Game Crash when explosions occur -- Please help!

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Game Crash when explosions occur -- Please help!

labc133
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Post by labc133 » Wed Jun 12, 2019 4:57 am

Hello, After the installation of DSU v2.6, Game crashes with new explosions on big ships.

Log posts:

Faulting application name: XWingAlliance.exe, version: 2.0.0.2, time stamp: 0x3765a9b7
Faulting module name: d3d11.dll, version: 10.0.17763.1, time stamp: 0xee8b810d
Exception code: 0xc0000005
Fault offset: 0x0014d476
Faulting process id: 0x53c
Faulting application start time: 0x01d520d89edf5a40
Faulting application path: C:\Program Files (x86)\LucasArts\Star Wars - X-Wing Alliance\XWingAlliance.exe
Faulting module path: C:\Windows\SYSTEM32\d3d11.dll
Report Id: 8310ee6b-51f0-41d8-b120-d319e357ef77
Faulting package full name:
Faulting package-relative application ID:

System:

Windows 10
i9 9900k
EVGA RTX 2080
DRAM Clock 4000mhz

I'm thinking it might be the new explosions? Is there maybe a way to remove them and go back to the stock ship explosions?

Thanks!

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JeremyaFr
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Post by JeremyaFr » Fri Jun 14, 2019 3:22 pm

Hello,
The explosions are stored in the "explosions.dat" file.
Can you try to revert it to the base game file to see if the game crashes without the new explosions?

labc133
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Post by labc133 » Fri Jun 14, 2019 10:52 pm

Thank you for your reply.

Yes, I tried reverting the explosions.dat file. And it did go back to the stock explosions but it crashed exactly the same way. I even changed the entire RESDATA folder back to the original one and it still crashed.

labc133
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Post by labc133 » Fri Jun 14, 2019 11:20 pm

I've also noticed that it happens randomly, but mostly with the Space Colony 1. it's automatic. As soon as it's completely destroyed, the game crashes.

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keiranhalcyon7
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Post by keiranhalcyon7 » Sat Jun 15, 2019 6:14 pm

This sounds like the crash issue I reported with the cargo depot... or whatever it was called. Does it still crash if you look away from the explosion? I think the debris spawn is to blame.

labc133
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Post by labc133 » Sun Jun 16, 2019 1:31 am

Nope, if I look away its fine. Did you ever figure out the issue? I tried lowering the explosion chunks, and it still crashed.

Justagai
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Post by Justagai » Wed Jun 19, 2019 4:44 pm

Try using this hook and see if it still crashes.

EDIT: Link removed, see Jeremy's post below.
Last edited by Justagai on Sat Jun 29, 2019 6:55 pm, edited 1 time in total.

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Jun 19, 2019 5:26 pm

This fixes the crash that I observed, although it also removes debris from other ships' explosions that does not cause a crash (e.g., the MC80A "Chatnoir"). What determines whether or not a ship will spawn debris? And are there multiple classes/sets of debris for different types of ships?

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Post by Justagai » Wed Jun 19, 2019 7:24 pm

The game checks the ship's genus to see if it will spawn debris. If it falls under transport, freighter, starship, platform or large debris there is a chance of spawning chunks.

I went for the scorched earth solution to make sure that no other chunks from other ships were crashing the game. This is more of a bandaid rather than a full on solution for now.

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Post by Justagai » Wed Jun 19, 2019 7:52 pm

I almost forgot to mention, the function that calls CreateExplosionChunks is at 0x495637. The function itself is at 0x405590.

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Jun 19, 2019 11:06 pm

Justagai wrote:
Wed Jun 19, 2019 7:24 pm
The game checks the ship's genus to see if it will spawn debris. If it falls under transport, freighter, starship, platform or large debris there is a chance of spawning chunks.
Interesting... I don't think I've ever seen a transport or freighter spawn debris. And what's the "chance" of spawning chunks? I thought spawning debris was strictly determined by ship characteristics, no dice involved.
I went for the scorched earth solution to make sure that no other chunks from other ships were crashing the game. This is more of a bandaid rather than a full on solution for now.
Yeah, I understand. Corral the problem into smaller and smaller categories of things until it's pinpointed. I take it you don't see/weren't able to reproduce this issue?
Justagai wrote:
Wed Jun 19, 2019 7:52 pm
I almost forgot to mention, the function that calls CreateExplosionChunks is at 0x495637. The function itself is at 0x405590.
I don't think the issue would be in CreateExplosionChunks(). If I look away, there's no crash. If I look back towards the debris cloud before it despawns, crash. If I wait to look back until after the debris cloud despawns, no crash. It's like there's a bad opt for one or more of the chunks, that only causes a crash if the game tries to actually render it. But then, the debris cloud for the calamari cruiser that I mentioned above does not cause a crash, leading me to wonder if there is more than one set of chunk opts for different types of ship. I can try to test some more when I get home tonight.

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Darksaber
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Post by Darksaber » Wed Jun 19, 2019 11:47 pm

Debris opts are Junk01.opt to Junk10.opt and Rubble01.opt to Rubble12.opt, which are spawned when I'm not sure but all these opts are original TG opts No customs
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labc133
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Post by labc133 » Fri Jun 21, 2019 3:26 am

Justagai wrote:
Wed Jun 19, 2019 4:44 pm
Try using this hook and see if it still crashes.
Do I just put it in the Xwing Alliance Folder? How do I install it?

Sorry, still a bit of a noob on these mods.

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keiranhalcyon7
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Post by keiranhalcyon7 » Fri Jun 21, 2019 3:58 am

labc133 wrote:
Fri Jun 21, 2019 3:26 am
Do I just put it in the Xwing Alliance Folder?
Yes. You can tell you've got the right directory if you see a bunch of other files with names like hook_*.dll.

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Post by Justagai » Fri Jun 21, 2019 9:16 pm

keiranhalcyon7 wrote:
Wed Jun 19, 2019 11:06 pm
Justagai wrote:
Wed Jun 19, 2019 7:24 pm
The game checks the ship's genus to see if it will spawn debris. If it falls under transport, freighter, starship, platform or large debris there is a chance of spawning chunks.
Interesting... I don't think I've ever seen a transport or freighter spawn debris. And what's the "chance" of spawning chunks? I thought spawning debris was strictly determined by ship characteristics, no dice involved.
I went for the scorched earth solution to make sure that no other chunks from other ships were crashing the game. This is more of a bandaid rather than a full on solution for now.
Yeah, I understand. Corral the problem into smaller and smaller categories of things until it's pinpointed. I take it you don't see/weren't able to reproduce this issue?
Justagai wrote:
Wed Jun 19, 2019 7:52 pm
I almost forgot to mention, the function that calls CreateExplosionChunks is at 0x495637. The function itself is at 0x405590.
I don't think the issue would be in CreateExplosionChunks(). If I look away, there's no crash. If I look back towards the debris cloud before it despawns, crash. If I wait to look back until after the debris cloud despawns, no crash. It's like there's a bad opt for one or more of the chunks, that only causes a crash if the game tries to actually render it. But then, the debris cloud for the calamari cruiser that I mentioned above does not cause a crash, leading me to wonder if there is more than one set of chunk opts for different types of ship. I can try to test some more when I get home tonight.
I was surprised to see "Transport" since I never see debris from them but there it is. I'm not sure of the chance, that was more of a feeling based on my experiences with debris.

As for the issue itself, I confirmed that I too suffer from the crash you folks spoke of.

I'm not exactly sure what is causing the issue at this point.

labc133
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Post by labc133 » Sat Jun 22, 2019 12:35 am

Justagai wrote:
Wed Jun 19, 2019 4:44 pm
Try using this hook and see if it still crashes.
Yep, that did it. :D

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Post by Justagai » Sat Jun 22, 2019 9:58 pm

labc133 wrote:
Sat Jun 22, 2019 12:35 am
Justagai wrote:
Wed Jun 19, 2019 4:44 pm
Try using this hook and see if it still crashes.
Yep, that did it. :D
Did it fix your other crashes as well?

labc133
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Post by labc133 » Tue Jun 25, 2019 10:29 pm

Yep! ;) Thanks so much!

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JeremyaFr
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Post by JeremyaFr » Sat Jun 29, 2019 2:59 pm

FIX

Hello,
I think I've found what causes the crash.

When you use software mipmapping, the game crashes.
When you use hardware mipmapping, the game doesn't crash.

So to fix the issue, you can enable hardware mipmapping in the game's video config options.

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Post by Justagai » Sat Jun 29, 2019 6:54 pm

Great find!

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keiranhalcyon7
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Post by keiranhalcyon7 » Sat Jun 29, 2019 7:00 pm

That does appear to fix the problem.

labc133
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Post by labc133 » Thu Jul 04, 2019 2:25 am

JeremyaFr wrote:
Sat Jun 29, 2019 2:59 pm
FIX

Hello,
I think I've found what causes the crash.

When you use software mipmapping, the game crashes.
When you use hardware mipmapping, the game doesn't crash.

So to fix the issue, you can enable hardware mipmapping in the game's video config options.
Dude... You're awesome!

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