Game Development Community

T3D RC1 Big Bug...

by Szzg007 · in Torque 3D Professional · 09/29/2009 (12:06 am) · 8 replies

The use of stray bullet guns. They leak quickly fired by MOUSE. T3D will collapse

#1
09/29/2009 (1:52 am)
So I'm trying to reproduce this issue, but can't with the stock guns. Is there a specific test case you can help us out with so we can try to get this issue figured out?
#2
09/29/2009 (2:20 am)
Huh?

Ah, Steven said it better than I.
#3
09/29/2009 (2:34 am)
Hey there.
Just having a squizz myself. I know this sounds rather simple, but make sure you have no USB gamepad connected, just to make sure. I had this issue with an Xbox 360 controller connected , only to realise that it was in fact a trigger that was being lightly pressed by some books. Also.. I noticed in the Deathball/Burg demo, that instead of firing with a mouse button press, it seems by default to fire when they are left free. Press em down and it stops firing! :)

Im not sure if this is actually a MAJOR bug.. or a "bug" at all... I dont really have a lot of time atm.. sorry :(

Yet.. I did notice a slight clipping with the audio. But no major dramas as such.

Awesome release by the way! :) Even though this is not the place to say so!

Take it easy, everyone!

#4
09/29/2009 (6:31 pm)
I'm not sure if I understand exactly what is being said. I did however notice that RC1 crashes if you load the desert map. Switch to weapon 2. Hold down the fire button until you run out of ammo. Of course you won't run out of ammo because it crashes before that happens. I almost thought pressing the right mouse button did something to make it crash faster but that doesn't appear to be the case.
#5
09/29/2009 (6:57 pm)
Can't say I've seen any crashing problems with either the Rocket or Grenade launcher. The alt-fire mode for the Grenade Launcher was disabled but that shouldn't affect anything to do with it's regular fire.

Will investigate though.
#6
09/29/2009 (7:24 pm)
Following JesseL's steps I get the same crash....

I ran it in debug to get a stack trace. It's crashing while incrementing the ref count, but notice the "this" pointer is set to the debug memory values.

Locals:
+ this 0xfeeefeee {mRefCount=??? } StrongRefBase * const


Stack Trace:
> FPS Example_DEBUG.dll!StrongRefBase::incRefCount() Line 174 + 0x3 bytes C++
FPS Example_DEBUG.dll!StrongObjectRef::incRef() Line 223 C++
FPS Example_DEBUG.dll!StrongObjectRef::set(StrongRefBase * object=0xfeeefeee) Line 213 C++
FPS Example_DEBUG.dll!StrongRefPtr<GFXVertexBuffer>::operator=(GFXVertexBuffer * ptr=0xfeeefeee) Line 254 C++
FPS Example_DEBUG.dll!GFXDevice::setVertexBuffer(GFXVertexBuffer * buffer=0xfeeefeee) Line 964 C++
FPS Example_DEBUG.dll!ProcessedMaterial::setBuffers(GFXVertexBufferHandleBase * vertBuffer=0x16a7be38, GFXPrimitiveBufferHandle * primBuffer=0x16a7bdb8) Line 107 C++
FPS Example_DEBUG.dll!MatInstance::setBuffers(GFXVertexBufferHandleBase * vertBuffer=0x16a7be38, GFXPrimitiveBufferHandle * primBuffer=0x16a7bdb8) Line 408 C++
FPS Example_DEBUG.dll!RenderPrePassMgr::render(SceneState * state=0x16d97b88) Line 313 C++
FPS Example_DEBUG.dll!RenderPassManager::render(SceneState * state=0x16d97b88) Line 297 C++
FPS Example_DEBUG.dll!SceneState::renderCurrentImages() Line 160 C++
FPS Example_DEBUG.dll!SceneGraph::_traverseSceneTree(SceneState * pState=0x16d97b88) Line 240 C++
FPS Example_DEBUG.dll!SceneGraph::renderScene(SceneState * sceneState=0x16d97b88, unsigned int objectMask=4294967295) Line 202 C++
FPS Example_DEBUG.dll!SceneGraph::renderScene(ScenePassType passType=SPT_Diffuse, unsigned int objectMask=4294967295) Line 171 C++
FPS Example_DEBUG.dll!GameRenderWorld() Line 311 C++
FPS Example_DEBUG.dll!GameTSCtrl::renderWorld(const RectI & updateRect={...}) Line 53 C++
FPS Example_DEBUG.dll!GuiTSCtrl::onRender(Point2I offset={...}, const RectI & updateRect={...}) Line 255 C++
FPS Example_DEBUG.dll!GameTSCtrl::onRender(Point2I offset={...}, const RectI & updateRect={...}) Line 156 C++
FPS Example_DEBUG.dll!GuiCanvas::renderFrame(bool preRenderOnly=false, bool bufferSwap=true) Line 1557 C++
FPS Example_DEBUG.dll!GuiCanvas::handlePaintEvent(unsigned int did=0) Line 218 C++
FPS Example_DEBUG.dll!fastdelegate::FastDelegate1<unsigned int,void>::operator()(unsigned int p1=0) Line 993 + 0x1a bytes C++
FPS Example_DEBUG.dll!Signal<void __cdecl(unsigned int)>::trigger(unsigned int a=0) Line 323 + 0x17 bytes C++
FPS Example_DEBUG.dll!Journal::Call<Signal<void __cdecl(unsigned int)>,unsigned int>(Signal<void __cdecl(unsigned int)> * obj=0x04029d78, void (unsigned int)* method=0x105778c7, unsigned int a=0) Line 541 + 0xa8 bytes C++
FPS Example_DEBUG.dll!JournaledSignal<void __cdecl(unsigned int)>::trigger(unsigned int a=0) Line 52 + 0x12 bytes C++
FPS Example_DEBUG.dll!GuiCanvas::paint() Line 1387 C++
FPS Example_DEBUG.dll!fastdelegate::FastDelegate0<void>::operator()() Line 908 + 0x16 bytes C++
FPS Example_DEBUG.dll!Signal<void __cdecl(void)>::trigger() Line 312 + 0x13 bytes C++
FPS Example_DEBUG.dll!Process::processEvents() Line 62 C++
FPS Example_DEBUG.dll!StandardMainLoop::doMainLoop() Line 538 + 0x5 bytes C++
FPS Example_DEBUG.dll!torque_enginetick() Line 78 + 0x5 bytes C++
FPS Example_DEBUG.dll!TorqueMain(int argc=1, const char * * argv=0x00e0ba98) Line 369 + 0x5 bytes C++
FPS Example_DEBUG.dll!torque_winmain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * __formal=0x00000000, char * lpszCmdLine=0x005865e1, HINSTANCE__ * __formal=0x00000000) Line 423 + 0x17 bytes C++
FPS Example_DEBUG.exe!WinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * hPrevInstance=0x00000000, char * lpszCmdLine=0x005865e1, int nCommandShow=1) Line 47 + 0x16 bytes C++
FPS Example_DEBUG.exe!__tmainCRTStartup() Line 263 + 0x2c bytes C
FPS Example_DEBUG.exe!WinMainCRTStartup() Line 182 C
#7
10/01/2009 (5:45 pm)
> FPS Example_DEBUG.dll!StrongRefBase::incRefCount() Line 174 + 0x3 bytes C++
FPS Example_DEBUG.dll!StrongObjectRef::incRef() Line 223 C++
FPS Example_DEBUG.dll!StrongObjectRef::set(StrongRefBase * object=0xfeeefeee) Line 213 C++
FPS Example_DEBUG.dll!StrongRefPtr<GFXVertexBuffer>::operator=(GFXVertexBuffer * ptr=0xfeeefeee) Line 254 C++
FPS Example_DEBUG.dll!GFXDevice::setVertexBuffer(GFXVertexBuffer * buffer=0xfeeefeee) Line 964 C++
FPS Example_DEBUG.dll!ProcessedMaterial::setBuffers(GFXVertexBufferHandleBase * vertBuffer=0x15f78338, GFXPrimitiveBufferHandle * primBuffer=0x15f782b8) Line 107 C++
FPS Example_DEBUG.dll!MatInstance::setBuffers(GFXVertexBufferHandleBase * vertBuffer=0x15f78338, GFXPrimitiveBufferHandle * primBuffer=0x15f782b8) Line 408 C++
FPS Example_DEBUG.dll!RenderPrePassMgr::render(SceneState * state=0x16063e98) Line 313 C++
FPS Example_DEBUG.dll!RenderPassManager::render(SceneState * state=0x16063e98) Line 297 C++
FPS Example_DEBUG.dll!SceneState::renderCurrentImages() Line 160 C++
FPS Example_DEBUG.dll!SceneGraph::_traverseSceneTree(SceneState * pState=0x16063e98) Line 240 C++
FPS Example_DEBUG.dll!SceneGraph::renderScene(SceneState * sceneState=0x16063e98, unsigned int objectMask=4294967295) Line 202 C++
FPS Example_DEBUG.dll!SceneGraph::renderScene(ScenePassType passType=SPT_Diffuse, unsigned int objectMask=4294967295) Line 171 C++
FPS Example_DEBUG.dll!GameRenderWorld() Line 311 C++
FPS Example_DEBUG.dll!GameTSCtrl::renderWorld(const RectI & updateRect={...}) Line 53 C++
FPS Example_DEBUG.dll!GuiTSCtrl::onRender(Point2I offset={...}, const RectI & updateRect={...}) Line 255 C++
FPS Example_DEBUG.dll!GameTSCtrl::onRender(Point2I offset={...}, const RectI & updateRect={...}) Line 156 C++
FPS Example_DEBUG.dll!GuiCanvas::renderFrame(bool preRenderOnly=false, bool bufferSwap=true) Line 1557 C++
FPS Example_DEBUG.dll!GuiCanvas::handlePaintEvent(unsigned int did=0) Line 218 C++
FPS Example_DEBUG.dll!fastdelegate::FastDelegate1<unsigned int,void>::operator()(unsigned int p1=0) Line 993 + 0x1a bytes C++
FPS Example_DEBUG.dll!Signal<void __cdecl(unsigned int)>::trigger(unsigned int a=0) Line 323 + 0x17 bytes C++
FPS Example_DEBUG.dll!Journal::Call<Signal<void __cdecl(unsigned int)>,unsigned int>(Signal<void __cdecl(unsigned int)> * obj=0x043eeb40, void (unsigned int)* method=0x105778e5, unsigned int a=0) Line 541 + 0xa8 bytes C++
FPS Example_DEBUG.dll!JournaledSignal<void __cdecl(unsigned int)>::trigger(unsigned int a=0) Line 52 + 0x12 bytes C++
FPS Example_DEBUG.dll!GuiCanvas::paint() Line 1387 C++
FPS Example_DEBUG.dll!fastdelegate::FastDelegate0<void>::operator()() Line 908 + 0x16 bytes C++
FPS Example_DEBUG.dll!Signal<void __cdecl(void)>::trigger() Line 312 + 0x13 bytes C++
FPS Example_DEBUG.dll!Process::processEvents() Line 62 C++
FPS Example_DEBUG.dll!StandardMainLoop::doMainLoop() Line 538 + 0x5 bytes C++
FPS Example_DEBUG.dll!torque_enginetick() Line 78 + 0x5 bytes C++
FPS Example_DEBUG.dll!TorqueMain(int argc=1, const char * * argv=0x003dcee8) Line 369 + 0x5 bytes C++
FPS Example_DEBUG.dll!torque_winmain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * __formal=0x00000000, char * lpszCmdLine=0x00576ba3, HINSTANCE__ * __formal=0x00000000) Line 423 + 0x17 bytes C++
FPS Example_DEBUG.exe!WinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * hPrevInstance=0x00000000, char * lpszCmdLine=0x00576ba3, int nCommandShow=1) Line 47 + 0x16 bytes C++
FPS Example_DEBUG.exe!__tmainCRTStartup() Line 263 + 0x2c bytes C
FPS Example_DEBUG.exe!WinMainCRTStartup() Line 182 C
kernel32.dll!7525e4a5()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!770bcfed()
ntdll.dll!770bd1ff()
#8
10/01/2009 (11:16 pm)
Well the good news is i haven't recreated this in the current 1.1 trunk.

But i need to try it in the 1.0 trunk... find the issue... and make sure its been fixed right.