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Issues with GemRB 0.8.4


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#16 Caillean

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Posted 13 March 2017 - 02:53 PM

Well, if I can help with testing something more, just tell me. As for the halting problem - you're losing me here :D Amazing that you can actually make something out of this stuff the debugger spits out.



#17 lynx

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Posted 14 March 2017 - 02:42 AM

Resting should be fine now. I forgot we track the time of the last rest for fatigue purposes, so in the end there was nothing too ugly included. :)

 

Breagar: I think that creature is actually missing from the new area. You could test that with a fresh build of gemrb, where the crash is gone, but it wouldn't say anything about the cause. I can retry with hopefully clearer gdb instructions, if you're up to it.

https://sourceforge....ar.bz2/download


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#18 Caillean

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Posted 14 March 2017 - 03:08 AM

Heh, great that it wasn't all too ugly - you're really quick with fixing that stuff! Sure, I'd love to try that new build, and also the debugging, if you don't think it's a waste of your time. I guess it's tedious for you 'cause you need to give me those step-by-step instructions.

 

Edit: Living in the eternal yesterday, I'm on a 32-bit Linux. Do you have the sources for download somewhere, so I can build it myself?


Edited by Caillean, 14 March 2017 - 05:28 AM.


#19 lynx

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Posted 14 March 2017 - 05:49 AM

The only annoying thing is that I can't install the mod and investigate myself. I tried installing bgt about a year ago, but it failed and haven't tried since.

 

For debugging, you can use your current setup.

run gemrb in gdb

press r

load the game and do everything short of starting the cutscene

change back to the console and ctrl-c, so the gdb prompt reappears

b GemRB::GameScript::LeaveAreaLUA

c

start the cutscene

once it halts again, you'll see gdb hit the breakpoint at LeaveAreaLUA

n 3

p actor->GetScriptName()

if script name is equal to ACBRESMI

  then just p actor->Persistent(); n 20

  else c

 

I'll need the log from when ACBRESMI starts to the end.


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#20 Caillean

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Posted 14 March 2017 - 07:40 AM

I couldn't get BGT to install without errors, too. Neither with wine, nor with Weidu for Linux. So I did the installation to this point on Windows :p Don't you have an old XP or even 2k around to set up in a VM for such purposes?

 

Oh hell, I hope I got this right:

(gdb) p actor->GetScriptName()
$2 = 0xaf4dcd8 "acbresmi"
(gdb) p actor->Persistent()
$3 = false
(gdb) n 20
569			if (!CurrentAction) {
(gdb) quit



#21 lynx

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Posted 14 March 2017 - 08:13 AM

too much hassle.

 

You got it right, but I didn't. I thought n 20 would be equivalent to twenty n, but it only printed once, so please retry the same thing, except instead of "p actor->Persistent(); n 20", press n and then just enter a bunch of times (will repeat the last command - n for next line).


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#22 Caillean

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Posted 14 March 2017 - 08:35 AM

Here you go:

$2 = 0xaf38d80 "acbresmi"
(gdb) p actor->Persistent()
$3 = false
(gdb) n
3110	}
(gdb) 
GemRB::GameScript::ExecuteAction (Sender=0xaf38d50, aC=0x89e18f8)
    at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GameScript.cpp:2440
2440		if (actionflags[actionID] & AF_IMMEDIATE) {
(gdb) 
2453		if (!( actionflags[actionID] & AF_BLOCKING )) {
(gdb) 
2454			Sender->ReleaseCurrentAction();
(gdb) 
2456			return;
(gdb) 
2458	}
(gdb) 
GemRB::Scriptable::AddAction (this=0xaf38d50, aC=0x89e18f8)
    at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Scriptable/Scriptable.cpp:468
468				return;
(gdb) 
473	}
(gdb) 
GemRB::GameScript::ExecuteAction (Sender=0x850da68, aC=0xa4cc440)
    at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GameScript.cpp:2391
2391				if (!(actionflags[actionID] & AF_INSTANT)) {
(gdb) 
2405			aC->Release();
(gdb) 
2458	}
(gdb) 
[OpenAL]: WARNING: Buffer Underrun. AutoRestarting Stream Playback
GemRB::Scriptable::ProcessActions (this=0x850da68)
    at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Scriptable/Scriptable.cpp:577
577			if (WaitCounter) {
(gdb) 
581			if (CurrentAction) {
(gdb) 
586			if (InMove()) {
(gdb) 
560			if (!CurrentAction) {
(gdb) 
559			CurrentActionInterruptable = true;
(gdb) 
560			if (!CurrentAction) {
(gdb) 
561				if (! (CurrentActionTicks == 0 && CurrentActionState == 0)) {
(gdb) 
565				CurrentAction = PopNextAction();
(gdb) 
569			if (!CurrentAction) {
(gdb) 
565				CurrentAction = PopNextAction();
(gdb) 
569			if (!CurrentAction) {
(gdb) 
575			GameScript::ExecuteAction( this, CurrentAction );
(gdb) 
574			lastAction = CurrentAction->actionID;
(gdb) 
575			GameScript::ExecuteAction( this, CurrentAction );
(gdb) 
577			if (WaitCounter) {
(gdb) 
581			if (CurrentAction) {
(gdb) 
586			if (InMove()) {
(gdb) 
560			if (!CurrentAction) {
(gdb) 
559			CurrentActionInterruptable = true;
(gdb) 
560			if (!CurrentAction) {
(gdb) 
561				if (! (CurrentActionTicks == 0 && CurrentActionState == 0)) {
(gdb) 
565				CurrentAction = PopNextAction();
(gdb) 
569			if (!CurrentAction) {
(gdb) 
565				CurrentAction = PopNextAction();
(gdb) 
569			if (!CurrentAction) {
(gdb) 
575			GameScript::ExecuteAction( this, CurrentAction );
(gdb) 
574			lastAction = CurrentAction->actionID;
(gdb) 
575			GameScript::ExecuteAction( this, CurrentAction );
(gdb) 

Breakpoint 1, GemRB::GameScript::LeaveAreaLUA (Sender=0x850da68, 
    parameters=0xa899df8)
    at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/Actions.cpp:3098
3098	{
(gdb) 
3099		if (Sender->Type != ST_ACTOR) {
(gdb) 
3104		if (parameters->string1Parameter[0]) {
(gdb) 
3107		if (actor->Persistent() || !CreateMovementEffect(actor, parameters->string0Parameter, parameters->pointParameter, parameters->int0Parameter) ) {
(gdb) 
3108			MoveBetweenAreasCore( actor, parameters->string0Parameter, parameters->pointParameter, parameters->int0Parameter, true);



#23 lynx

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Posted 14 March 2017 - 11:28 AM

Thanks. It's too complicated to continue though, so I'll have to drop the inquiry. The mod won't crash anymore and you said removing the effects made it continue just fine, so the missing cosmetics aren't that important. It could be hiding a deeper bug, but it could also be the mod's fault, so I'm not too worried about it.


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#24 Caillean

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Posted 14 March 2017 - 11:49 AM

Well, should there be a bug, it surely will show itself sooner or later elsewhere. So, uhm... do you think I can get my hands on your sources that include all the fixes and the changes you mentioned or do you give out just pre-compiled builds between releases?



#25 lynx

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Posted 14 March 2017 - 12:07 PM

There's automatically a new build after each push (one or more changes), but if you prefer to compile the code yourself, you can always get the code from github. It's all on the project page.


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#26 Caillean

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Posted 14 March 2017 - 12:13 PM

Aw, great, downloading now. Thanks :)



#27 lynx

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Posted 17 March 2017 - 11:16 AM

ok, fatigued and bored/area comment times are now properly delayed for travel or corner cases, with some extra randomness to be more spread out.


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#28 Caillean

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Posted 17 March 2017 - 01:15 PM

Great, just grabbing the latest sources. Plus, I noticed something else about the Bhaal powers not being added correctly in BGT, if you're interested. Started a new game to double-check... The problem is, if charname is supposed to get the same innate spell a second time, it won't work. If you're playing a good char, and you have one cure light wounds spell already, after defeating Mulahey in the Nashkel mines you're supposed to get a second cure light wounds spell after the dream. It says 'Gained special ability...' in the console,  but you still have just one cure light wounds.



#29 lynx

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Posted 17 March 2017 - 02:56 PM

did you rest afterwards?


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#30 Caillean

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Posted 18 March 2017 - 01:09 AM

Yes, no change. I have one char that's supposed to have 2x Cure Light Wounds and 2x Slow Poison by now, but she has only one of each.





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