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Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Exception Error problem

The Mod I'm working on is causing this exception error, but I can't figure out what I need to 'fix' (no errors given by DSLOAMod to tell me..) in order to get rid of it for good:

--==<< Top-level exception filter report >>==--

[WorldState]

started = 125.55, stopped = 0, from = ws_load_map, to = ws_loading_map
started = 123.172, stopped = 125.55, from = ws_mp_staging_area_server, to = ws_load_map
started = 29.3664, stopped = 29.6565, from = ws_mp_internet_game, to = ws_mp_staging_area_server
started = 25.9915, stopped = 26.0485, from = ws_mp_provider_select, to = ws_mp_internet_game
started = 17.2875, stopped = 17.2906, from = ws_mp_internet_game, to = ws_mp_provider_select
started = 15.842, stopped = 15.9537, from = ws_mp_provider_select, to = ws_mp_internet_game
started = 14.0162, stopped = 14.0233, from = ws_main_menu, to = ws_mp_provider_select
started = 12.3845, stopped = 12.4092, from = ws_logo, to = ws_main_menu
started = 11.1067, stopped = 11.1859, from = ws_intro, to = ws_logo
started = 9.08279, stopped = 9.15095, from = ws_init, to = ws_intro

[Game]

time: system = 153.367372, global = 153.367371, world = 0.000000, delta = 0.000000, sim = 12959

[Modules]

name = 'C:\Program Files\Dungeon Siege Tool Kit\DSLOAMod.exe', crc = 0x4999DAC4, extra = 0x00000000

[Minidump]

'C:\Users\mike\Documents\Dungeon Siege LOA\Logs\DSLOAMod_1.50.0.56_0005.mdmp'

[Trace]

*** Report for process 0x00000D90

Process command line : "C:\Program Files\Dungeon Siege Tool Kit\DSLOAMod.exe" home="C:\Program Files\Microsoft Games\Dungeon Siege"
Process priority class : 32
Process priority boosted: no

*** Report for thread Main ***

Exception code: access violation (continuable) - attempted to read data at 0x00000008
Occurred at IP: 0x0056C6E7

Thread traits:

Thread priority : 0
Last error : 0x00000000 (The operation completed successfully.)
Thread priority boosted: no
Thread creation time : 01/12/2014,01:33:49.452
Thread kernel mode time: 03:04:22.500
Thread user mode time : 07:04:28.750

CPU registers:

eax=00000008 cs=001B eip=0056C6E7 eflags=00010202
ebx=10B7C0DC ss=0023 esp=0012ED50 ebp =0012ED68
ecx=02051220 ds=0023 esi=10B73DD4 fs =003B
edx=01E40A48 es=0023 edi=00000000 gs =0000

FPU registers:

st0= 0.510670 st4= 0.000000 ctrl=0C7F
st1= 0.000000 st5= 0.000000 stat=0120
st2= 0.000000 st6= 0.000000 tags=FFFF
st3= 0.000000 st7= 0.000000

Stack trace:

0x0056C6E7 DSLOAMod.exe: ContentDb::GetTemplateScid + 51529 bytes
0x00572208 DSLOAMod.exe: GoAspect::GetPaperDollRenderScale + 1703 bytes
0x0057BD13 DSLOAMod.exe: Go::QueryComponent + 3442 bytes
0x0057BBAA DSLOAMod.exe: Go::QueryComponent + 3081 bytes
0x0058CA88 DSLOAMod.exe: GoDb::SCloneGo + 1773 bytes
0x0058C71C DSLOAMod.exe: GoDb::SCloneGo + 897 bytes
0x005CA804 DSLOAMod.exe: GoInventory::Dump + 15600 bytes
0x005C9CE3 DSLOAMod.exe: GoInventory::Dump + 12751 bytes
0x005CA05C DSLOAMod.exe: GoInventory::Dump + 13640 bytes
0x005CA540 DSLOAMod.exe: GoInventory::Dump + 14892 bytes
0x005C60A0 DSLOAMod.exe: GoInventory::ReportItemSwitching + 7542 bytes
0x0057C0FC DSLOAMod.exe: Go::QueryComponent + 4443 bytes
0x005969E6 DSLOAMod.exe: GoDb::RCVerifyGoBucket + 9817 bytes
0x0058BC02 DSLOAMod.exe: GoDb::RCCreateGoPacker + 1124 bytes
0x0058BAD8 DSLOAMod.exe: GoDb::RCCreateGoPacker + 826 bytes
0x0058B6AB DSLOAMod.exe: GoDb::SCreateGo + 824 bytes
0x0058B4B4 DSLOAMod.exe: GoDb::SCreateGo + 321 bytes
0x0058BD5A DSLOAMod.exe: GoDb::RCCreateGoPacker + 1468 bytes
0x005EA502 DSLOAMod.exe: WorldMap::RCSetMpWorld + 17469 bytes
0x005E7110 DSLOAMod.exe: WorldMap::RCSetMpWorld + 4171 bytes
0x005E37F5 DSLOAMod.exe: SkritBotMgr::Unload + 3387 bytes
0x0071A25B DSLOAMod.exe: Debug::TestFatal2 + 3561 bytes
0x00719F83 DSLOAMod.exe: Debug::TestFatal2 + 2833 bytes
0x005D8ED3 DSLOAMod.exe: nema::Aspect::SetDiffuseColor + 405 bytes
0x004E6B7B DSLOAMod.exe: MessageDispatch::FUBI_GetClassSingleton + 4339 bytes
0x005593BB DSLOAMod.exe: IsStagingArea + 990 bytes
0x004E635F DSLOAMod.exe: MessageDispatch::FUBI_GetClassSingleton + 2263 bytes
0x004187C4 DSLOAMod.exe: AppModule::UserPause + 8117 bytes
0x00419B6C DSLOAMod.exe: AppModule::UserPause + 13149 bytes
0x00416EC1 DSLOAMod.exe: AppModule::UserPause + 1714 bytes
0x00416F99 DSLOAMod.exe: AppModule::UserPause + 1930 bytes
0x00402B04 DSLOAMod.exe: String::GetDelimitedFloat + 58 bytes
0x0040A97B DSLOAMod.exe: String::GetDelimitedFloat + 32433 bytes
0x7792ED6C kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77A2377B ntdll.dll: RtlInitializeExceptionChain + 239 bytes
0x77A2374E ntdll.dll: RtlInitializeExceptionChain + 194 bytes

*** Full report written to 'C:\Users\mike\Documents\Dungeon Siege LOA\Logs\DSLOAMod.crash'

It would be useful if you could provide more information such as:
What you are attempting to modify, or change within DSLoA?
Is your mod the only mod currently in your map, resources and DSLOA folders?
The reason I ask is there may be a conflict with what you are attempting to do and some other modification.

If it was me I would make sure that I was working with a clean version of DSLoA
[no mods except the mod you are working on]

You could always post a copy of the mod so others could try to debug it or post the code so it could be reviewed.

Elf

Sadly a lot of the time all you can do is use the old trial and error method of debugging these things. Depending on the mod of course.

So try to break the mod down into small pieces if possible and load each one until you find the culprit. Then carefully check each and every line for problems. Even something as simple as a misplaced comma can cause an exception error.

It's been so long since I've used the DS1 editor or dsloamod that I forget if there's a log or error and warnings generated upon loading a mod in the editor. In DS2 you can often load a mod with a critical error in it in the Editor but not in the game. The Editor will generate an error log containing the name of the template that's causing the problem and often the line where's the problem is located.

Thanks for the help, guys.

I ended up doing the old 'trial and error' method earlier, and it ended up being the fact that I commented out all of the 'pre-generated' DSX armor/weapon templates that drop with pcontent. The ones like "Hassat Hide Armor" and "Crystal Club" etc. I don't know why commenting these out caused fatal errors.