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Up Topic General / Help and Questions / Dark Castle - Savepoint causes crash
- - By Der Mor [de] Date 2014-09-12 14:58 Edited 2014-09-12 15:31
I've found a bug but yet didn't figure out how I can search the bug repository here to know if it is already known (or how I could find out.)

I'm playing the dark Castle scenario and saved before a point where I wanted to test some strategies.

Yet when I load the file the loading process dies at the end and takes OC with it.

I have the release version (from debian jessie).

Log (from a second try with a different savegame at approximately the same position)
[16:31:09] Erstellung der Landschaft...
[16:31:09]    gl: Material textures too large, GPU only supports 256x256! Cropping might occur!
[16:31:09]    gl: texture sand_rough size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture none size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture earth size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture brickback3 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture brickback2 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture tunnel size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture brickback size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture brick1 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture lava_red size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture water1 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture water2 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture water3 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture water1 size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture acid size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture water size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture earth_dry size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture earth_rough size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture earth_topsoil size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture earth_midsoil size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture ashes size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture ore size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture granite size mismatch (512x512 vs 256x256)!
[16:31:09]    gl: texture rock size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture gold size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture rock_cracked size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture firestone size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture coal size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture sand_smooth size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture ice2 size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture ice3 size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture snow1 size mismatch (512x512 vs 256x256)!
[16:31:10]    gl: texture brick2 size mismatch (512x512 vs 256x256)!
[16:31:10]   gl: Texturing uses 33 slots at 256x256, 6 levels (22 MB total)
[16:31:10]   gl: Compiling fragment shader 0:
[16:31:10] 0:97(50): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'; candidates are:
[16:31:10]   gl: Shader 1 linked successfully
[16:31:11] removing numbered proplist without number
[16:31:11] ERROR: Cannot find property ShroomCaveCheck in nil (in line 10692, Game.txt)
[16:31:11] FATALER FEHLER: Programm abgebrochen.
5.4.1: Caught signal SIGABRT
openclonk(+0x195f35)[0x7fec4f86bf35]
/lib/x86_64-linux-gnu/libc.so.6(+0x35480)[0x7fec498ed480]
/lib/x86_64-linux-gnu/libc.so.6(gsignal+0x37)[0x7fec498ed407]
/lib/x86_64-linux-gnu/libc.so.6(abort+0x148)[0x7fec498ee7e8]
/lib/x86_64-linux-gnu/libc.so.6(+0x2e516)[0x7fec498e6516]
/lib/x86_64-linux-gnu/libc.so.6(+0x2e5c2)[0x7fec498e65c2]
openclonk(_ZN10C4LSectors6RemoveEP8C4Object+0x1d2)[0x7fec4fafbd62]
openclonk(_ZN13C4GameObjects6RemoveEP8C4Object+0x1b)[0x7fec4fa9f2ab]
openclonk(_ZN12C4ObjectList13DeleteObjectsEv+0x1f)[0x7fec4fae001f]
openclonk(_ZN13C4GameObjects13DeleteObjectsEb+0x10)[0x7fec4fa9f5c0]
openclonk(_ZN6C4Game5ClearEv+0x1a9)[0x7fec4f8e6679]
openclonk(_ZN13C4Application8GameTickEv+0x3f)[0x7fec4f8d5ccf]
openclonk(_ZN22C4ApplicationGameTimer7ExecuteEiP6pollfd+0xc2)[0x7fec4f8d60c2]
openclonk(_ZN12StdScheduler15DoScheduleProcsEi+0x3a5)[0x7fec4fb74235]
openclonk(_ZN12StdScheduler13ScheduleProcsEi+0x141)[0x7fec4fb733d1]
openclonk(_ZN13C4AbstractApp3RunEv+0x1d)[0x7fec4faffbcd]
openclonk(main+0xe6)[0x7fec4f862a76]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fec498d9b45]
openclonk(+0x195cbc)[0x7fec4f86bcbc]
Attachment: DarkCastle1.ocs - Dark Castle Savegame that crashes. (5818k)
Reply
Parent - By Sven2 [de] Date 2014-09-26 17:53
Just tested: Still crashes on current tip.

It looks like a proplist prototype is not being denumerated during game load.
Parent - By Sven2 [de] Date 2014-09-26 18:32
Fixed it in latest build. You savegame loads there for me.
Up Topic General / Help and Questions / Dark Castle - Savepoint causes crash

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