[g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violation

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Expand view Topic review: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violation

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by randi » Thu Jan 28, 2016 7:39 pm

ACC Fixed.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by scroton » Mon Mar 16, 2015 2:26 am

Graf Zahl wrote:I'm not closing this because the issue needs to be addressed in ACC which should abort with an error if a #library directive is encountered after some code has been generated.
I think the issue is on my end for using an outdated version of ACC instead of an issue with the current ACC. I put it in this long-winded post though so it might've been missed:
scroton wrote:
Graf Zahl wrote:Normally ACC should throw an error for this mistake, so I'm leaving the report open.
I grabbed a bunch of stuff off the acc git a while ago for what I'm using to compile and haven't recently updated, so it's probably on my end rather than an issue with current ACC.
I uploaded what I'm using here.
Since I gave CactusHedge that link to use ACC on his end his error with ACC is caused by the same thing mine was.

Unless it also happens in current ACC, which I'm not certain, as I haven't gotten around to updating since that post.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Graf Zahl » Mon Mar 16, 2015 2:20 am

I'm not closing this because the issue needs to be addressed in ACC which should abort with an error if a #library directive is encountered after some code has been generated.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by scroton » Mon Mar 16, 2015 2:11 am

Graf Zahl wrote: There's tons of messages in the console about. Here's the console dump:
Texman.Init: Init texture manager.
Invalid data encountered for texture colourfulhell301.pk3:sprites/seperator
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
...
Thanks for taking the time to relay that. After talking to CactusHedge on irc though it turns out that jpalomo went ahead and already fixed the issues with the mod for CactusHedge (including my acs #library error as well as all the errors you listed) so by the time I downloaded it I was looking at the fixed version. Sorry for not realizing sooner and wasting your time.

You can probably close this bug now.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Graf Zahl » Mon Mar 16, 2015 1:59 am

scroton wrote:
Graf Zahl wrote:That mod is a mess anyway. Endless errors upon start, someone really needs to clean up.
I'm not the mod author/maintainer, I just gave CactusHedge a little bit of acs a while ago, but what are the errors? The version from the thread gives me none on startup in ZDoom 2.8pre-1190-gd8d2058.

There's tons of messages in the console about. Here's the console dump:
Texman.Init: Init texture manager.
Invalid data encountered for texture colourfulhell301.pk3:sprites/seperator
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Tried to register class 'GrowRaisin' more than once.
Script warning, "colourfulhell301.pk3:revenants" line 476:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:revenants" line 476:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:revenants" line 477:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:revenants" line 477:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:shotgunners" line 183:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:shotgunners" line 184:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:shotgunners" line 185:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:shotgunners" line 186:
Unknown class name '0'
Script warning, "colourfulhell301.pk3:fatsos" line 385:
Unknown class name '0'
R_Init: Init Doom refresh subsystem.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by scroton » Mon Mar 16, 2015 12:44 am

No worries.
And wasn't load order or the Metal Jukebox that was the issue, but rather the code issue I introduced which was pointed out by Graf. The Metal Jukebox just happened to be something that contained acs that got loaded before colorful hell--but it could have been anything containing acs that would have produced similar results.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Cryomundus » Sun Mar 15, 2015 9:50 pm

Honestly, it was because I couldn't compile it myself, though I didn't expect the mix of Term's jukebox to be the culprit (I had made a custom version of it for personal use, didn't think I needed to include that of all things) soooo I thought that it must be broken. Messy was more due to "I have no idea what this thing's purpose is, it tends to crash for some reason (not knowing that load orders would be problem, and not expecting ACS to be in a monster pack too), thus it must be broken and have messy code." Apologies for that. Glad to see the problem was fixed regardless though. :oops:

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by scroton » Sun Mar 15, 2015 9:00 pm

Marrub had the same error with the intercept function when he loaded TSP with Terminus's Metal Jukebox, but only if he loaded the Metal Jukebox first, and nobody else could reproduce the error even using the same version of the files in the same version of GZDoom. We never figured out the reason so if my putting the #include before #library is the culprit I will be very happy.
Graf Zahl wrote:Ok, I can't track this down but I have a suspicion. Here's the script's first few lines:

Code: Select all

#include "zcommon.acs"
#include "commonfuncs.h"
#include "mathFuncs.h"
#include "miscFuncs.h"

#library "CHACS" 
Looks ok so far, right?
But the includes contain actual code, so anything in there does not tag strings properly for the library which can trigger all sorts of undefined behavior.
Blue Shadow wrote:Is that why it's said that #library should be the first line in the file, even before any #includes?
edward850 wrote:Yes, otherwise all strings before it won't be phrased in the library. It is technically possible for a script to have multiple sets of strings (although I'm unsure how far ACC will take that)
Ah. I didn't actually know this. It's passing strings to the function so that's probably the culprit. So the correct order would be

Code: Select all

#include "zcommon.acs"
#library "CHACS" 

#include "commonfuncs.h"
#include "mathFuncs.h"
#include "miscFuncs.h"
then?
Graf Zahl wrote:That mod is a mess anyway. Endless errors upon start, someone really needs to clean up.
I'm not the mod author/maintainer, I just gave CactusHedge a little bit of acs a while ago, but what are the errors? The version from the thread gives me none on startup in ZDoom 2.8pre-1190-gd8d2058.
Graf Zahl wrote:Normally ACC should throw an error for this mistake, so I'm leaving the report open.
I grabbed a bunch of stuff off the acc git a while ago for what I'm using to compile and haven't recently updated, so it's probably on my end rather than an issue with current ACC.
I uploaded what I'm using here.
Cryomundus wrote:Honestly, I'm not even sure how the acs was even compiled in the first place, as I can't actually compile the source file myself in SLADE.
Cryomundus wrote:I'm also a little curious as to how the acs file was actually compiled (as in what version of acc was used), because I can't actually compile it myself with the acc compiler provided on the zdoom site. It literally shouldn't be able to compile but it somehow was?
I'm using some ACC I downloaded off the acc git a while ago, linked above. It also might be that you haven't added the files commonFuncs.h, mathFuncs.h and miscFuncs.h to the folder where your ACC is located.
Cryomundus wrote: Heck, I'm not even sure why the acs was even needed in the first place. It doesn't seem to do anything particularly special.

I mean, it seems he wanted them to lob a cyb missile or something. Heck, he just make a custom decorate one, it'd be far easier and simpler. I get referencing is useful, but not when it makes a massive, unwieldy mess of code.

edit: by massive, unweildy mess, I mean the acs. I actually can't tell what the purpose of it is. It's also broken. And weird.
It's purpose is shooting a missile on an intercept course with the target based upon it's current speed rather than it's current location.
What makes the code messy/broken? Is it not commented enough or do you mean something is amiss formatting-wise?
Hege Cactus wrote:I'm going to probably have to contact him about it or just remove it from the mod, tho it would be a shame to eliminate it cause the interception adds quite a nice bit of life to normal cybie fight and the barons/HKs.
I'm honestly not good with ACS myself and I'm still learning so yeah so I dont really know much on it.
Try changing

Code: Select all

#include "zcommon.acs"
#include "commonfuncs.h"
#include "mathFuncs.h"
#include "miscFuncs.h"

#library "CHACS" 
to

Code: Select all

#include "zcommon.acs"
#library "CHACS" 

#include "commonfuncs.h"
#include "mathFuncs.h"
#include "miscFuncs.h"
(if the second block of code is actually the correct order; wait to hear back from Graf or Edward about that EDIT: Checked with Edward on irc, and the second one is the correct order) and see if the problem persists.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Hege Cactus » Sun Mar 15, 2015 7:35 pm

Cryomundus wrote:
Hege Cactus wrote:Well shit I didn't know this caused trouble
The script is not by me, its made by scroton, its basicly a projectile interception that adds cyberdemon and baron to have a interception/predict where to shoot the thing, it didnt seem to cause any trouble earlier, I was instructed to add to the same main file incase I had to add other scripts (I had to add some level feels, but they are like super basic), and even then it didn't seem to cause issues with normal zdooms.
I'm going to probably have to contact him about it or just remove it from the mod, tho it would be a shame to eliminate it cause the interception adds quite a nice bit of life to normal cybie fight and the barons/HKs.

I'm honestly not good with ACS myself and I'm still learning so yeah so I dont really know much on it.
I'm also a little curious as to how the acs file was actually compiled (as in what version of acc was used), because I can't actually compile it myself with the acc compiler provided on the zdoom site. It literally shouldn't be able to compile but it somehow was?

I mean, did you get the compiled version from scroton or did you manage to compile it yourself? Not being mean, just honestly curious, cuz this weird and fascinating, I meanm it's like when one of my cs projects decided not to work at all, but if I deleted the old file and paste it back it worked again. Maybe permission error? Still have no idea why it did what it did.
Honestly I got the complier from scroton too cause I am just doofus with ACS and he was pretty willing to help.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Cryomundus » Sun Mar 15, 2015 7:29 pm

Hege Cactus wrote:Well shit I didn't know this caused trouble
The script is not by me, its made by scroton, its basicly a projectile interception that adds cyberdemon and baron to have a interception/predict where to shoot the thing, it didnt seem to cause any trouble earlier, I was instructed to add to the same main file incase I had to add other scripts (I had to add some level feels, but they are like super basic), and even then it didn't seem to cause issues with normal zdooms.
I'm going to probably have to contact him about it or just remove it from the mod, tho it would be a shame to eliminate it cause the interception adds quite a nice bit of life to normal cybie fight and the barons/HKs.

I'm honestly not good with ACS myself and I'm still learning so yeah so I dont really know much on it.
I'm also a little curious as to how the acs file was actually compiled (as in what version of acc was used), because I can't actually compile it myself with the acc compiler provided on the zdoom site. It literally shouldn't be able to compile but it somehow was?

I mean, did you get the compiled version from scroton or did you manage to compile it yourself? Not being mean, just honestly curious, cuz this weird and fascinating, I meanm it's like when one of my cs projects decided not to work at all, but if I deleted the old file and paste it back it worked again. Maybe permission error? Still have no idea why it did what it did.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Hege Cactus » Sun Mar 15, 2015 7:09 pm

Well shit I didn't know this caused trouble
The script is not by me, its made by scroton, its basicly a projectile interception that adds cyberdemon and baron to have a interception/predict where to shoot the thing, it didnt seem to cause any trouble earlier, I was instructed to add to the same main file incase I had to add other scripts (I had to add some level feels, but they are like super basic), and even then it didn't seem to cause issues with normal zdooms.
I'm going to probably have to contact him about it or just remove it from the mod, tho it would be a shame to eliminate it cause the interception adds quite a nice bit of life to normal cybie fight and the barons/HKs.

I'm honestly not good with ACS myself and I'm still learning so yeah so I dont really know much on it.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Cryomundus » Sat Mar 14, 2015 8:58 pm

Sooo just getting rid of the acs and commenting out the calls to the former made it very, very playable. :roll:

Honestly, I'm not even sure how the acs was even compiled in the first place, as I can't actually compile the source file myself in SLADE. Heck, I'm not even sure why the acs was even needed in the first place. It doesn't seem to do anything particularly special.

I mean, it seems he wanted them to lob a cyb missile or something. Heck, he just make a custom decorate one, it'd be far easier and simpler. I get referencing is useful, but not when it makes a massive, unwieldy mess of code.

I was not expecting so many replies. I also wasn't expecting colourfulhell to be the culprit. I'll probably also toss a quick mediafire link to MASTER3.wad for the hell of it probably 1-2 days from now. I originally found it on doomseeker, btw.

edit: by massive, unweildy mess, I mean the acs. I actually can't tell what the purpose of it is. It's also broken. And weird.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Graf Zahl » Sat Mar 14, 2015 5:13 am

Normally ACC should throw an error for this mistake, so I'm leaving the report open.

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by edward850 » Sat Mar 14, 2015 5:11 am

Yes, otherwise all strings before it won't be phrased in the library. It is technically possible for a script to have multiple sets of strings (although I'm unsure how far ACC will take that).

Re: [g2.1.pre-697-g4e7cfef] Very Fatal Error- Access Violati

by Blue Shadow » Sat Mar 14, 2015 5:09 am

Is that why it's said that #library should be the first line in the file, even before any #includes?

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