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PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 01:23
by BaNa

Code: Select all

Using script script.txt
SDL:  1.2.12
GL:   2.0.5529 WinXP Release
GL:   ATI Technologies Inc.
GL:   RADEON 9600SE x86/MMX/3DNow!/SSE
GLEW: 1.4.0
Section game\mapoptions missing in file buffer
Section game\modoptions missing in file buffer
Using script Commanders
Map: Christmas Comet.smf
Mod: "P.U.R.E." from PURE.sdz
Became player 0
Client connected on slot 0
WARNING: removed armcybr unitDef, missing cob script
WARNING: removed armcybr unitDef, missing model file  (ARMCYBR)
WARNING: removed christmascomet_bomber_missile weaponDef, missing model
Loading all definitions:  0.263000
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 5
Loading weapon definitions
Loading unit definitions
Loading feature definitions
Generating trees
Parsing unit icons
Creating unit textures
Initializing map features
Couldnt find wreckage info 
Unknown map feature type 
Reading estimate path costs
Analyzing map accessability "8"
Calculating estimate path costs "8" 0/10
Calculating estimate path costs "8" 1/10
Calculating estimate path costs "8" 2/10
Calculating estimate path costs "8" 3/10
Calculating estimate path costs "8" 4/10
Calculating estimate path costs "8" 5/10
Calculating estimate path costs "8" 6/10
Calculating estimate path costs "8" 7/10
Calculating estimate path costs "8" 8/10
Calculating estimate path costs "8" 9/10
Reading estimate path costs
Analyzing map accessability "32"
Calculating estimate path costs "32" 0/10
Calculating estimate path costs "32" 1/10
Calculating estimate path costs "32" 2/10
Calculating estimate path costs "32" 3/10
Calculating estimate path costs "32" 4/10
Calculating estimate path costs "32" 5/10
Calculating estimate path costs "32" 6/10
Calculating estimate path costs "32" 7/10
Calculating estimate path costs "32" 8/10
Calculating estimate path costs "32" 9/10
Creating sky
Loading LuaCOB
Loading LuaRules
Loading LuaGaia
Finalizing...
Spring 0.75b2+svn5093
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
LuaUI v0.2
Crashed on game initialization, a note: i do not have any *A (except BA 6.0, but that has stupid filename) mods on my svn install. SVN version 5093, newest PURE, unrevised Christmas Comet.

PURE worked after this on another map.

Re: PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 08:11
by Argh
That has to be a problem with Christmas Comet, given the errors in the infolog. They probably didn't include code to deal with non-OTA games... to my knowledge, there aren't any Spring-crashing bugs in P.U.R.E. at this time...

Re: PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 09:09
by KDR_11k
It's not possible to make that work for every mod out there anyway.

Re: PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 12:06
by Tobi
no stacktrace? (so not a crash, but a normal error maybe?)

Re: PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 12:43
by BaNa
i umm don't know what a stacktrace is :oops:.
I got the standard windows "program has crashed shall i go on interwebs" thing, but i messed up and pressed report instead of details, so I lost that...

Re: PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 13:12
by Relative
Well after your game crashes you will find the stacktrace in infolog.txt in the spring directory. It gets rewritten each time spring runs. Just post it when you get a crash.

Re: PURE crash on SVN and map Christmas Comet

Posted: 23 Dec 2007, 13:27
by BaNa
Relative wrote:Well if after your game crashes you will find the stacktrace in infolog.txt in the spring directory. It gets rewritten each time spring runs. Just post it when you get a crash.
oh, well i did that, then there is none.

Re: PURE crash on SVN and map Christmas Comet

Posted: 27 Dec 2007, 01:32
by Forboding Angel
KDR_11k wrote:It's not possible to make that work for every mod out there anyway.

Yes it is. It's simple. Either noize is lazy or simply doesn't know any better.

Feature data can be packaged with the map *hint hint*

He did the same damn thing with green comet.

Fail