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23-01-2022, 12:01 | #1 |
Leading Aircraftsman
Регистрация: Feb 2017
Сообщений: 24
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I get a crash on mission 5 (ocean volture) in the Russian sub command campaign.
It happens every time the us sub get within 5nm of the Kara-cruiser and firing missiles. - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2022-01-23T0623.0006877Z" /> <EventRecordID>79151</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>Svantesdator</Computer> <Security /> </System> - <EventData> <Data>dangerouswaters.exe</Data> <Data>0.1.0.4</Data> <Data>45b1069b</Data> <Data>NavalSimEngine.dll</Data> <Data>0.1.0.5</Data> <Data>45b1066e</Data> <Data>c0000005</Data> <Data>0004436f</Data> <Data>34a8</Data> <Data>01d810212b212942</Data> <Data>D:\Steam\steamapps\common\Dangerous Waters\dangerouswaters.exe</Data> <Data>D:\Steam\steamapps\common\Dangerous Waters\NavalSimEngine.dll</Data> <Data>b9ef300e-4e95-4012-b165-ff29cdbe7534</Data> <Data /> <Data /> </EventData> </Event> |
23-01-2022, 18:47 | #2 |
Aircraftsman
Регистрация: Nov 2016
Сообщений: 12
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Hello.
I'm also experiencing constant/immediate crashes at <Data>000175fa</Data> like Swampy's last week report. I'm playing first mission of RA campaign. Код:
text:200175FA cmp dword ptr [esi-0B4h], -1.0 ESI register points to a solution type object. I don't know which of its data member you wanted to reference there, but negative offseting it will certainly lead to memory leaks and CTD... Also it doesn't make a lot of sense at all to me to check against a floating point value (-1.0 in this) through flat cmp/imm32 + jge instructions. Shouldn't you load it to FPU first (fld)? Thanks for you efforts to keep this alive. CubanFoxtrot |
23-01-2022, 20:50 | #3 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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This is a check of the depth of the platform to which the Link, UNKNOWN contact is transmitted.
For ships and aircraft, the depth of which is undoubtedly higher than -1 meter, the link will be transmitted in any case. For submarines, there will be a depth check of the floating wire or radiomast (if without float wire). Loading into the FPU in this case is not required.
__________________
Only the dead have seen the end of the war. |
24-01-2022, 21:09 | #4 |
Aircraftsman
Регистрация: Nov 2016
Сообщений: 12
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I really don't remember anything about how the Link Data was implemented.
Can't help there, sorry. But [SolutionType-0B4h] will definitely lead to crash on that void/bool? Commander::sub_20017470(Commander *this, SolutionType *s) function if this->AIPlayer_70 == true. Please fix this. In my case (RSR 1st mission) it was SolutionType::srcEntity_154::hullID = 38 ("Warehouse 4") to SolutionType::tgtEntity_158::hullID = 90 ("Sailboat 2"), but I don't think it really matters. Some infos you're certainly aware of I figured out yesterday... Entity *SolutionType::srcEntity_154; Entity *SolutionType::tgtEntity_158; Dynamics *Entity::dynamics_1F4; Motion *Dynamics::motion_78; float Motion::alt_124; // * 1.0936 * 3.0; float SolutionType::tgtEntityCrs_108; float SolutionType::srcEntityAlt_124; float SolutionType::tgtEntityAlt_128; ... class SolutionType: SolutionTypeData, TacticalGroupData, TacticalGroupDataData, Notify; class Entity: EntityData, TacticalGroupData, TacticalGroupDataData, Notify; Again, thanks for the great work on this rather obscure and cumbersome part of the game (the exes). |
25-01-2022, 22:50 | #5 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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Fast Fix for Naval Sim Engine.
__________________
Only the dead have seen the end of the war. |
28-01-2022, 21:39 | #6 |
Aircraftsman
Регистрация: Nov 2016
Сообщений: 12
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Thanks for this quick solution.
But please don't give up with your original intention! Код:
void Commander::ProcessSolutionType_20017470(SolutionType* solutionType) { if (this->AIPlayer_70) { bool b{ true }; if (solutionType->tgtEntity_158 != nullptr) { if ((solutionType->tgtEntity_158->flags_c8 & 1 /* detected??? */) != 0 || (solutionType->flags_c8 & 4 /* contact dropped */) != 0 || (solutionType->tgtEntity_158->alliance_c4 == this->alliance_98)) { return; } b = (solutionType->tgtEntity_158->dbObjectInfo_1e8->simType_c8 != 3 /* kSTCM */); } if (b) { this->list_a4.insert(solutionType); solutionType->notify_00.register(this, false); } if (solutionType->tgtEntity_158 != nullptr && !IsFriendlySideAlliance(this->alliance_98, solutionType->tgtEntity_158->alliance_c4)) { if (solutionType->tgtEntity_158->dbObjectInfo_1e8->simType_c8 == 0 /* kSTSub */ && solutionType->confidence_FC < 40 || (solutionType->tgtEntity_158->unkEntity_1F0 != nullptr && solutionType->tgtEntity_158->unkEntity_1F0->dbObjectInfo_1e8->simType_c8 == 0 /* kSTSub */) && (solutionType->tgtEntity_158->dbObjectInfo_1e8->simType_c8 == 2 /* kSTTorp */ || solutionType->tgtEntity_158->dbObjectInfo_1e8->simType_c8 == 10 /* kSTMissile */ || solutionType->tgtEntity_158->dbObjectInfo_1e8->simType_c8 == 3 /* kSTCM */ && solutionType->tgtEntity_158->dbObjectInfo_1e8->objectType_C4 == 8 /* kOTWeap */)) { this->sub_200026CB(solutionType); } if (solutionType->tgtEntity_158->dbObjectInfo_1e8->simType_c8 == 2 /* kSTTorp */) { solutionType->vfnGetUnkData_0C(&dataBufOfSize20Bytes); // e.g. +0x10=alt for (auto n = this->unk_1C0; n != nullptr; n = n->next_04) // iterate over a linked list of Commander's entities... { if (n->value_00.entity_00 != solutionType->srcEntity_154) { if ((n->value_00.entity_00->unk_CC & 0b100 /* CPU */) != 0 && (n->value_00.entity_00->unk_CC & 0b1 /* bit set only if entity->dbObjectInfo_1e8->objectType_C4 <= kOTStat */) != 0) { if (sub_200016EA(n->value_00.entity_00, &dataBufOfSize20Bytes) < 18520.f) // seems a geometrical calculation... { n->value_00.entity_00->sub_20001956(solutionType); // might create waypoint type inside... } } } } } } } } You may probably just need to add your depth check within that Commander's 1c0 entities list loop? Who knows. |
29-01-2022, 11:46 | #7 |
Статус пользователя
Регистрация: Feb 2011
Сообщений: 22
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+1, поддержу risorgimento59. Много полезного наворотили, и этим тоже жертвовать не хотелось бы.
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08-02-2022, 00:51 | #8 |
Aircraftsman
Регистрация: Feb 2022
Сообщений: 1
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Barracuda class /Suffren class cause games to crash wen loading mission or selecting ammunition selection screen . I like to know if it just me or I need to reinstall.
also have question about submarine that use battery some of them dont seam to have battery power indication or way of recharging do they have infinite power or im missing something . Последний раз редактировалось jppsx; 08-02-2022 в 01:20. |
20-02-2022, 20:54 | #9 |
Северный флот
Регистрация: Apr 2007
Адрес: Murmansk
Сообщений: 230
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Плохой обзор с мостика
Всем привет! Хотел обратить внимание, что после выхода RA 1.51 поменялся вид с мостика "Удалого". Теперь ничего не видно назад, прожектор перекрывает обзор... Раньше было лучше. Бинокль - единственное средство на корабле для обзора, так сказать, "своими глазами". На "перри" хоть пулеметный пост есть, можно за корму посмотреть. А на "удалом" - разворачивать корабль для обзора теперь?
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