RE3/Windows - Corrupt Sound Cache Causes Silent Crash #1247

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opened 3 years ago by mbaran5 · 1 comments
mbaran5 commented 3 years ago (Migrated from github.com)

Describe the bug
If the sound.cache on GTA3 is corrupt, the game silently crashes to desktop after intro movie is played or skipped. The only way to determine this was the root cause of the issue was to download the debug version of the game and run in console mode. I was able to sneak a peek at the console as the game was crashing. Also had to re-enable Windows 10 error reporting UI to have enough time to catch the error before the game crashed and console closed.

To Reproduce
Attempt to run the game with a corrupt sound.cache.

Expected behavior
An error message should be present over top of the crashed instance before it silently crashes.

Screenshots
Too fast of a crash to catch the console message.

Version
a437d2b

**Describe the bug** If the sound.cache on GTA3 is corrupt, the game silently crashes to desktop after intro movie is played or skipped. The only way to determine this was the root cause of the issue was to download the debug version of the game and run in console mode. I was able to sneak a peek at the console as the game was crashing. Also had to re-enable Windows 10 error reporting UI to have enough time to catch the error before the game crashed and console closed. **To Reproduce** Attempt to run the game with a corrupt sound.cache. **Expected behavior** An error message should be present over top of the crashed instance before it silently crashes. **Screenshots** Too fast of a crash to catch the console message. **Version** a437d2b
withmorten commented 3 years ago (Migrated from github.com)

This happens when you launch the mss32 build without the radio files from the CD (i.e. head.wav), it writes an empty sound.cache (contains 0's only) and then crashes.

The crash is in cMusicManager::Initialise m_aTracks[i].m_nPosition = pos * AudioManager.GetRandomNumber(i % 5) % m_aTracks[i].m_nLength; with an integer division by 0.

This happens when you launch the mss32 build without the radio files from the CD (i.e. `head.wav`), it writes an empty sound.cache (contains 0's only) and then crashes. The crash is in cMusicManager::Initialise `m_aTracks[i].m_nPosition = pos * AudioManager.GetRandomNumber(i % 5) % m_aTracks[i].m_nLength;` with an integer division by 0.
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Reference: mirror/re3#1247
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