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Thread: crashing in Elf's Dance

  
  1. #1
    Imp
    Join Date
    May 2013
    Location
    Brisbane, Australia
    Posts
    1
    Gamer IDs

    PSN ID: ixxley Steam ID: ixxley

    Default crashing in Elf's Dance

    so, for the last 4 days, ive been getting continual crash's on the elfs dance map, no, i havent been able to see any one else with this error, atleast not easily :/ so if this is a double up post, i apologize. the crash has been happening either when i have humans in the torture chamber or just after i discover the res and transfer creature box's in the maps bottom left area. below is the bottom segment of the log file, if any one want the full blown log (about 35 meg or so) just let me know and ill upload it.

    hope some one has an idea :/

    Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing 1780 from (98,12) to (97,15)
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: place_animating_slab_type_on_map: Starting
    Sync: update_things: Finished
    Sync: process_rooms: Starting
    Sync: process_rooms: Finished
    Sync: process_dungeons: Starting
    Sync: check_players_won: Starting
    Sync: check_players_lost: Starting
    Sync: process_dungeon_power_magic: Starting
    Sync: process_dungeon_devastation_effects: Starting
    Sync: process_entrance_generation: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: process_dungeons: Finished
    Sync: update_research: Starting
    Sync: update_manufacturing: Starting
    Sync: process_level_script: Starting
    Sync: process_computer_player2: Starting for player 1
    Sync: process_computer_player2: Starting for player 2
    Sync: process_players: Starting
    Sync: process_player_instances: Finished
    Sync: process_player_states: Starting
    Sync: process_players: Doing updates for player 0
    Sync: update_player_objectives: Starting for player 0
    Sync: process_players: Doing updates for player 1
    Sync: update_player_objectives: Starting for player 1
    Sync: process_players: Doing updates for player 2
    Sync: update_player_objectives: Starting for player 2
    Sync: process_action_points: Starting
    Sync: update_footsteps_nearest_camera: Starting
    Sync: process_armageddon: Starting
    Sync: lights_stats_debug_dump: Lights: 66 free, 334 used; 330 static, 4 dynamic; for things:264,0,0,0,0,0,0,0,0,0,0,0,0
    Warning: lights_stats_debug_dump: Wrong global lights counter: 330 static lights and counter says 3.
    Warning: lights_stats_debug_dump: Wrong global lights counter: 4 dynamic lights and counter says 0.
    Check things: Creats252, Objs1736, Bods0, Trps0, Drs28, Shts2, Effs0, EffEls0 Othrs29 Total2047
    Sync: message_update: Starting
    Sync: update_all_players_cameras: Starting
    Sync: update_player_sounds: Starting
    Sync: find_nearest_rooms_for_ambient_sound: Starting
    Sync: process_3d_sounds: Starting
    Sync: update_player_sounds: Finished
    Sync: update: Finished
    Sync: keeper_screen_redraw: Starting
    Sync: setup_engine_window: Starting for size (884,768) at (140,0)
    Sync: redraw_display: Starting
    Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 0
    Sync: set_pointer_graphic: Setting to 1
    Sync: redraw_isometric_view: Starting
    Sync: update_explored_flags_for_power_sight: Starting
    Sync: engine: Starting
    Sync: draw_view: Starting
    Sync: display_drawlist: Starting
    Sync: draw_view: Finished
    Sync: draw_overlay_things: Starting
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 2 active menus
    Sync: gui_activity_background: Starting
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: message_draw: Starting
    Sync: gui_draw_all_boxes: Starting
    Sync: draw_power_hand: Starting
    Sync: draw_tooltip: Starting
    Sync: redraw_isometric_view: Finished
    Sync: draw_sound_stuff: Starting
    Sync: redraw_display: Finished
    Sync: draw_onscreen_direct_messages: Starting
    Sync: process_sound_heap: Starting
    Sync: input: Starting
    Sync: get_inputs: Starting
    Sync: gui_process_inputs: Starting
    Sync: gui_process_inputs: Returning false
    Sync: get_gui_inputs: Starting
    Sync: get_gui_inputs: Finished
    Sync: get_inputs: Getting inputs for view 1
    Sync: get_small_map_inputs: Starting
    Sync: get_small_map_inputs: Finished
    Sync: get_packet_control_mouse_clicks: Starting
    Sync: get_dungeon_speech_inputs: Starting
    Sync: input: Finished
    Sync: update: Starting for turn 38334
    Sync: update_light_render_area: Starting
    Sync: process_packets: Starting
    Sync: process_players_packet: Processing player 0 packet of type 0.
    Sync: process_players_global_packet_action: Starting
    Sync: process_players_dungeon_control_packet_control: Starting
    Sync: process_dungeon_control_packet_clicks: Starting for state 1
    Sync: set_mouse_light: Starting
    Sync: process_players_dungeon_control_packet_action: Starting
    Sync: process_players_packet: Finished
    Sync: process_packets: Finished
    Sync: update_things: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Error: create_shot: Cannot create shot 21 for player 1. There are too many things allocated.
    Sync: good_doing_nothing: No enemy dungeon to perform task
    Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing 74 from (147,195) to (148,198)
    Sync: update_things: Finished
    Sync: process_rooms: Starting
    Sync: process_rooms: Finished
    Sync: process_dungeons: Starting
    Sync: check_players_won: Starting
    Sync: check_players_lost: Starting
    Sync: process_dungeon_power_magic: Starting
    Sync: process_dungeon_devastation_effects: Starting
    Sync: process_entrance_generation: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: process_dungeons: Finished
    Sync: update_research: Starting
    Sync: update_manufacturing: Starting
    Sync: process_level_script: Starting
    Sync: process_computer_player2: Starting for player 1
    Sync: process_computer_player2: Starting for player 2
    Sync: process_players: Starting
    Sync: process_player_instances: Finished
    Sync: process_player_states: Starting
    Sync: process_players: Doing updates for player 0
    Sync: update_player_objectives: Starting for player 0
    Sync: process_players: Doing updates for player 1
    Sync: update_player_objectives: Starting for player 1
    Sync: process_players: Doing updates for player 2
    Sync: update_player_objectives: Starting for player 2
    Sync: process_action_points: Starting
    Sync: update_footsteps_nearest_camera: Starting
    Sync: process_armageddon: Starting
    Sync: lights_stats_debug_dump: Lights: 66 free, 334 used; 330 static, 4 dynamic; for things:264,0,0,0,0,0,0,0,0,0,0,0,0
    Warning: lights_stats_debug_dump: Wrong global lights counter: 330 static lights and counter says 3.
    Warning: lights_stats_debug_dump: Wrong global lights counter: 4 dynamic lights and counter says 0.
    Check things: Creats252, Objs1736, Bods0, Trps0, Drs28, Shts0, Effs0, EffEls2 Othrs29 Total2047
    Sync: message_update: Starting
    Sync: update_all_players_cameras: Starting
    Sync: update_player_sounds: Starting
    Sync: find_nearest_rooms_for_ambient_sound: Starting
    Sync: process_3d_sounds: Starting
    Sync: update_player_sounds: Finished
    Sync: update: Finished
    Sync: keeper_screen_redraw: Starting
    Sync: setup_engine_window: Starting for size (884,768) at (140,0)
    Sync: redraw_display: Starting
    Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 0
    Sync: set_pointer_graphic: Setting to 1
    Sync: redraw_isometric_view: Starting
    Sync: update_explored_flags_for_power_sight: Starting
    Sync: engine: Starting
    Sync: draw_view: Starting
    Sync: display_drawlist: Starting
    Sync: draw_view: Finished
    Sync: draw_overlay_things: Starting
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 2 active menus
    Sync: gui_activity_background: Starting
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: message_draw: Starting
    Sync: gui_draw_all_boxes: Starting
    Sync: draw_power_hand: Starting
    Sync: draw_tooltip: Starting
    Sync: redraw_isometric_view: Finished
    Sync: draw_sound_stuff: Starting
    Sync: redraw_display: Finished
    Sync: draw_onscreen_direct_messages: Starting
    Sync: process_sound_heap: Starting
    Sync: input: Starting
    Sync: get_inputs: Starting
    Sync: gui_process_inputs: Starting
    Sync: gui_process_inputs: Returning false
    Sync: get_gui_inputs: Starting
    Sync: get_gui_inputs: Finished
    Sync: get_inputs: Getting inputs for view 1
    Sync: get_small_map_inputs: Starting
    Sync: get_small_map_inputs: Finished
    Sync: get_packet_control_mouse_clicks: Starting
    Sync: get_dungeon_speech_inputs: Starting
    Sync: input: Finished
    Sync: update: Starting for turn 38335
    Sync: update_light_render_area: Starting
    Sync: process_packets: Starting
    Sync: process_players_packet: Processing player 0 packet of type 0.
    Sync: process_players_global_packet_action: Starting
    Sync: process_players_dungeon_control_packet_control: Starting
    Sync: process_dungeon_control_packet_clicks: Starting for state 1
    Sync: set_mouse_light: Starting
    Sync: process_players_dungeon_control_packet_action: Starting
    Sync: process_players_packet: Finished
    Sync: process_packets: Finished
    Sync: update_things: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing 1997 from (103,17) to (103,20)
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_unprettied_spiral: Starting
    Sync: set_start_state: Starting for creature IMP index 1261, owner 0, last state 8
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Sync: check_out_available_imp_tasks: Starting
    Error: create_shot: Cannot create shot 21 for player 0. There are too many things allocated.
    Sync: place_animating_slab_type_on_map: Starting
    Sync: update_things: Finished
    Sync: process_rooms: Starting
    Sync: process_rooms: Finished
    Sync: process_dungeons: Starting
    Sync: check_players_won: Starting
    Sync: check_players_lost: Starting
    Sync: process_dungeon_power_magic: Starting
    Sync: process_dungeon_devastation_effects: Starting
    Sync: process_entrance_generation: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: generation_due_for_dungeon: Starting
    Sync: process_dungeons: Finished
    Sync: update_research: Starting
    Sync: update_manufacturing: Starting
    Sync: process_level_script: Starting
    Sync: process_computer_player2: Starting for player 1
    Sync: process_computer_player2: Starting for player 2

  2. #2
    Dungeon Keeper Duke Ragereaver's Avatar
    Join Date
    Aug 2009
    Location
    The Netherlands
    Posts
    1,080

    Default Re: crashing in Elf's Dance

    It may be a wild guess, but from this error in those last lines there may be too many 'things' on the level. The information you provided would imply the level progress is in an advanced state, but again I am not sure, only Mefistotelis can probbaly say it for certain.

    Did you try to start the level over again, perhaps?


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  3. #3
    KeeperFX Author mefistotelis's Avatar
    Join Date
    Sep 2009
    Location
    Poland
    Posts
    1,242

    Default Re: crashing in Elf's Dance

    Duke is right, the problem there is lack of free 'thing' slots.
    Maybe you've made some enormous rooms on the map, like very large and filled treasury, or workshop?

    Amount of 'things' in the game is limited, and this can't be easily overcome.

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