Author Topic: Signal 11 [Faulty QVM I guess] - Unknown Real Cause  (Read 6209 times)

ULTRA Random ViruS

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Signal 11 [Faulty QVM I guess] - Unknown Real Cause
« on: December 13, 2012, 10:20:21 am »
https://github.com/ZdrytchX/Lolards/compare/4dd4145056...bb5ecae95d
Ever since these sets of commits, i've been getting signal 11 crashes as i spawn as a dretch on random occasions. Other occasions are more random; i do not even know the cause.
Since i actually don't "code"- code, i might need help of someone who actually is experienced at bugfixing... then again, last time i requested bugfixing they screwed up the mgturret code by putting curly braces in the wrong spot. Well i guess it's better than having a fatal crash each time someone spawns or moves location...

Other notes: I'm absolutely confident that it is only within these commits. Previous ones it never happened, and the changes were only minor additions for false bullet physics. Feel free to look at them as well.

Within these recent 4 commits, i did the following:
-Added "true" smooth healing for aliens, fixed the fact tyrant cannot use the booster, works perfectly fine, signal 11 never happened until a day later
-Stamina - Bsuit now has its own personal "faster stamina regeneration"
-Basi gas ignores the fact that the human was already poisonclouded; hence it doesn't wait, it replaces [It was already on my gpp-1.1 mod by the time i put it into my lolards so it shouldn't be the cause]
-Better system for admit defeat health draining
-Goon barb recharge upped to '15' seconds, except after first barb launch if the clip is full [10 seconds]
-Removed the "if sudden death is on, don't give funds over time" thing
-alien egg still apparently takes 5 seconds to explode, fixed
-Reverted KoRx-like slow buildable suicide when out of creep [Experiment failure]
-fixed "falling buildables" when building on the ceiling
-tremulous.h changes

And that's about it i think. The reason why i asked for help is because i can't think of why signal 11 started appearing.

/dev/humancontroller

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Re: Signal 11 [Faulty QVM I guess] - Unknown Real Cause
« Reply #1 on: December 13, 2012, 01:12:04 pm »
https://github.com/ZdrytchX/Lolards/compare/4dd4145056...bb5ecae95d
Ever since these sets of commits, i've been getting signal 11 crashes as i spawn as a dretch on random occasions. Other occasions are more random; i do not even know the cause.
for example, you're using boostEntity:
Code: [Select]
if( boostEntity->client && boostEntity->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
    boostEntity->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL4 )
before initializing it:
Code: [Select]
boostEntity = &g_entities[ entityList[ i ] ];

ULTRA Random ViruS

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Re: Signal 11 [Faulty QVM I guess] - Unknown Real Cause
« Reply #2 on: December 14, 2012, 09:41:31 am »
Ahh silly me. I didn't swap the positions of the two properly... I must've screwed that up when i was fixing the odd "heals super fast in random places" thing...
Thanks much <3. Makes sense now, but isn't the compiler supposed to spot this out?

Other: Added fix to gpp-1.1's qvm
Right now i'm just using Lolards as a experiment subject before adding features to my gpp-1.1 version.
« Last Edit: December 14, 2012, 09:47:28 am by ULTRA Random ViruS »

/dev/humancontroller

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Re: Signal 11 [Faulty QVM I guess] - Unknown Real Cause
« Reply #3 on: December 14, 2012, 07:11:38 pm »
for example, you're using boostEntity
before initializing it
isn't the compiler supposed to spot this out?
a PROPER(TM) compiler should give you a warning.
  • Clang gives a warning if the appropriate compiler flag is enabled;
  • GCC gives a warning if the appropriate compiler flag is enabled and an appropriate optimization level is used;
  • the decade-old LCC, which is used to compile QVMs doesn't give a warning.
use native compiling when developing cgame/game/ui modules.
note: compiler warnings is not a substitute for proper coding.