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|uK|Grimreaper
09-19-2013, 02:42 PM
everytime when i close ut after playing ut for a while this comes..

1366

Higor
09-19-2013, 03:13 PM
Mhhh, SAM is FMOD whitelisted?
Maybe grim could change his UT audio module to it.

Banny
09-19-2013, 03:36 PM
Ontopic : IDK

Offtopic : Wheres the porn bro?

SAM
09-19-2013, 03:39 PM
Had a look at ACEDEFS and FMOD is whitelisted
"FMOD.DLL"
FileSize = 161280
FileHash F51A7DD4D040A9C079CF64D36F569673
FileVersion OldUnreal MediaPatch v0.1

|uK|chiseller
09-19-2013, 05:20 PM
everytime when i close ut after playing ut for a while this comes..
I think that's AIDS. You are welcome.

|uK|Grimreaper
09-19-2013, 07:43 PM
yeah so what do i have to do to fix it xD ? no comprende with the technical stuff

|uK|Grimreaper
09-20-2013, 05:36 PM
helloo ?

Higor
09-20-2013, 05:48 PM
Try installing FMOD audio plugin for UT
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?board=Sound

medor
09-21-2013, 07:44 AM
Probably it is not just the audio at the base.

If you use a basic d3d render it cause error sounds. The most obvious are imple time to open and close UT.

What is your render.
Optimised Config ... opengl and d3d9 http://unrealtournament.99.free.fr/utfiles/index.php?dir=UT_Demo/&file=WarConfig.rar

|uK|Grimreaper
09-21-2013, 09:20 PM
i have d3d9

seabass
12-06-2015, 07:00 PM
I keep getting this same crash, and I tried looking for the FMOD plugin, but from what I can see, the plugin has been replaced by OpenAL.
When I join the servers, ACE kicks me saying that ALAudio.dll is unknown. Would it be possible to whitelist this one as well?

Higor
12-06-2015, 07:04 PM
The only reason I couldn't keep using my Glide wrapper + 3dfxGlide renderer was ACE being unable to recognize that UT goes software mode when I switch to windowed mode...
Therefore, two renderers in a ACE session = crash.
ACE needs a huge update.

seabass
12-06-2015, 07:39 PM
This crash happens when I close UT. Not a huge deal, considering all the crashes I fixed today (a bunch of fmalloc errors). I can also finally play demorec's, where as before I always got errors.

This won't add another renderer, but replace the GalaxyAudio renderer, so this shouldn't crash, or am I wrong here?

Chamberly
12-06-2015, 07:55 PM
It would cause a bit of problem/crash if ACE doesn't have it whitelisted.

|uK|kenneth
12-07-2015, 02:30 AM
man the first 5 sec i saw this thread i was like WOW GRIM IS BACK. but then i saw 2013.....

][X][~FLuKE~][X][
12-07-2015, 08:11 AM
I keep getting this same crash, and I tried looking for the FMOD plugin, but from what I can see, the plugin has been replaced by OpenAL.
When I join the servers, ACE kicks me saying that ALAudio.dll is unknown. Would it be possible to whitelist this one as well?

Switch it to this in your UnrealTournament.ini.

AudioDevice=Galaxy.GalaxyAudioSubsystem


That file is meant to be white listed but it still kicks in some instances. It has been reportedly happening since 2013

seabass
12-07-2015, 10:52 AM
[X][~FLuKE~][X][;103444']Switch it to this in your UnrealTournament.ini.

AudioDevice=Galaxy.GalaxyAudioSubsystem

That's the one I'm currently using (the one that's crashing).

][X][~FLuKE~][X][
12-07-2015, 06:16 PM
That's the one I'm currently using (the one that's crashing).

Delete ALAudio.dll if you are not using openAL audio renderer, or do you have it for some other custom reason?

seabass
12-07-2015, 06:28 PM
[X][~FLuKE~][X][;103492']Delete ALAudio.dll if you are not using openAL audio renderer, or do you have it for some other custom reason?

I was trying to use it to see whether OpenAL would stop the crashes, but when ACE kicked me, I immediately went back to Galaxy.GalaxyAudioSubsystem, so I haven't been able to see whether OpenAL would solve the problem.
I'm not (trying to) use OpenAL for any other reason.

Are you saying that ALAudio.dll can cause problems just by being in the system folder? Because I haven't cleaned up the files after I unzipped them there.

Chamberly
12-07-2015, 06:41 PM
Are you saying that ALAudio.dll can cause problems just by being in the system folder?

I honestly don't think so because long it's not being in use, it wouldn't do much harm honestly. But I'm not too sure because I never used it, I always used the default one (AudioDevice=Galaxy.GalaxyAudioSubsystem)... I'll go ahead and drop it in my system file and see if it will do anything.

TimTim
12-07-2015, 10:23 PM
I use OpenAL without issues but that's probably because I have a Creative Sound Blaster card that supports it. The version I'm using (139264 bytes, AEBED21D CRC32 checksum) also seems to be recognized by ACE. OpenAL will however crash the game if your hardware doesn't support it, but it would be an immediate crash and you wouldn't be able to load the game, so the problem seabass is having can't be that. seabass did you try a fresh Windows install and/or updating/rolling back your drivers and/or trying 1 stick of RAM at a time?

soma
12-08-2015, 12:21 AM
This crash happens when I close UT. Not a huge deal

same here, I don't have a problem with that, seen the error for ages, but I also get this message when try to play Gauntled it kicks me from the game - don't care much about that becasue I don't like to play this map anyway.

][X][~FLuKE~][X][
12-08-2015, 01:45 PM
I honestly don't think so because long it's not being in use, it wouldn't do much harm honestly. But I'm not too sure because I never used it, I always used the default one (AudioDevice=Galaxy.GalaxyAudioSubsystem)... I'll go ahead and drop it in my system file and see if it will do anything.

Can't check it like that, every computer setup as well as hardware are unique, like saying if it is ok in your system then it is fine for everyone else. Doesn't work that way as there are a lot of variables to consider.

The best test is to remove it from the system folder and then check.

seabass
12-08-2015, 02:18 PM
I thought I had fixed the crashes that happened randomly between map changes and once in a while in the middle of games, but yesterday it started again. I had tried resetting my User.ini and UnrealTournament.ini files and configuring them again. This time, I added them to git, and when I did a diff on them, nothing of signigicance seemed to have changed, so I'm going to have to try what TimTim suggested.
About the RAM thing, I've been running memtest86 (http://www.memtest86.com) (I've been told it's the best memory diagnostics tool there is) for well over 15 hours now, and it's almost done (I'm on pass 4/4 and it hasn't detected any errors yet. This should be just as good, if not better than removing/testing one RAM module at a time, right?

I'll compare the checksum on OpenAL when the memory diagnostics is done. Maybe I need to run an older version. I was able to run demo's when I was using OpenAL, so it doesn't look like it was crashing the system.
If I still get kicked when I'm using the same version as TimTim, I'll go with GalaxyAudio and remove all the OpenAL files and see what that does.

Next step is to install Windows 10 on a USB drive, but I need to buy a bigger one first, as Win10 won't fit on the one I have.

Higor
12-08-2015, 02:39 PM
Crashlogs?

seabass
12-08-2015, 02:41 PM
Crashlogs?

I'll post crashlogs as soon as the memory diagnostics is done

soma
12-08-2015, 03:03 PM
wish I understood your problems, maybe becaue I still play on xp, I have win7 installed as well but only for the new games that I like to check out, don't play ut on win7 only because my old school qaurdo creative speakers don't work and I like to hear what's going on behind my back when I play , hah

][X][~FLuKE~][X][
12-08-2015, 07:45 PM
About the RAM thing, I've been running memtest86 (http://www.memtest86.com) (I've been told it's the best memory diagnostics tool there is) for well over 15 hours now, and it's almost done (I'm on pass 4/4 and it hasn't detected any errors yet.

0.o 15 hours?? memtest should always complete within an hour, 2 max! This comes from years of diagnostic repairs on thousands of PC's. I have never seen a system take that long.

seabass
12-08-2015, 09:29 PM
It ended up taking a little longer than that, look at the results :P




Generated by
MemTest86 V6.2.0 Free (64-bit)



Result
PASS



DIMM Slot #0
8GB DDR3 XMP PC3-12800



DIMM Slot #1
8GB DDR3 XMP PC3-12800



Elapsed Time19:39:30


Memory Range Tested
0x0 - 440000000 (17408MB)



# Tests Passed
48/48 (100%)



Elapsed Time19:39:30



The last test ended up taking the longest. This is what memtest said about it:


Test 13 [Hammer test] Warning
Note: Your RAM may be vulnerable to high frequency row hammer bit flips. However the conditions needed to induce these errors occur only very rarely in normal PC usage, and so this should not be of concern to most users.


I guess it just slowed down the hammer test by default as a precaution.

Anyways, here is the crashlog for the glxdeinit() one:



Log: -0.0ms Unloading: Package mine
Log: -0.0ms Unloading: Package SoldierSkins
Log: Unbound to D3D9Drv.dll
Log: Unbound to Galaxy.dll
DevAudio: Galaxy SetViewport: NULL
DevMusic: Unregister music: Music utmenu23.utmenu23
Critical: glxDeinit()
Critical: UGalaxyAudioSubsystem::Destroy
Critical: UObject::ConditionalDestroy
Critical: (GalaxyAudioSubsystem Transient.GalaxyAudioSubsystem0)
Critical: DispatchDestroy
Critical: (22979: GalaxyAudioSubsystem Transient.GalaxyAudioSubsystem0)
Critical: DispatchDestroys
Critical: UObject::PurgeGarbage
Critical: UObject::StaticExit
Critical: appPreExit
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Warning: glxStopOutput() failed: 6
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/07/15 00:36:42


As I said earlier, this one only happens when I close down UT.

My ALAudio.dll is.. umm.. size: 245 248 bytes and 245 760 bytes on disk. It's CRC32 hash is 45DFD83C. I'm assuming you're using an older version, so I'll go through them later and check which one you're using.

I don't have crashlogs for the other crashes, but I'll provide them as soon as I get them. My UT has been running unusually stable today for some reason.
I'm using the latest version of XC_Engine, btw

edit: Looks like the download links for older versions of OpenAL has been taken down, so unless the newer version is whitelisted, I can't try it.

TimTim
12-08-2015, 09:53 PM
XC_Engine
Were you getting the crashes before XC_Engine? Do you play with the in-game music on? Are you running UnrealTournament.exe with any special parameters or using compatibility mode or anything like that?

Higor
12-08-2015, 10:11 PM
I get the glxDeinit too, only since I switched to Windows Server 2012, in XP x64 5.2 it wasn't present.

seabass
12-08-2015, 10:13 PM
Were you getting the crashes before XC_Engine? Do you play with the in-game music on? Are you running UnrealTournament.exe with any special parameters or using compatibility mode or anything like that?

Yes, I was getting these crashes before XC_Engine.
I do not have in-game music on (only sound effects), and I boot up Unrealtournament with a shortcut where the target is:
C:\Windows\System32\cmd.exe /C START "Unreal Tournament" /high "C:\Program Files (x86)\GalaxyClient\Games\Unreal Tournament GOTY\System\UnrealTournament.exe".


I just had another crash. I was spec and this happened on a mapchange:


Log: -0.0ms Unloading: Package Slums
NetComeGo: Close DemoRecConnection42 12/09/15 04:02:19
Log: Closing down demo driver.
Log: Garbage: objects: 48039->42698; refs: 564182
Log: Level is Level CTF-Control_LS.MyLevel
Log: Bringing Level CTF-Control_LS.MyLevel up for play (312)...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: seabass
Log: Possessed PlayerPawn: TMale2 Entry.TMale13
Init: Initialized moving brush tracker for Level CTF-Control_LS.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
XC_Engine: Setting up collision octree for CTF-Control_LS
Log: Possessed PlayerPawn: bbCHSpectator CTF-Control_LS.bbCHSpectator11
ScriptWarning: AutoRecorder Transient.AutoRecorder0 (Function udemo.AutoRecorder.NotifyLevelChange:0043) Accessed None
ScriptWarning: AutoRecorder Transient.AutoRecorder0 (Function udemo.AutoRecorder.NotifyLevelChange:004B) Attempt to assigned variable through None
ScriptLog: UDEMO: Level changed. Auto-Recording started: demorec C:\Users\stein\Desktop\demos\CTF-Control_LS_DATE[12_9]TIME[4_02_19]
Log: Attempting to record demo C:\Users\stein\Desktop\demos\CTF-Control_LS_DATE[12_9]TIME[4_02_19].dem
Log: FactoryCreateText: TextBuffer with TextBufferFactory (0 1 NPLoaderLL_v16c.u)
Log: Execing NPLoaderLL_v16c.u
Log: FactoryCreateText: TextBuffer with TextBufferFactory (0 1 NPLoaderLL_v16c.dll)
Log: Execing NPLoaderLL_v16c.dll
ScriptLog: [NPLoaderv16c] [File] NPLoaderLL_v16c.dll [Installed] Yes [Loaded] Yes
Log: FileSize of file ACEv08h_C.dll: 1110016 bytes
ScriptLog: [NPLoaderv16c] [File] ACEv08h_C.dll [Installed] Yes [Loaded] Yes
ScriptLog: [NPLoaderv16c] Loading complete
Critical: FMallocWindows::Free
Critical: FMallocWindows::Realloc
Critical: 3042E310 0 FArray
Critical: FArray::Realloc
Critical: 0*1
Critical: FMallocWindows::Free
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=3)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Critical: glxDeinit()
Critical: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/09/15 04:02:30

Higor
12-08-2015, 10:17 PM
UT version?
UT NetDriver?

Btw...
Eyes only, not supposed to be public domain.
glxDeinit() is an extern...
EDIT: It's part of a precompiled library... shit.

void UGalaxyAudioSubsystem::Destroy()
{
guard(UGalaxyAudioSubsystem::Destroy);
if( Initialized )
{
// Unhook.
USound::Audio = NULL;
UMusic::Audio = NULL;

// Shut down viewport.
SetViewport( NULL );

// Stop CD.
if( UseCDMusic && CurrentCDTrack!=255 )
glxStopCDAudio();

#if USE_A3D2
// Kill geometry.
if( ReallyUseA3D2 )
A3D_UnrealDestroy();
#endif

// Deinitialize sound.
safecall(glxDeinit());

debugf( NAME_Exit, TEXT("Galaxy shut down") );
}
Super::Destroy();
unguard;
}

seabass
12-08-2015, 10:21 PM
I'm on UT version 436.
Net driver (I'm guessing this is the one you're looking for?) NetworkDevice=IpDrv.TcpNetDriver

Higor
12-08-2015, 10:38 PM
Ugh, that Malloc error... I only get it on v451 when not properly emptying dynamic arrays... which is what happening on your UT.
v436 UT shouldn't crash, but that's because the v436 Malloc doesn't have that exception.

BTW, the v436 Malloc is in UT.exe, not the Core or Engine packages.
What size is your UT.exe? My v436 UT.exe is 241.664 bytes

seabass
12-08-2015, 10:53 PM
The size of my UT.exe is exactly the same.
Oh, and no, I'm not running in any compatibility mode. I tried that (I believe it suggested Windows XP SP3), but if I remember correctly, it crashed even more then.

TimTim
12-08-2015, 11:29 PM
Seems like all that's left to try is fresh Windows install. :(

seabass
12-09-2015, 05:23 AM
Seems like all that's left to try is fresh Windows install. :(

I was totally hoping nobody would say that :P