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IDProjectCategoryView StatusDate SubmittedLast Update
0001966Dwarf FortressTechnical -- Generalpublic2010-05-18 21:582010-06-09 06:45
ReporterFarmerbob 
Assigned ToFootkerchief 
PrioritynormalSeveritycrashReproducibilityrandom
StatusclosedResolutionunable to reproduce 
PlatformCore Duo / 4GB / Nvidia 9800GTX OSWindowsOS VersionVista 64
Product Version0.31.04 
Target VersionFixed in Version 
Summary0001966: Crash bug related to sealing entry with bridge - I think
DescriptionI have experienced this crash a few times now, but not every time I seal my fortress with a drwabridge.

When the crash occurs is occurs within 20 or so seconds of closing the bridge, after some pretty nasty lag.

I have framerate set to zero, so the game will run as quickly as possible.

I've captured the Windows application crash data from the most recent crash.

Problem signature:
  Problem Event Name: BEX
  Application Name: Dwarf Fortress.exe
  Application Version: 0.0.0.0
  Application Timestamp: 4bf014fa
  Fault Module Name: MSVCR90.dll
  Fault Module Version: 9.0.30729.1
  Fault Module Timestamp: 488ef6c5
  Exception Offset: 0006c955
  Exception Code: c0000417
  Exception Data: 00000000
  OS Version: 6.0.6002.2.2.0.768.3
  Locale ID: 1033
  Additional Information 1: cada
  Additional Information 2: 35e498a46227a4acf7990f01cc94951d
  Additional Information 3: 7c7c
  Additional Information 4: faefae5e058047b9419b3fec79516dd2
Steps To ReproduceBasically I have a decoy trade post which is accessable only when the bridge is closed, and the trade post I use is open only when the bridge is open. This is intended to keep traders from passing me by.

I suspect that all the NPCs, are forced to recalculate pathing when the bridge seals the entry, leading to something just short of fun, lol.

This may have something to do with framerate being set to zero as well. Both the new bridge /entry configuration and the framerate set to zero are new to the game that is crashing.
Additional Information
  Not sure it matters, but the configuration of my entry follows:


..>.....
..>.....
..>.....
.BRIDGE.
.wddddw.
.wddddw.
.wddddw.
.wddddw.
........

> = ramp down
w = wall around the decoy depot
d = decoy depot

When the bridge is down, it fully covers the ramp down, and does not allow passage
TagsNo tags attached.
Attached Files

- Relationships

-  Notes
(0006998)
Farmerbob (reporter)
2010-05-18 22:01

There is a full row of wall on the side of the depot opposite the bridge. I failed to include it, sorry
(0006999)
Footkerchief (manager)
2010-05-18 22:02

If you can get a save that crashes reliably and quickly with no user input, it would be helpful to upload it to http://dffd.wimbli.com/ [^]
(0007000)
Farmerbob (reporter)
2010-05-18 22:06

With no user input? I have to throw a lever to open or close the bridge.
(0007001)
Farmerbob (reporter)
2010-05-18 22:11

Hrm, since there are only two levers in the fortress, and they aren't terribly difficult to locate (by the farm) I'll save the next time a trade caravan is about to leave or an immigrant wave starts to arrive.

Minimal user input is needed to cause the crash. It's intermittent, but common.
(0007002)
Footkerchief (manager)
2010-05-18 22:12

You can save after throwing the lever. The idea is to minimize the amount of time and effort it takes for Toady to observe the crash, since he usually has to do so multiple times to track it down.

You should probably back up your existing save first, though, in case it can't be reproduced with a later save.
(0007004)
Farmerbob (reporter)
2010-05-19 00:27

I've been trying to reproduce after a save, with no luck. Perhaps something about actually saving the game prevents a crash? Will continue trying tomorrow.
(0007005)
Footkerchief (manager)
2010-05-19 00:52

Perhaps something about actually saving the game prevents a crash?

It's possible. A save/reload "resets" some of the game's pathfinding stuff. If you can't get a save that close to the crash, don't sweat it. A save where a dwarf is en route to the lever would be plenty good enough. http://dffd.wimbli.com/ [^]
(0007030)
Farmerbob (reporter)
2010-05-19 18:18

I tried for a few hours to make this happen, and was not able to create a reliable method to reproduce the bug. Feel free to close this bug as not reproduceable anymore.

Part of the difficulty was the broken or really strange save game organization. I'll be posting on that shortly.
(0007047)
Footkerchief (manager)
2010-05-19 23:39

Alright, I'll mark it as unable to reproduce. Feel free to reopen it if the problem resurfaces.

- Issue History
Date Modified Username Field Change
2010-05-18 21:58 Farmerbob New Issue
2010-05-18 22:01 Farmerbob Note Added: 0006998
2010-05-18 22:02 Footkerchief Note Added: 0006999
2010-05-18 22:06 Farmerbob Note Added: 0007000
2010-05-18 22:11 Farmerbob Note Added: 0007001
2010-05-18 22:12 Footkerchief Note Added: 0007002
2010-05-19 00:27 Farmerbob Note Added: 0007004
2010-05-19 00:52 Footkerchief Note Added: 0007005
2010-05-19 18:18 Farmerbob Note Added: 0007030
2010-05-19 23:37 Footkerchief Relationship added parent of 0001980
2010-05-19 23:39 Footkerchief Note Added: 0007047
2010-05-19 23:39 Footkerchief Status new => resolved
2010-05-19 23:39 Footkerchief Resolution open => unable to reproduce
2010-05-19 23:39 Footkerchief Assigned To => Footkerchief
2010-05-19 23:39 Footkerchief Relationship deleted parent of 0001980
2010-06-09 06:45 Toady One Status resolved => closed
2010-06-29 07:38 Footkerchief Category Technical => Technical -- General


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