Author Topic: Access Violation in pscelclient.cpp  (Read 1024 times)

bitula

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Access Violation in pscelclient.cpp
« on: January 29, 2005, 08:53:38 pm »
client crashes at:

            GEMClientActor* actor = dynamic_cast (entities[entNum]);

with

First-chance exception in psclient.exe (MSVCRTD.DLL): 0xC0000005: Access Violation.
First-chance exception in psclient.exe (KERNEL32.DLL): 0xE06D7363: Microsoft C++ Exception.

in psCelClient::PruneEntities() (line 621 pscelclient.cpp)

under VC6.

Any idea?

I\'ve checked out last some 2 weeks ago.

Also, the server and client both are reporting some texture class or file miss like bigpotion pics etc. Is this a problem? And why do I see molecular blue on intro screen? Is there any way to know what was checked in last, since it\'s very time consuming to recompile everyting after checkout (update)?

 
« Last Edit: January 29, 2005, 09:40:16 pm by bitula »

bitula

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« Reply #1 on: January 30, 2005, 03:50:52 am »
After I updated from cvs and recompiled everything I\'ve crashed at the same line:
GEMClientActor* actor = dynamic_cast (entities[entNum]);
But this time in entitylabels.cpp

Any idea?

bitula

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« Reply #2 on: January 30, 2005, 05:03:15 am »
well I\'ve replaced these lines with something like:

GEMClientActor* actor = NULL;  
    try {
    actor = dynamic_cast(entities[entNum]);
    } catch (...) {};

Is that OK?

Now I\'m able to walk around in a forest. My problem is now: why am I (and everyone else) a cube-shaped figure? Where is plaaza and all other stuff which use to be in the online game?  :):) :) :) :)

AryHann

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« Reply #3 on: January 30, 2005, 08:46:17 am »
I can\'t say anything for the code questions, but about the fact that you are a box: You don\'t have the art, since it is protected by license. So, what you get with CVS version is a \"special\" package of art with which you can run PS.

You should download the art (I think you can fix it somehow but I don\'t know how, it is some .xml file that needs to be modified if I remember right) for playing in game.

Ary
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Androgos

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« Reply #4 on: January 30, 2005, 09:50:45 am »
Quote
Originally posted by bitula
well I\'ve replaced these lines with something like:

GEMClientActor* actor = NULL;  
    try {
  actor = dynamic_cast(entities[entNum]);
    } catch (...) {};

Is that OK?

That\'s the first try / catch statement in whole PS :)

I will take a look and see if the latest CEL crashes at my place and try to fix it

bitula

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« Reply #5 on: January 30, 2005, 12:39:36 pm »
--\"You should download the art (I think you can fix it somehow but I don\'t know how, it is some .xml file that needs to be modified if I remember right) for playing in game.\"

But I have the art in my normal game version (in program files). I copied data and art folders above my debug.exe, this way the models should be up to date, right? Why is that I have only NPCroom on server? Is it a dummy database shipped with cvs version? Is it enough to experiment with the database to get the extra features? Anyone knows about that xml file?

AryHann

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« Reply #6 on: January 30, 2005, 01:01:05 pm »
With the CVS version you have a dummy database and \"dummy\" art, as well. As the matter of fact the model for the avatars is called dummy ;-)

I think you could try to copy the art, but if you want to run the server on your computer, as long as you will have just NPCroom and podium, you will have access to them.

What do you mean with \"experiment with the database to get the extra features\"?

Ary
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bitula

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« Reply #7 on: January 30, 2005, 01:46:02 pm »
Well I just wondered, that after I copied the art (which I did, and it works) the actual display of sectors/models etc is determined by the database only. I\'ve checked that only NPC-room is stored there, so no wonder that there\'s no more choice on the client. My question is: is art (background, sector, models etc) configured in database only, or it has to be enabled (or configured) on client side as well? Is there any comprehensive guide available about these basic configurations ? Is there a description of the meanings of tables/fields?

Thanks for help.

AryHann

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« Reply #8 on: January 30, 2005, 03:12:04 pm »
From what I know, you have to configure the database telling it what world file it must pick. You should check also some .xml file or some other kind of config file.

I don\'t think you have to set anything on the client side.

I haven\'t found any documentation for such things. The db is almost always intuitive, I guess that for the tables you cannot understand you can ask.


Ary
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bitula

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« Reply #9 on: February 01, 2005, 03:50:30 pm »
Ok thanks, after some debugging, I\'ve found that xml file in the world folder. (The xmls describing other worlds like plazaa are included in the client zips.) I\'ll play around with these next weekend.