
Re: Crash on Alien Base Mission
« Reply #1 on: September 03, 2016, 11:44:20 pm »
Remove your mods one by one and check. This problem in one of your mods.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: Crash on Alien Base Mission
« Reply #2 on: September 03, 2016, 11:56:04 pm »
he isn't useing mods, but plays TFTD.

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 265
    • View Profile
Re: Crash on Alien Base Mission
« Reply #3 on: September 04, 2016, 06:19:42 am »
I'm getting this error -
Code: [Select]
[03-09-2016_22-07-49] [FATAL] A fatal error has occurred: code 0xc0000005
[03-09-2016_22-07-49] [FATAL] 0xac9f90 SDL_FreeWAV (??: 487)
[03-09-2016_22-07-49] [FATAL] ??: 126
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] ??: 487
[03-09-2016_22-07-49] [FATAL] 0x742138d0 BaseThreadInitThunk (??: 487)
[03-09-2016_22-07-49] [FATAL] 0x77505b90 RtlUnicodeStringToInteger (??: 487)
[03-09-2016_22-07-49] [FATAL] 0x77505b90 RtlUnicodeStringToInteger (??: 487)

/Edit: Found a fix - you had two tritons landing on the same alien base at exactly the same time - this might be causing the bug.  I recommend making a post on the bug tracker. 

« Last Edit: September 04, 2016, 06:22:36 am by Starving Poet »

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 265
    • View Profile
Re: Crash on Alien Base Mission
« Reply #4 on: September 04, 2016, 06:25:11 am »
I don't know how to attach a file to a previous post, but here is the fixed file:

I removed the destination from Triton-3 and moved him away.  He'll happily patrol until he runs out of fuel or you send him home.  Feel free to end the mission normally.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: Crash on Alien Base Mission
« Reply #5 on: September 04, 2016, 03:24:10 pm »
Really they were both landing at the same time?

I wish we could have a option to make this a feature. So you can fight on Missionsites with 2 Squads.

Offline Darty

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: Crash on Alien Base Mission
« Reply #6 on: September 04, 2016, 03:28:24 pm »
Amazing, thanks guys! I didn't realize you can just go into the save file and edit it like a text file. You are the man!

Ya, that was kind of what I was trying out, seeing if I could land two drop ships together to use both crews on the alien base. Guess that wasn't such a good idea. Now it makes sense why it only happened on successful alien base destruction; because the 2nd ship that arrived just a few minutes later lost it's destination.

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 265
    • View Profile
Re: Crash on Alien Base Mission
« Reply #7 on: September 04, 2016, 06:48:52 pm »
Really they were both landing at the same time?

I wish we could have a option to make this a feature. So you can fight on Missionsites with 2 Squads.

Wouldn't is just be easier to make a ship that holds twice as many units?  :-p

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Crash on Alien Base Mission
« Reply #8 on: September 04, 2016, 07:43:47 pm »
Wouldn't is just be easier to make a ship that holds twice as many units?  :-p

Not to mention the effect on mission difficulty and balance from the player having twice the number of units than expected by the game

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: Crash on Alien Base Mission
« Reply #9 on: September 04, 2016, 08:01:52 pm »
Not to mention the effect on mission difficulty and balance from the player having twice the number of units than expected by the game

Indeed, but we could only allow this for missions which are flagged for this. and would have the appropriate mapsize and enemynumbers. Jeah 100x100 Terrormission with 2 landed Terrorships and 48 civilians and a few hardcoded Chrysaalids :D

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11728
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Crash on Alien Base Mission
« Reply #10 on: September 04, 2016, 09:14:37 pm »
Indeed, but we could only allow this for missions which are flagged for this.

Then why can I use 2 ships on one mission, but not on another? :)

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Crash on Alien Base Mission
« Reply #11 on: September 04, 2016, 09:34:21 pm »
One could make a 20x20 map with two skyrangers side by side, counting the craft as a "skyranger squadron" to simulate it. In this case, the squadron would always operate together though, which isn't quite the same, of course. The 40k mod already does that with multiple rhinos or drop pods counting as one transport.

But overall, twice as many soldiers and enemies on a map twice as big usually means twice as tedious of a mission. Not an improvement.. Bringing more people to base assaults and big UFOs would make sense though. As an XCom Commander, you can be sure I'd send more than one team to strike bases if I could..

Balance wise, it's hard to argue that two skyrangers full of low tech soldiers is better than an avenger full of high tech ones, and both would often be called to answer the same large threat: terror missions, battleships, alien bases, etc. There could be a list of allowed craft pairs for missions thus allowing modders to define what pairs can land in what missions: You can't justify 2 skyrangers to clean a small scout, or the terror missions of the first few months, but once the council recognizes what terror missions are (Research project that stops "easy terrors", maybe sectoid and floaters only, and starts "real terrors", with snakemen and mutons, they allow bigger deployments of terran assets (ie 2 skyrangers, but not two lightnings/avengers because they don't want to risk two of those super high tech crafts, of could be tied to terror units research projects: Once you encounter chryssalids, they let you bring more firepower).

Similarly, maps scaling to the number of crafts used could make sense: The first craft always lands in the best possible LZ, but the 2nd will have to settle for one further away, so to encompass the whole battle, the map gets bigger and bigger. Civilian numbers should also scale when present (so you send 2 transports to a terror, you cover twice as much city with twice as many civilians and aliens are more spread out). Cydonia would also scale like that: If you send one, they can land as close to the entrance as possible, the 2nd has to land further. And in this case, since it's alien territory, alien numbers would also scale. This gives you the choice of the canonical surgical suicidal strike at Mars, or sending 15 avengers for an all out martian war.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: Crash on Alien Base Mission
« Reply #12 on: September 04, 2016, 11:24:02 pm »
Congratulations on finding a 3-year-old bug. :D

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11728
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Crash on Alien Base Mission
« Reply #13 on: September 08, 2016, 02:10:35 am »
Congratulations on finding a 3-year-old bug. :D

If there were signatures on this forum, I'd sig it. :)