
0
Completed - Resolved
Crash in Level 13
McMurphey 7 years ago
•
updated by Lee "Noontide" Moon (Designer & Community Manager) 7 years ago •
10
OS: Windows 7 64bit
Ram: 16GB
CPU: Intel 3570K
GPU: GeForce GTX 960
v1.4.0f11
More or less a random crash. Played >3h at 150% game speed. The dungeon had ~50 beasts and ~100 minions. Just set a rally flag to prepare to invade the middle stronghold.
Game Version:
Steam Public
Platform:
OS X
Customer support service by UserEcho
i will send this through to the coders
@coders please be aware that this is a OSX issue
Wait! I've must have a mistake! I use Windows 7 64bit. Sorry for that!
*have made a mistake
So the game just shut down for you?
Normally when the game crashes it does state it in the output_log and creates a separate crash log with memory dump, but here the output_log just ends without reporting a crash.
So it will be hard to track the cause down but the last line in log was:
"An unpooled VFX Object was destroyed, elements remaining in stack 1"
Which looks very similar to the crash reported here:
http://brightrockgames.userecho.com/topics/1006-crash-report/#
In both cases the VFX pooling system was doing the last log before it crashed.
So I guess we will have to look into this system to hunt the cause.
When you (or anyone reading this) get such a crash again, please attach your log again to this thread.
So far all logs files around the issue did fail to report the exact stack trace of the crash and I hope with more logs we get at least one which tells us more about the cause.
Cheers
The game froze. After maybe 10-15 seconds I tabbed out and Windows said (something like, I have german OS) "The program isn't responding" and I had the two options "wait" and "close program". An error log was not created on that specific day.
This should normally not happen. However it might have been in an infinite loop which would cause a stack overflow at some point.
If you encounter this problem again, please chose wait and let it crash, so we might get a better log.
We did meanwhile add some save guards to the VFX pooling system in the hope to prevent any failures coming from there.
Ich hoffe wir finden die Ursache dieses Problems :)
Okay. I will keep that in mind.
Danke für die Antwort.
I'm going to close this as we've not heard of recurring issues, plus the next patch will have additional safeguards. But please let us know if you continue to have issues.