AwesomeMod Bug Report Thread
Orionos:
Quote from: J. M. Pescado on 2011 December 19, 12:22:29
One instance of this bug was fixed in the latest version, but its exact cause remains somewhat unclear and appears to be some manner of deeply rooted engine malfunction. Are you sure that you are using the latest version?
So it's either a Bohrbug or a Mandelbug.
I have experienced this behavior on 1.26 with the December 9 package, and on 1.29 with the December 16 package. Those were/are the most recent packages for those versions, right?
Last time I played was during Ambitions. Didn't have a problem then, so it must have happened with one of the patches (since it's now also happening in the base game). If I'm not mistaken, all patch content is now neatly stored in delta-packages, so one of them probably contains the bug. Since my game crashes quite reliably, I could test any new versions if you want. At any patch level.
By the way, thanks for all the hard work and time you put into the mod.
J. M. Pescado:
This particular issue is definitely a "Bohr" bug. I spent hours doing binary-sweep to isolate the section of code that triggered it, except there's absolutely no good reason why it should, since it's a widely used standard function call with no arguments, that should not under any circumstances CRASH, and when I bypassed that call, replacing it with an awkward kludge, it stopped crashing in that test case.
So in this update, I have globally replaced all the calls used with aforementioned awkward kludge.
Orionos:
Quote from: J. M. Pescado on 2011 December 19, 14:18:24
This particular issue is definitely a "Bohr" bug. I spent hours doing binary-sweep to isolate the section of code that triggered it, except there's absolutely no good reason why it should, since it's a widely used standard function call with no arguments, that should not under any circumstances CRASH, and when I bypassed that call, replacing it with an awkward kludge, it stopped crashing in that test case.
So in this update, I have globally replaced all the calls used with aforementioned awkward kludge.
Sorry...
[Exception info]
date: 2011-12-19
time: 16.45.54
type: ACCESS_VIOLATION reading address 0x00000030
address: 0x00d22aef "C:\Games\Sims\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x00921aef
Worked for almost 20 minutes though.
The strange thing is, when I started playing about 3 days ago, I was running a game in Bridgeport with everything installed. It ran for nearly a day without a crash. By then the Speed 4 had slowed to a crawl. I attributed it to a CPU which kept maxing out. So I bought a new one. Now my CPU doesn't go over 80%, my RAM doesn't go higher than 60%, my FPS stays above 60, but these crashes have started happening (and Speed 4 still slows down to a crawl after a while unfortunately).
Why didn't the game crash that first day? Nothing changed except my CPU.
Sometimes the Sims reminds me of Windows. When it started, it was small, fast and efficient. Then they kept adding stuff onto it, until now it is a huge blob of code that has to be compiled in its entirety every time something needs to be tested.
J. M. Pescado:
Send the save of shortly before it crashes and I'll take a look. Save often, and see if you can get it to go boom within a few seconds of the last save.
Orionos:
Quote from: J. M. Pescado on 2011 December 19, 16:40:25
Send the save of shortly before it crashes and I'll take a look. Save often, and see if you can get it to go boom within a few seconds of the last save.
A few seconds?! It takes nearly 10 seconds to save!
Well, I do like a challenge for the sake of progress. Risking public humiliation, but when you say 'send', where exactly is it you want me to send it? And what files do you need? The 5 files in the "savename.sims3" directory only (neatly compressed of course)?
Runs off to annoy the heck out of the game.
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