[reVC] Shakedown crash #1332

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opened 3 years ago by BreakinBenny · 4 comments
BreakinBenny commented 3 years ago (Migrated from github.com)

Describe the bug
In the first Vercetti Estate mission Shakedown, upon shooting some glass panels the game crashes with this:
`Assertion failed!
File: ..\src\core\Lists.cpp
Line: 20
Function: CEntryInfoNode::operator new
Expression: node

(Press Retry to debug the application)`

And when it doesn't, my game just crashes without an error message.

To Reproduce
Start the Shakedown job, then get to the mall and shoot some glass or move around it a good bit; your game should close unceremoniously or print the above error. I can't tell whether this happens even outside Shakedown.

Expected behavior
The issue should not happen at all. When my game crashes, I can't take a screenshot at all.

Version
Windows OpenGL 64bit OAL 355c260

**Describe the bug** In the first Vercetti Estate mission **Shakedown**, upon shooting some glass panels the game crashes with this: `Assertion failed! File: ..\src\core\Lists.cpp Line: 20 Function: CEntryInfoNode::operator new Expression: node (Press Retry to debug the application)` And when it doesn't, my game just crashes without an error message. **To Reproduce** Start the Shakedown job, then get to the mall and shoot some glass or move around it a good bit; your game should close unceremoniously or print the above error. I can't tell whether this happens even outside Shakedown. **Expected behavior** The issue should not happen at all. When my game crashes, I can't take a screenshot at all. **Version** Windows OpenGL 64bit OAL 355c260
ttyborg commented 3 years ago (Migrated from github.com)

I can also confirm this crash happening on Linux as of 4b747e5.
It happens during freeroam as well, so it is not tied to being on a mission.

Using GDB I also got this, hope it helps:

#0  0x0000555555777959 in CEntryInfoList::InsertItem (sect=0x555555d464c0 <CWorld::ms_aSectors+394880>, listnode=<optimized out>, list=0x555555d464d0 <CWorld::ms_aSectors+394896>, this=0x55555a7f9b60) at ../src/core/Lists.h:107
#1  CPhysical::Add (this=0x55555a7f9a70) at ../src/entities/Physical.cpp:142
#2  0x000055555586288b in CWorld::Add (ent=ent@entry=0x55555a7f9a70) at ../src/core/World.cpp:73
#3  0x000055555569bab8 in CEscalator::Update (this=0x555555a079c0 <CEscalators::aEscalators+704>) at ../src/renderer/Fluff.cpp:974
#4  0x000055555569bbbf in CEscalators::Update () at ../src/renderer/Fluff.cpp:1127
#5  CEscalators::Update () at ../src/renderer/Fluff.cpp:1122
#6  CMovingThings::Update () at ../src/renderer/Fluff.cpp:442
#7  0x00005555556c54c8 in CGame::Process () at ../src/core/Game.cpp:927
#8  0x0000555555887fe6 in Idle (arg=0x1) at ../src/core/main.cpp:1540
#9  0x0000555555888a08 in AppEventHandler (event=<optimized out>, param=0x1) at ../src/core/main.cpp:1784
#10 0x00005555558a30a0 in RsEventHandler (event=rsIDLE, param=0x1) at ../src/skel/skeleton.cpp:210
#11 0x0000555555581b21 in main (argc=<optimized out>, argv=<optimized out>) at ../src/skel/glfw/glfw.cpp:2330
I can also confirm this crash happening on Linux as of 4b747e5. It happens during freeroam as well, so it is not tied to being on a mission. Using GDB I also got this, hope it helps: ``` #0 0x0000555555777959 in CEntryInfoList::InsertItem (sect=0x555555d464c0 <CWorld::ms_aSectors+394880>, listnode=<optimized out>, list=0x555555d464d0 <CWorld::ms_aSectors+394896>, this=0x55555a7f9b60) at ../src/core/Lists.h:107 #1 CPhysical::Add (this=0x55555a7f9a70) at ../src/entities/Physical.cpp:142 #2 0x000055555586288b in CWorld::Add (ent=ent@entry=0x55555a7f9a70) at ../src/core/World.cpp:73 #3 0x000055555569bab8 in CEscalator::Update (this=0x555555a079c0 <CEscalators::aEscalators+704>) at ../src/renderer/Fluff.cpp:974 #4 0x000055555569bbbf in CEscalators::Update () at ../src/renderer/Fluff.cpp:1127 #5 CEscalators::Update () at ../src/renderer/Fluff.cpp:1122 #6 CMovingThings::Update () at ../src/renderer/Fluff.cpp:442 #7 0x00005555556c54c8 in CGame::Process () at ../src/core/Game.cpp:927 #8 0x0000555555887fe6 in Idle (arg=0x1) at ../src/core/main.cpp:1540 #9 0x0000555555888a08 in AppEventHandler (event=<optimized out>, param=0x1) at ../src/core/main.cpp:1784 #10 0x00005555558a30a0 in RsEventHandler (event=rsIDLE, param=0x1) at ../src/skel/skeleton.cpp:210 #11 0x0000555555581b21 in main (argc=<optimized out>, argv=<optimized out>) at ../src/skel/glfw/glfw.cpp:2330 ```
Rugaliz commented 3 years ago (Migrated from github.com)

Can confirm that I'm having the same issue.
Fedora Linux 34 OpenGl

Can confirm that I'm having the same issue. Fedora Linux 34 OpenGl
gjk-23 commented 3 years ago (Migrated from github.com)

Could it be that you set Ped density to max? It always crashes for me with the ped density set to max when I'm in the mall. I have to turn the bars down half way before going into the mall.

Could it be that you set Ped density to max? It always crashes for me with the ped density set to max when I'm in the mall. I have to turn the bars down half way before going into the mall.
BreakinBenny commented 3 years ago (Migrated from github.com)

Could it be that you set Ped density to max? It always crashes for me with the ped density set to max when I'm in the mall. I have to turn the bars down half way before going into the mall.

Maybe. I maxed both that and the car density when I played, which is also definitely why I saw very few gang members spawn during particular Rampages. This would definitely require capping the two settings to 3 instead of 3.4!

> Could it be that you set Ped density to max? It always crashes for me with the ped density set to max when I'm in the mall. I have to turn the bars down half way before going into the mall. Maybe. I maxed both that and the car density when I played, which is also definitely why I saw very few gang members spawn during particular Rampages. This would definitely require capping the two settings to 3 instead of 3.4!
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Reference: mirror/re3#1332
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