creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Help Forum
old
EDIT: Timed crash errors.   
Zesvotzashni

Zesvotzashni



  1/4/2010

This has been driving me nuts, I keep having to remake worlds because of it, 5 times now.

AHE0008: Attempt to access garbaged handle

Windows NT/2000 5.1 build 2600 (Service Pack 3)
OriginalDisplay DirectX (netbabel 148)
Mon Jan 04 23:02:13 2010 - Sparkster - 2.286 b195

It's ocassionally when norns get pregnant, and once that specific norn is pregnant, she must be removed before the "potbelly" sprite appears, or the game crashes....
It seems I must have saved before removing the lastest bugged norn, and now the entire world is bugged for whatever reason. However many norns laid eggs and where born perfectly fine.

I just want to know why some pregnancies are causing errors and corrupting worlds. Could be something I changed, or a mod in the game, a bad breed/genome or a bad install, but I'm not sure.

EDIT: The errors in question mention something about an "AgentHandle" or something.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  1/4/2010

Is this happening in all worlds or just one? Did this just start happening after something specific that you did (like changing a certain file, injecting a new agent, etc.?) Can you see any similarities between the Norns that crash? Do they come from the same breed, were all born during a given time frame, etc.?

It may be possible for something you downloaded to be causing this, but given that you're editing game files it's most likely to have been caused by something you changed. That's just what happens when you start dipping your fingers into the game's brains, some things may break. :\



 
Zesvotzashni

Zesvotzashni



  1/4/2010

One paticular one that was causing issuses was a Banana Norn female, I ended up having to export her, as for the one who caused the corruption I don't know, there was a few pregananices going on at once, most where successful with no errors, they are all seperate breeds otherwise and born at diffrent times.

Happened a few times in other worlds as far as I know, I reconise the error, however I know I've used 90% of these agents and all of the same breeds years before with no issuses at all. These are the first worlds I made after years of not playing so it's basically happened the moment I made the worlds.

The only things that are diffrent is the 2 files I changed (Which have nothing to with pregnancies but still a culprit), a few agents (All nothing to do with pregnancies, but still could be) and a file I got that was supposed to change something involving eggs and how they hatch... See if I can find it..


EDIT: Found it, it's an edited version of "DS creatureBreeding.cos" I believe it has something to do with making eggs hatch underwater and effects how they breed.
I'm suspecting this is what's causing it and it does what it's supposed to fairly well, except when it comes to pregnancies, assuming it's not conflicting with something else I wonder if it would be possible to fix it?
In the meantime, I'll try it with the original file...

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  1/5/2010

I'm not sure why you're assuming a Norn must be behind this. Individual Norns don't just "cause" corruptions and bugs in the game, not ones that continue after their removal/deaths or occur in other individuals.

My advice would be to simply take out the most likely culprit files. I'd recommend paying close attention to your own edits. There are a few different underwater eggs mods and some of them may potentially be buggy, but this seems like a strange error for just a regular agent to make. I doubt an underwater eggs mod would cause this because it affects the eggs themselves, and the differences between original and mod versions are pretty minor AFAIK.

Once your "top suspect" (file) is taken out, create a brand new world and start breeding Norns. If the problem persists, take the next most likely culprit out too. If it's an agent, remove it from the world first, or if it's a mod start a new world. (Even after you remove an .agent or .cos file the code is still present in the game, so you need to either remove it or start fresh with the original file to make sure the potential "bad coding" isn't still floating around in your world.)

Just keep taking files out until it doesn't happen anymore, and you'll know the last file you took out was the one causing problems. As long as you don't get into bouts of downloading hundreds of files at a time, it shouldn't take to long. ;)



 
Zesvotzashni

Zesvotzashni



  1/5/2010

I just figured out it's nothing to do with pregnancies, although it did seem to be aggrivated by them, fianlly I was able to get the exact error:

CSE0001: Caught C-style structured exception at 0x7C911689

EXCEPTION_ACCESS_VIOLATION
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.
Attempt was to read from address 0x000D60C4

Function not found in map file at 0x7C911689
Function not found in map file at 0x7C91084C
Function not found in map file at 0x77C2C2DE
Contained in: "public: void __thiscall AgentManager::FindBySightAndFGS(class AgentHandle const &,class std::list<class AgentHandle,class std::allocator<class AgentHandle> > &,class Classifier const & )" in AgentManager.obj

Fresh world, replaced the cos with original, cut back on agent use to 97% stuff I used before. It seems to be something that occurs after a certain amount of time in-game and keeps getting worse.

 
Wiimeiser

Wiimeiser



  1/5/2010

The game is going outside its assigned RAM limit which is setting off the security system. The only fix would be to have a PC with much less RAM.

Hashikin ko Tyni Kong Taria Haju'Rumia'an Klodz'Proddi. Terdish oxen saur yessi atai Kongo Dolpik!
 
xan

xan



  1/5/2010

I'm pretty sure you're reading the error too literally, wiimeiser; the error is a log of the effects, not the cause itself

You found DS creatureBreeding.cos was edited and replaced it with the original, yes? Try running
ject "DS creatureBreeding.cos" 7
in the console to refresh the world.

 
Zesvotzashni

Zesvotzashni



  1/6/2010

Tried the console command + removing several suspect agents, still crashed so it's not either.

I found the logfile for the game, hopefully it has more information:

----------------------------------------------------
LOG STARTED Windows NT/2000 5.1 build 2600 (Service Pack 3)
OriginalDisplay DirectX (netbabel 148)
Wed Jan 06 02:00:34 2010 - Sparkster - 2.286 b195

Error in: WinMain
CSE0001: Caught C-style structured exception at 0x7C911689



EXCEPTION_ACCESS_VIOLATION

The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.

Attempt was to read from address 0x00000000



Function not found in map file at 0x7C911689

Function not found in map file at 0x7C91A3F5

Function not found in map file at 0x7C911937

Function not found in map file at 0x77C2C3C9

Function not found in map file at 0x77C2C3E7

Function not found in map file at 0x77C29CD4

Contained in: "public: void __thiscall Genome::ReadFromFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,int,unsigned char,int,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >;)" in Genome.obj

Contained in: "public: __thiscall Genome::Genome(class GenomeStore &,int,int,unsigned char,int)" in Genome.obj

Contained in: "public: virtual void __thiscall SkeletalCreature::Update(void)" in SkeletalCreature.obj

Contained in: "public: void __thiscall AgentManager::UpdateAllAgents(void)" in AgentManager.obj

Contained in: "public: void __thiscall World::TaskSwitcher(void)" in World.obj

Contained in: "void __cdecl HandleMessages(unsigned int,unsigned int,bool)" in Window.obj

Contained in: "_WinMain@16" in Window.obj



Windows NT/2000 5.1 build 2600 (Service Pack 3)

OriginalDisplay DirectX (netbabel 148)

Wed Jan 06 02:00:34 2010 - Sparkster - 2.286 b195
Action: Brutal Abort



+ Another crash, this time a CTD:

----------------------------------------------------
LOG STARTED Windows NT/2000 5.1 build 2600 (Service Pack 3)
OriginalDisplay DirectX (netbabel 148)
Wed Jan 06 02:06:13 2010 - Sparkster - 2.286 b195

Error in: WinMain
CSE0001: Caught C-style structured exception at 0x7C911689



EXCEPTION_ACCESS_VIOLATION

The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.

Attempt was to read from address 0x59726577



Function not found in map file at 0x7C911689

Function not found in map file at 0x7C91084C

Function not found in map file at 0x77C2C2DE

Contained in: "protected: void __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Erase(struct std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Node *)" in Background.obj

Contained in: "protected: void __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Erase(struct std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Node *)" in Background.obj

Contained in: "protected: void __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Erase(struct std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Node *)" in Background.obj

Contained in: "protected: void __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Erase(struct std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Node *)" in Background.obj

Contained in: "protected: void __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Erase(struct std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Node *)" in Background.obj

Contained in: "protected: void __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Erase(struct std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::_Node *)" in Background.obj

Contained in: "public: class std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::iterator __thiscall std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::erase(class std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::iterator,class std::_Tree<unsigned long,struct std::pair<unsigned long const ,bool>,struct std::map<unsigned long,bool,struct std::less<unsigned long>,class std::allocator<bool> >::_Kfn,struct std::less<unsigned long>,class std::allocator<bool> >::iterator)" in Background.obj

Contained in: "public: void __thiscall Background::Draw(bool,class std::vector<struct tagRECT,class std::allocator<struct tagRECT> > &,class std::list<struct std::pair<int,int>,class std::allocator<struct std::pair<int,int> > > &;)" in Background.obj

Contained in: "public: void __thiscall DisplayEngine::Update(class Background *,class DrawableObjectHandler *,bool,bool,struct IDirectDrawSurface4 *)" in DisplayEngine.obj

Contained in: "public: void __thiscall CameraSprite::Update(class Position,bool,bool)" in CameraSprite.obj

Contained in: "public: void __thiscall Camera::Update(bool,bool)" in Camera.obj

Contained in: "public: virtual void __thiscall MainCamera::Render(void)" in MainCamera.obj

Contained in: "void __cdecl HandleMessages(unsigned int,unsigned int,bool)" in Window.obj

Contained in: "_WinMain@16" in Window.obj



Windows NT/2000 5.1 build 2600 (Service Pack 3)

OriginalDisplay DirectX (netbabel 148)

Wed Jan 06 02:06:13 2010 - Sparkster - 2.286 b195


Having to have less RAM would suck, however it also makes no sense cause this is the same amount as what I used back then I think.

Note the CTD came around 3-4 seconds after re-adding the "DS Candyfruit" agent back in and spreading some seeds around to see if it's the problem, it may just be coincidence though.

 
xan

xan



  1/6/2010

man if I were you I'd back up your DS folder somewhere, reinstall, and start copying your content back in slowly to see what the problem is

(or if you're less protective of your worlds just export all your creatures and start over without all the copying crap. you'll probably want your agents dir though)

shot in the dark -- you're not running 64 bit XP, are you?

 
Zesvotzashni

Zesvotzashni



  1/7/2010

I have XP but I don't even have 64bit as an option. Just 24bit most of the time and set to 16bit for the game.

I've reinstalled it once already so it's most likely something I added to my addon collection this week, so I'll just have to try resetting the brain/norn/name.cat files and try a world with nothing but the default content and breeds.

EDIT: Well I keep finding people who have the same or similar problems, but there dosen't seem to be a fix anywhere... Again it is only after a certain amount of time, 2-4 hours works perfectly fine, but any more and BAM!



EDIT2:
CSE0001: Caught C-style structured exception at 0x00408C25

EXCEPTION_ACCESS_VIOLATION
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.
Attempt was to read from address 0x00000000

Contained in: "public: virtual void __thiscall Lobe::DoUpdate(void)" in Lobe.obj
Contained in: "public: void __thiscall Brain::UpdateComponents(void)" in Brain.obj
Contained in: "public: void __thiscall Creature::OwnUpdate(void)" in Creature.obj
Contained in: "public: virtual void __thiscall SkeletalCreature::Update(void)" in SkeletalCreature.obj
Contained in: "public: void __thiscall AgentManager::UpdateAllAgents(void)" in AgentManager.obj


In a fresh world with ALL .cos and .catalogue files defaulted to originals and 99% agents I used before that I know work fine (With exceptions I've already tried removing with no effect).

I am currently testing a -FULLY- unmodified world, if it crashes too then I'm guessing it's most likely a hardware problem.
Seriously one of the weirdest and dumbest problems I've had in any game yet.

EDIT3:
The fully unmodified world seemed to work fine but the one with default .cos and.catalogues didn't.
So it's not:
1. Edited .cos files
2. Edited .catalogue files

It seems to be one of:
1. An agent
2. A breed or genome
3. A metaroom
4. Hardware

EDIT4: Again, at this point I'm almost certain it's a hardware isusse or a problem when a specific type of norn reaches a certain life stage, it's just too obviously timed.

 
Zesvotzashni

Zesvotzashni



  1/8/2010

Meh I give up, it's just too vague as to what's causing it and there is no information on the problem, noone seems to have the exact or similar error twice and nobody knows how to fix it either. This is across ALL sources I've searched on. I've come to the conclusion it is just incompatible with something I have, it is getting like a memory leak over and over.

I'll try C2 and see if that works.

 


downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
0 online
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki