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Crash addresses: Reasons and Solutions - Printable Version +- Las Venturas Playground (https://forum.sa-mp.nl) +-- Forum: Main Talk (https://forum.sa-mp.nl/forum-3.html) +--- Forum: Development (https://forum.sa-mp.nl/forum-16.html) +--- Thread: Crash addresses: Reasons and Solutions (/thread-28383.html) Pages:
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Crash addresses: Reasons and Solutions - Jay - 11-06-2011 List of client crashes along with their cause and solution. To be updated. Will be published here and on SA:MP forums when a significantly sized list is compiled. Rare 0x00000000 - SA-MP is not initializing. Solution:: Re-install the game, ensure singleplayer works. If you have any mods installed, remove them. 0x006E3D17 - Skin related. Often occurs when changing the skin of a player who is in a vehicle, or is just entering or exiting one. Solution: Ensure the player is on foot before changing their skin. 0x0058370A - Vehicle related. Occured when the script attempted to put the player in a vehicle. The vehicle the player is being teleported into is not yet available and/or rendered in the world. Solution: Wait a few milliseconds before teleporting a player into a vehicle that is newly created. Another solution would potentially be to use SetCameraBehindPlayer prior to teleporting them to the vehicle. 0x0040F64C - Issue with Windows 7. Solution: Update to SA:MP 0.3d. If it still occurs, rename your GTASA directory. 0x0059F8B4 - Occurs when client fails to load SA-MP objects. Solution: Click 0x00746929 OR 0x0081214A - Badly configured client side setting. Solution: Click Frequent 0x007F0BF7 -> Related to vehicle upgrades. Often caused when the server attempts to put an invalid upgrade on a vehicle (EG nos or spoilers on a motorbike). Other causes could be bad client side vehicle mods. 0x00544BC8 - Object related. Too many objects are showing for the player. Solution: Use a streamer to fix this and lower the maximum amount of visible objects for players at a time. 0x00415D47 - Object related. Occurs when the client has a lot of objects on show. It's somehow related to collisions but extremely hard to trace and fix. Solution: It occurs randomly depending on the object. Remove groups of objects and use the process of elimination to establish which objects are causing it and remove them from your script. Ingame warning codes Warning(s007) Exception: 0x0000005 at 0x534134 - This is an issue in Windows 7 / Vista. Solution: Run SA-MP as administrator Warning(s007): Exception 0xC0000005 at 0x5E5815 - Difficult to trace. The method this address points to does a whole load of things. It processes animation blending based on the surface the ped is standing on and then deals with audio, and is called right after a function which *gives* you weapons... Perhaps what happened here is that some script-invoked event occurred right at the moment that you were entering a vehicle (e.g. receiving a weapon, teleporting or something similar). Warning(opcode 0x107): Exception 0xC0000005 at 0x544BC8 - See 0x00544BC8 Warning(opcode 0x107): Exception 0xC0000005 at 0x536DF4 - See 0x00544BC8 Re: Crash addresses: Reasons and Solutions - Peter - 11-06-2011 0x58370A This is a function which determines the player's camera facing-direction prior to rending the radar in the HUD. If the camera mode is 16, presumably something vehicle-related, it retrieves the Entity which the camera is tracking and fetches it's location matrix. As the Entity, for whatever reason, could not be retrieved, there is a null pointer exception. In human talk: the vehicle the player is being teleported into is not yet available and/or rendered in the World. Potential fix is to call SetCameraBehindPlayer() just after the player has teleported in or out a vehicle. 0x415D47 This is some deep function in GTA's collision resolving system. Hard to triage, but definitely object related. Only plausible solution is to bisect the offending object. Re: Crash addresses: Reasons and Solutions - Pedro - 11-06-2011 Rare (Occurs one time in 50) 0x0058370A - This bug's not new, it used to happen on the previous gamemodes as well. It occurs when the player reaches the last checkpoint of a race or when exports a vehicle. In this case I was exporting vehicles, I'm not sure if the cause of the race's bug can be the same, but since both happen exactly after reaching a checkpoint, it may be. Re: Crash addresses: Reasons and Solutions - Jay - 11-06-2011 Thanks, updated! ![]() Pedro: That crash address you posted is the same one that Peter just explained
Re: Crash addresses: Reasons and Solutions - Pedro - 11-06-2011 LOL right, sorry then. When I started writing my post Peter hadn't posted his post yet, and then I didn't compare the adresses ahah
Re: Crash addresses: Reasons and Solutions - Richard - 01-03-2012 Bit of a bump, but I suppose this is a good place. We were playing robbery and I was on defend. I went to the hunter and when I was about to get in (I pressed my enter vehicle key), I crashed. I didn't think anything of it and rejoined without checking my logs. New game, attack this time. I spawn, and crash right away. This is what I got: Quote:[22:20:42] * Use the ! prefix to talk to your team. Pedro crashed with me, but he didn't get any errors. Re: Crash addresses: Reasons and Solutions - Peter - 01-04-2012 0x5E5815 is located a function called by in CPed: rocessControl (0x5E8CD0) right after a call to RpAnimBlendClumpGetFirstAssociation, which requests RpAnimBlendAssociation->sAnimID. Given that RpAnimBlendClumpGetFirstAssociation returns a pointer and sAnimID is requested on the [tt]eax[/tt] object (return value), and RpAnimBlendClumpGetFirstAssociation may return NULL if RpAnimBlendClumpIsInitialized equals false, Rockstar failed to add a NULL-check here and assumed that a proper value would be returned.The method does a whole load of things. It processes animation blending based on the surface the ped is standing on and then deals with audio, and is called right after a function which *gives* you weapons. What I think happened here is that some script-invoked event occurred right at the moment that you were entering a vehicle (e.g. receiving a weapon, teleporting or something similar). Re: Crash addresses: Reasons and Solutions - Richard - 01-04-2012 In other words, nothing we can do about it? Re: Crash addresses: Reasons and Solutions - Richard - 01-05-2012 And another.. this happened when the robbery ended. I got spawned back around ship and crash. Nothing in my log this time, just the crash report: Quote:SA-MP 0.3d-R2 Re: Crash addresses: Reasons and Solutions - Jay - 05-03-2012 Updated \o Few more and I'll publish it
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