Assertion Failed

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Darkbee
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Assertion Failed

Post by Darkbee »

Just had my first ever crash with 1.74.2 on Win XP (SP 3). The message dialog said:
Windows Error Dialog wrote:
Assertion failed!

Program: D:\Games\Oolite\oolite.app\oolite.exe
File: src/Core/Entities/WormholeEntity.m
Line: 352

Expression: [ship hasEquipmentItem:@"EQ_WORMHOLE_SCANNER"]

For your information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts

(press Retry to debug the application -JIT must be enabled)
The only OXP I'm using is the WolfMkII.oxp. stderr.txt seems to be empty, is there anywhere else where there might be more useful debug/log information? Is the Latest.log of any use?
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Post by another_commander »

The extract you posted contains plenty of usable information, I believe. What apparently happened is that a wormhole had an attempted scan by a ship without a Wormhole Scanner or somehow the ship had a Wormhole Scanner but it failed to register as installed. The only other information I would like to have is what exactly happened just before the crash. Oh, and the full log please, if still available.
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Darkbee
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Post by Darkbee »

I was right in the midst of combat when the crash happened. Or more specifically, I had just been killed while fighting. I don't know if it's related but I was attempting to fight a Wolf MKII SE (which I've never seen in game before). There were at least 2 other pirates and a couple of traders I think. Prior to this encounter I had not long entered the system and used an energy bomb to dispose of about 6 pirates.

I wonder if the Wolf MkII SE is not registering equipment correctly (wormhole scanner). That does seem like a potential red flag.

I copied the Latest.log just in case:

Code: Select all

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Windows at 2010-09-21 08:27:19 -0400.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1152 x 864
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
    Resources
    ../AddOns
    ../AddOns/wolfmk2.oxp
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 9400 GT/PCI/SSE2/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[script.load.world.listAll]: Loaded 5 world scripts:
    oolite-cloaking-device 1.74.2
    oolite-constrictor-hunt 1.74.2
    oolite-nova 1.74.2
    oolite-thargoid-plans 1.74.2
    oolite-trumbles 1.74.2
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 5 world scripts:
    oolite-cloaking-device 1.74.2
    oolite-constrictor-hunt 1.74.2
    oolite-nova 1.74.2
    oolite-thargoid-plans 1.74.2
    oolite-trumbles 1.74.2
Darkbee
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another_commander
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Post by another_commander »

Hmm, could also be that an entity is tagged as wormhole entity, when it is not. In this case, the code leading to the line where the assertion failure happens could be called and, if the ship does not have the scanner the program exits. This needs some more investigation, as the log does not seem to help too much.
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Post by Disembodied »

Darkbee wrote:
I wonder if the Wolf MkII SE is not registering equipment correctly (wormhole scanner). That does seem like a potential red flag.
I fly a Wolf MkII SE, and I've got a wormhole scanner fitted, and have encountered no problems with it ... of course, there might be a difference here between a player ship and an NPC!
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Post by Darkbee »

Just to be clear, I'm not flying any kind of Wolf in this game. I'm in a Python and I'm without a Wormhole Scanner currently. So it's nothing to do with my player so far as I can tell. I just wonder if the Wolf OXP might be the cause of the problem.
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Post by Chrisfs »

Your OS should learn to be more assertive.

"I deserve some more RAM!"
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Post by Darkbee »

Are you telling me that size matters? :oops:

2GB ought to be enough for anybody... :roll:
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Post by another_commander »

This is not a (lack of) memory issue.
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