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Empire Earth II - Unhandled Exceptions List

Posted: 28 Jan 2015, 13:50
by Dr.MonaLisa
I found reasons of some Unhandled Exceptions in EE2. I'll try to explain what cause them, and when the FIX will be prepared.
I noticed that "Flags" show the unique crash code. I'm not sure about the other values.

--------------------------------------------
1.
EXCEPTION:    ACCESS VIOLATION
 0x0060c0f4
 0x00b54a64
 0x00babe6c
 0x1424748b
EAX:00000030h ESI:1f98f5b4h
EBX:1f98f6b4h EDI:37e71388h
ECX:1f98f5b4h EBP:1d5b23d4h
EDX:00000002h ESP:0038f914h
EIP:0060c0f4h EID:00000000h
SS: 0000002bh CS: 00000023h
DS: 0000002bh FS: 00000053h
ES: 0000002bh GS: 0000002bh
Flags: 00210206h  CF:0 PF:1 AF:0 ZF:0 SF:0 OF:0

The crash is caused by Leviathan's missiles (TomahawkMissile). The crash probably appears only in epoch 15.
Solution: change "mass = 0" to "mass = 1" in the db.zip\db\Visuals\ammo.ddf file.
The fix for this crash will be included in the next minor update of Unofficial Patch 1.5 ( http://forum.ee2.eu/t1723-ee2-1.5 )
--------------------------------------------
2.
EXCEPTION:    ACCESS VIOLATION
 0x007f78ab
 0x00000003
 0x00817d40
 0x56570c24
EAX:00000001h ESI:22b98c6ch
EBX:00b53d34h EDI:0b54a278h
ECX:00000000h EBP:1927ca4ch
EDX:00000010h ESP:0038fac4h
EIP:007f78abh EID:00000000h
SS: 0000002bh CS: 00000023h
DS: 0000002bh FS: 00000053h
ES: 0000002bh GS: 0000002bh
Flags: 00210246h  CF:0 PF:1 AF:0 ZF:1 SF:0 OF:0

The crash is caused by Unofficial Patch 1.5 missile launchers (V2 Launcher, TBM Launcher).
Problem: When a missile is being launched, and a citizen is trying to start the construction of a building under the launcher - game crashes. It's probably caused by the ProjectileMissileMove type ICBM.
The first FIX for this crash appeared in UP1.5.3, unfortunately the fix works only in ~80-90% cases. The fix "pauses" all citizens in range 6 from the missile launcher for 5 seconds, when a missile is being launched. Unfortunately the FIX starts after 1 second, so there's still crash probablity, also in UP1.5.3 AI players are using TBM launchers, so there is bigger crash probablity than in previous versions of UP1.5.

I found a new fix for this problem. The fix works as an area effect (dbareaeffects_unittype.ddf):

Code: Select all

DbAreaEffectInfo RocketLaunchingFix1
{
button = ""
   selectionType = None
   duration = 3
   effects = [
   EffectInfect {         
         range = RadiusFromUnit
         player = Self
         Mask = ConstructionsLauncherFix
         radius = 1
         EffectName = "RocketLaunchingFix2"
         period = 0.01
      }
      ]
}

DbAreaEffectInfo RocketLaunchingFix2
{
button = ""
   selectionType = None
   duration = 3
   effects = [
   EffectInfect {         
         range = RadiusFromUnit
         player = Self
         Mask = MissilesForAntiCrash
         radius = 5
         EffectName = "RocketLaunchingFix3"
         period = 0.01
      }
      ]
}

DbAreaEffectInfo RocketLaunchingFix3
{
button = ""
   selectionType = None
   duration = 5
   effects = [
   EffectIncredibleDeath {
         range = Unit
         player = Self
         period = 0.01
      }
      ]
}
The "RocketLaunchingFix1" should be attached to the missile that is launched from the mobile missile launcher in file db_150.zip\db\Visuals\ammo_15.ddf, for example:

Code: Select all

UnitType ScudNuke13
{
   Parent = Ammo
   properties {
      SizeX = 0.05
      SizeY = 0.05
      mass = 2
      hitpoints = 10
      moveType = kUnitMoveType_Projectile
   }
   fullMapOverlay { sprite = spr_fullmap_icbm }
      abilities [
     AreaEffect {
         effects = [       
            RocketLaunchingFix1         
            //RocketLaunchingDontMove                 
         ]
      }
      ProjectileMissileMove { type = ICBM; speed = 6.5; angSpeed = 720  }
      LOS { range = 5 }
            PayloadAttack { weaponType = Nuke; damageEffects = [  ] }
   ]
}
MissilesForAntiCrash must contain UnitTypes of the problematic missiles, and ConstructionsLauncherFix must contain:

Code: Select all

UnitTypeAttribute ConstructionsLauncherFix { UnitTypeFamilies = ["ConstructionSite"] }
Of course everything in file: dbunittypeattributes.ddf

The FIX will be included in the next minor update of Unofficial Patch 1.5
--------------------------------------------

Re: Empire Earth II - Unhandled Exceptions List

Posted: 08 Aug 2016, 08:42
by walshmagger
Unhandled exception means that some of the executable programs in the application you are trying to run/install are violating the integrity of the configuration of your system. It will not allow you to proceed but it has no way of informing you what is the exact error message. It could be that it is trying to write on a memory space reserved for the operating system or that some of the program code is corrupted.

Walsh

Re: Empire Earth II - Unhandled Exceptions List

Posted: 10 Aug 2016, 14:36
by Dr.MonaLisa
Yes, thankfully I fixed almost all (if not all) unhandled excpetion crashes on EE2 wth Unofficial Patch 1.5, by modding game files, or editing exe with assembly and correcting (or NOPing) some functions. Right now it's hardly ever crashing for the bad-code reason, the remaining crashes are probably related to OS/hadware.

It's possible to check the number of Unhandled Exception crashes experienced by Unofficial Patch 1.5 users during last 24 hours on this website: https://ee2.eu/statistics/#launchstats

Re: Empire Earth II - Unhandled Exceptions List

Posted: 08 Mar 2018, 15:50
by haddoneast
All I get is a total crash (blue screen of death) every time I try to play the game, uninstalled / reinstalled loads o times, very frustrating as I love the game.

Re: Empire Earth II - Unhandled Exceptions List

Posted: 08 Mar 2018, 15:50
by Dr.MonaLisa
Windows Blue Screen, or the Launcher displays a Blue Screen error?

Re: Empire Earth II - Unhandled Exceptions List

Posted: 11 Mar 2018, 13:07
by haddoneast
(Windows XP) the patch installs ok although I get a message at the end saying "Could not find start point & some DLL" however when I try to start the game, it causes a STOP error and the Windows Blue Screen of death showing violation errors.

Re: Empire Earth II - Unhandled Exceptions List

Posted: 11 Mar 2018, 14:02
by Dr.MonaLisa
Of which DLL?

Re: Empire Earth II - Unhandled Exceptions List

Posted: 15 Sep 2018, 06:56
by hisham102001
EXCEPTION: ACCESS VIOLATION
0x0097b2fe: offset 97b2fe from [(unknown)]
0xd03d83ec: offset 503d83ec from [(kernel)]
EAX: 038aef3ch ESI: ffffffffh
EBX: 00001f55h EDI: 00b104ffh
ECX: 00000000h EBP: 756dd7d1h
EDX: 03414530h ESP: 0038f808h
EIP: 0097b2feh
SS: 0000002bh CS: 00000023h
DS: 0000002bh FS: 00000053h
ES: 0000002bh GS: 0000002bh
Flags: 00010286h CF: 0 PF:1 AF:0 ZF:0 SF:1 OF:0

Re: Empire Earth II - Unhandled Exceptions List

Posted: 15 Sep 2018, 11:38
by Loewenherz
Can you write more over this crash?

Re: Empire Earth II - Unhandled Exceptions List

Posted: 15 Sep 2018, 14:08
by Dr.MonaLisa
It doesn't look like asking for help. Not even "hello".