[0.15.33] Crash at end of "catching up" progress

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miller1003
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[0.15.33] Crash at end of "catching up" progress

Post by miller1003 »

Hello, just experienced a crash and wanted to post the relevant info for review. I'm sure it's probably something with a mod, but I'm not sure how to accurately read the log file, so I'm hoping someone can interpret and let me know what happened. This is on a modded multiplayer map and I don't have a save file for it at the moment but will try to get one.

The first thing that happened, 12 hours ago, is that text in the game began rendering as black blobs that I assume were the bounding boxes of each glyph, but the usual white text was gone:
Image

I thought that was pretty strange, so I exited the game and rebooted the PC. I relaunched the game and had the same problem, so I thought something must be corrupt, and had Steam verify integrity. That all checked out, so I ran the game again, with the same result. Finally I uninstalled and reinstalled the game via Steam, with the same result, fonts still borked.

I had to go to work at that point, but when I got home, something completely different happened:
Image
Mods list is at: https://drive.google.com/open?id=0B8Ovt ... XZEU1pWUnM
factorio_current.log:

Code: Select all

   0.001 2017-08-17 21:59:10; Factorio 0.15.33 (build 30852, win64, steam)
...
  86.408 Checksum for script __angelsrefining__/control.lua: 884011260
  86.409 Checksum for script __boblogistics__/control.lua: 2446161711
  86.411 Checksum for script __LoaderRedux__/control.lua: 758236167
  86.412 Checksum for script __only-smelting__/control.lua: 940286249
  86.413 Checksum for script __omnimatter__/control.lua: 476203104
  86.413 Checksum for script __omnimatter_crystal__/control.lua: 2662557111
  86.414 Checksum for script __omnimatter_water__/control.lua: 1883653915
  87.457 Script @__LogisticTrainNetwork__/control.lua:242: [LTN] on_load: complete
  87.499 Info ClientMultiplayerManager.cpp:542: MapTick(37036303) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)
 105.734 Info ClientMultiplayerManager.cpp:542: MapTick(37038183) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)
 105.931 Info ClientMultiplayerManager.cpp:542: MapTick(37038183) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)
 106.098 Info GameActionHandler.cpp:3323: MapTick (37038193) processed PlayerJoinGame peerID(13) playerIndex(1) mode(connect ) 
 106.489 d3d_create_textures: Unable to create video texture.

 106.532 Error Util.cpp:62: Unable to create sprite (3840X2160) probably not enough of video memory.
 475.967 Error CrashHandler.cpp:354: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-6kzlgo\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-6kzlgo\src\util\logger.cpp (381): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-6kzlgo\src\util\logger.cpp (438): Logger::logStacktrace
c:\cygwin64\tmp\factorio-6kzlgo\src\util\crashhandler.cpp (118): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-6kzlgo\src\util\crashhandler.cpp (357): CrashHandler::SignalHandler
d:\th\minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp (219): _seh_filter_exe
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (269): `__scrt_common_main_seh'::`1'::filt$0
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF7A9D28B58)
00007FF7A9D28B58 (Factorio): (filename not available): __C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9AE1EA07D)
00007FF9AE1EA07D (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9AE159C58)
00007FF9AE159C58 (ntdll): (filename not available): RtlLookupFunctionEntry
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9AE1E90FE)
00007FF9AE1E90FE (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-6kzlgo\libraries\allegro\addons\audio\kcm_instance.c (546): al_set_sample_instance_playing
c:\cygwin64\tmp\factorio-6kzlgo\src\sound\entityworkingsound.cpp (143): EntityWorkingSound::stopPlaying
c:\cygwin64\tmp\factorio-6kzlgo\src\gameview.cpp (1062): GameView::closeActiveWindow
c:\cygwin64\tmp\factorio-6kzlgo\src\gameview.cpp (352): GameView::unloadControllerView
c:\cygwin64\tmp\factorio-6kzlgo\src\gameview.cpp (327): GameView::unloadGui
c:\cygwin64\tmp\factorio-6kzlgo\src\game.cpp (106): Game::~Game
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF7A97653B4)
00007FF7A97653B4 (Factorio): (filename not available): Game::`scalar deleting destructor'
c:\cygwin64\tmp\factorio-6kzlgo\src\scenario\scenario.cpp (675): Scenario::~Scenario
c:\cygwin64\tmp\factorio-6kzlgo\src\globalcontext.cpp (583): GlobalContext::clearResources
c:\cygwin64\tmp\factorio-6kzlgo\src\globalcontext.cpp (695): GlobalContext::~GlobalContext
c:\cygwin64\tmp\factorio-6kzlgo\src\mainloop.cpp (374): MainLoop::run
c:\cygwin64\tmp\factorio-6kzlgo\src\main.cpp (1015): wmain
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (253): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9AD1E2774)
00007FF9AD1E2774 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9AE1B0D51)
00007FF9AE1B0D51 (ntdll): (filename not available): RtlUserThreadStart
 477.032 Error CrashHandler.cpp:119: Map tick at moment of crash: 37038202
 477.032 Error Util.cpp:80: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
DxDiag: https://pastebin.com/X5KFApt4

Thanks for any feedback!

Update:
Running in forced OpenGL mode, the game runs. If I let it use DirectX, it dies.

Loewchen
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Re: [0.15.33] Crash at end of "catching up" progress

Post by Loewchen »

Post the complete log.

miller1003
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Re: [0.15.33] Crash at end of "catching up" progress

Post by miller1003 »

Strangely, this morning I have no issues running the game in DirectX or OpenGL modes. Ghost in the machine, I guess.

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