Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Ummm... I'm actually getting 0xC0000005: Access Violation crashes now. What gives?

I tested it on Linux. Everything works correctly on Linux. I'll try it on Windows right now.

Now I have compiled 64 and 32 bit versions 1.10 in turn (VS2015).

Based on : https://github.com/tx00100xt/SeriousSamClassic

and https://github.com/tx00100xt/SE1-TSE-Sequel

I created servers and tested them. Everything works on Windows 10 x64.

Here is the meaning of the additions. Mark the entities that are being created in any way for cluster grenades.

And then find them in the "ReceiveDamage" caused and make "return".

These entities are then destroyed anyway (cluster grenades)

If the code was added correctly, it may be due to the difference between versions 1.07 and 1.10

I'll think about it later. About why it didn't work on version 1.07. I don't have VC6 environment installed yet

(1 edit)

Still not working and it's not even the additions. Tried reverting all changes I made in the last few days and it's still getting the error. It's like something's been permanently corrupted within the code itself.

Edit: Editor seems to be working tho. Hopefully I'm not jinxing it by announcing that.

(1 edit)

I could look into the changes that were made. I can compare the code posted in update 3 and the changes made. For this it is very convenient to use Meld (Linux/Windows) or Winmerge (Windows). Meld is my favorite.

https://sourceforge.net/projects/meld-installer/

https://winmerge.org/?lang=en

After the new year I will install VC6.

If the monsters use cluster grenades, then the algorithm will have to be supplemented. Since it now removes damage when friendlyfire is disabled in the co-op for the game completely. Except for the player who fired the grenade. The damage works on him.. Damage also works in the singleplayer at the "easy" difficulty level.  At this difficulty level,  can also disable damage in a single player.

UPD:

It looks like there are no monsters that use cluster grenades. This is good. This means there is no need to change the algorithm

(2 edits)

Are you having this issue as well, by the way?


Edit: Somebody else is also reporting the same issues. The .rpt is pointing to the same C0000005 access violation and ntdll.dll.

Edit2: They say the game goes fine after reverting EntitiesMP to the previous version. This however, is not true for me.

(2 edits)

I still have the source files from December 10th "TheSequelSources.rar"

I ported them to version 1.10. Everything works (win/linux).

Then I downloaded the updated archive from December 22 "SSmoddingF.rar" and also made changes to version 1.10 from there

Everything works without errors on version 1.10 (Update 3)

I did not compile version 1.07. It will be necessary to install VС6 studio.

I'll do it later.


UPD1:

I have downloaded a new source archive now.

I'll see what's changed.


UPD2:

Except for the changed levels, everything else is the same

December 22 <-> December 30


Okay, so I found the problem. I deleted everything, except for the folders Levels, ModelsF. SoundsF, MusicF, TexturesF and VirtualTrees, because those had some new things that had no replacements. Still crashed. Then I moved those folder to a separate place and little by little, added them back in, to see which file is causing the problem. It was a file called zzzz.wld... This is a temporary file I used for mapping. It's the copy of the geometry of a Revolution deathmatch level called Gvide. I had some ideas around it, so I had this temporary file to keep that idea until I was going to use it. It was nothing but two World Base entities. Maybe, something about the geometry is a Revolution exclusive feature that's incompatible with vanilla?

Anyway, someone reported crashes with your grenade fix and I also had crashes when firing grenades (the editor was still working during this time), so I think I'm going to have to find a different solution.

Happy new year, by the way. You said that a few messages ago and I meant to say it back, but forgot.

(2 edits)

I installed Visual Studio 6 with service pack 6 on Win10x64 (Virtualbox VM).

Indeed, the fix for the cluster grenade did segfault on version 1.07. Although on version 1.10 everything worked fine.

I rewrote the fix and tested it on version 1.07. Everything is working. (I started the server and tested with different friendly fire modes)

At the same time, I disabled the damage from the cluster grenade at the Easy and Tourist difficulty levels.

Fix (Source code) and ready-made libraries for 1.07 at the link.

Compiled from the latest source code archive from  January 6th (Update 5)

https://disk.yandex.ru/d/joEZLY6VW1rvGg

Here, for clarity:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/d6c3f90fc9c00188ab5a2b2fa46ba...



You can try to change it:

((CProjectile&)*penProjectile.ep_pen).m_strName = "ClusterGrenadeExplosion";

on

((CProjectile&)*penProjectile).m_strName = "ClusterGrenadeExplosion";

I checked it out. That's how it works too (Windows/Linux 1.10).