Grimrock.exe stopped working

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Kelnaath
Posts: 3
Joined: Sun Sep 16, 2012 7:55 pm

Re: Grimrock.exe stopped working

Post by Kelnaath »

in response of my previous post.
removing all the scripts from my level did not help. the editor still crashed.
my next suspicion is that the dungeon which makes the editor crash has been created before 1.2.7.
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oliacym
Posts: 7
Joined: Mon Sep 17, 2012 10:21 pm

Re: Grimrock.exe stopped working

Post by oliacym »

Can confirm I'm getting this as well, if I leave it running for a while, it just crashes with the aforementioned message. Just trying it with the Preview turned off, see if that makes a difference, the previous times the Preview was running. It happens regardless of the simplicity of the level. My specs are:

Windows 7 Home Premium 64-bit
Nvidia GeForce GT 650M

Absolutely loving this editor though :mrgreen:
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Shroom
Posts: 98
Joined: Tue Mar 27, 2012 6:37 pm
Location: UK

Re: Grimrock.exe stopped working

Post by Shroom »

hmmm - so far it hasnt crashed in a project stated when using beta 27 . . .

Thats a lot longer than normal
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Shroom
Posts: 98
Joined: Tue Mar 27, 2012 6:37 pm
Location: UK

Re: Grimrock.exe stopped working

Post by Shroom »

Damn - i created a new map, laid out a few rooms and did nothing else - went away for 1/2 hour and came back to it stopped working with this error

Problem signature:
Problem Event Name: BEX
Application Name: grimrock.exe
Application Version: 0.0.0.0
Application Timestamp: 504f405e
Fault Module Name: XAudio2_7.dll_unloaded
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4c0641e5
Exception Offset: 6e1aa5e0
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Darklynx
Posts: 9
Joined: Thu Apr 12, 2012 4:06 pm
Location: Italy, Rome

Re: Grimrock.exe stopped working

Post by Darklynx »

petri wrote:Hmm, we have been unable to reproduce the crash so far after several hours of testing.

Couple of questions, would help us tracking this down:
- Does the crash happen even if you just create a new dungeon, start preview and leave it running?
- Is the preview window open or closed while it crashes?
- Is the editor window minimized or on-screen when it crashes?
- Could you leave Windows Task Manager open and see if the memory usage of Grimrock.exe grows?
- What is the largest memory usage before crash according to Task Manager?

Thanks!
Tested without a dungeon created or loaded, no crash.
A dungeon just created or loaded but without starting preview, no crash.
After previewing the dungeon the crash happen after 15 minutes circa, always with the preview window closed, never tried open.
The editor crash in minimized or maximized state, no difference.
The memory usage didn't grow and it was steady at 600Mb.

My system specs:
OS - Windows 7 x64
CPU - Intel 3930k
RAM - 16Gb
GPU - nVidia 680GTX
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cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: Grimrock.exe stopped working

Post by cromcrom »

I am having the same issue here. I don't know if my last posted versions of the mod would crash, I have had no reports so far of such obvious crash. I will make a few tries see what happens.
A trip of a thousand leagues starts with a step.
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Edsploration
Posts: 104
Joined: Wed Sep 19, 2012 4:32 pm

Re: Grimrock.exe stopped working

Post by Edsploration »

Oh, so someone else is having this issue! I couldn't find anyone with the same issue when I searched a few days ago. I posted a thread about it in the support forums without seeing this one:

viewtopic.php?f=12&t=3275

My error message is essentially identical to Shroom's, and has the same Fault Module Timestamp.

Problem signature:
Problem Event Name: BEX
Application Name: grimrock.exe
Application Version: 0.0.0.0
Application Timestamp: 50587c6b
Fault Module Name: XAudio2_7.dll_unloaded
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4c0641e5
Exception Offset: 728ca5e0
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

In my thread I tested several things but can't find any solution. I have the exact same behavior as described by Darklynx and others, so it's almost certainly the same problem. I can say that it does indeed crash for me with the dungeon preview open or closed. As long a dungeon is loaded it will crash.

My specs:
Windows 7 64-bit
DirectX 11
i5 2500K CPU
Radeon HD 6850 GPU
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
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Emciel
Posts: 34
Joined: Fri Sep 14, 2012 2:19 am

Re: Grimrock.exe stopped working

Post by Emciel »

just to say i've been having the same issue since starting =(
basically nothing different to what other people are describing.

of course... this hasn't stopped me from using it ^_^
just makes me save alot more often
but it is annoying having to restart the program every half hour or so.
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cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: Grimrock.exe stopped working

Post by cromcrom »

Indeed, just loading the dungeon in the DE crashes the game, without doing anything. The problem is that it also crashes the modded dungeon in normal play mod.
A trip of a thousand leagues starts with a step.
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JKos
Posts: 464
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Location: Finland
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Re: Grimrock.exe stopped working

Post by JKos »

I have experienced crashes too but the reason has always been a bug in my script. For example calling not existing function from a hook causes instacrash.

Just add this in your init.lua

Code: Select all

	
cloneObject{
		name = "party",
		baseObject = "party",
		onMove = function(self, dir)
			crash()
		end,
	}
try to move your party in preview mode -> boom!

I can live with that, but if it's easy to fix so that a nice error message shows up instead of crashing, it would be nice.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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