Error from multiplayer game

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Jonathan Pollard
Posts: 584
Joined: Sun Feb 25, 2007 2:48 am
Location: Federal prison
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Error from multiplayer game

Post by Jonathan Pollard »

My opponent in a borked multiplayer game emailed me the error which he said he found in his C:\Users\Documents\My Games\CloseCombatTheBloodyFirst folder. I was the host, he was the client.

error20200502_234936.

20200502_234936
VER:90B : 1000B
PLATFORM: WINDOWS
LANG:
WinVer:10.0.18362.778
0: Intel(R) UHD Graphics 620
Memory Load:41% TotalPhys:8075 FreePhys:4737
CPU String: GenuineIntel
Stepping ID = 10
Model = 14
Family = 6
Extended model = 8
CLFLUSH cache line size = 64
APIC Physical ID = 3
CPU Brand String: Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz
Cache Size = 256K
UNKNOWN TAGS IN: CONFIG/SYSTEM.TXT
Unknown Tag: MOVIEMODE
Unknown Tag: DYNAMICENV
Unknown Tag: LAYOUTKILLSENEMYX,
END: CONFIG/SYSTEM.TXT
Found DirectX Version Number: 4.09.00.0904
PLATFORM: WINDOWS
Creating Device.....
MonkeyInitStart
MIS: Found DD
MIS: IsHW
MIS: SetCoop
MIS: Setting Disp Mode
MIS: Done Init 3D Device
MIS: Tex Enum
MIS: SDRS
MIS: Init Decal Render
TS: Start
TS: IAPSent
TS: UILoaded
INITIAL LOAD 2764
TS: CC Engine Loaded
TS: BattleObj
TS: Managers
TS: BFBB
TS: LT
TS: InitDLUI
TS: Messages
TS: Ended
WARNING: Invalid main force unit in file T_BOOT_CAMP_TUTORIAL_TITLE.
WARNING: Invalid main force unit in file T_BOOT_CAMP_TUTORIAL_TITLE.
Game Version OK: 10000 v 10101
Launching Saved Game
Launching Saved Game
Launching Saved Game
Starting map: Cacchiamo
Memory Load:52% TotalPhys:8075 FreePhys:3808
Memory Load:54% TotalPhys:8075 FreePhys:3672
Memory Load:54% TotalPhys:8075 FreePhys:3703
Playing as: 0
WARNING: Client received order complete for wrong order. Client 5, host 2 with result 0.
WARNING: Client received order complete for wrong order. Client 5, host 3 with result 13.
WARNING: Client received order complete for wrong order. Client 5, host 3 with result 4.
WARNING: Client received order complete for wrong order. Client 5, host 3 with result 13.
WARNING: Client received order complete for wrong order. Client 5, host 3 with result 13.
WARNING: Client received order complete for wrong order. Client 6, host 2 with result 0.
WARNING: Client received order complete for wrong order. Client 5, host 3 with result 4.
ERROR
mN > 0
c:\Dev\Archon\Util\heap.h(201) : Failed
ERROR

######## EXCEPTION: 0x80000003 at address: 0x0062A49D
Starting Debugger
SEARCHING: C:\Program Files (x86)\Matrix Games\Close Combat The Bloody First;C:\Program Files (x86)\Matrix Games\Close Combat The Bloody First;C:\WINDOWS
C:\Program Files (x86)\Matrix Games\Close Combat The Bloody First;C:\Program Files (x86)\Matrix Games\Close Combat The Bloody First;C:\WINDOWS
SGA: KernelErrorHandler
KernelErrorHandler
c:\dev\kernel\kernelerror.cpp(276) : +0 bytes (KernelErrorHandler) 0
SGA: CPriorityHeap<CPathNode>::Pop
CPriorityHeap<CPathNode>::Pop
c:\dev\archon\util\heap.h(201) : +29 bytes (CPriorityHeap<CPathNode>::Pop) 0
SGA: CPathTask::CheckDirectPath
CPathTask::CheckDirectPath
c:\dev\closecombat\ccengine\pathfinder\cctilepathfinder.cpp(1797) : +14 bytes (CPathTask::CheckDirectPath) 0
SGA: CPathTask::WorkPath
CPathTask::WorkPath
c:\dev\closecombat\ccengine\pathfinder\cctilepathfinder.cpp(1422) : +0 bytes (CPathTask::WorkPath) 0
SGA: CPathThread::Update
CPathThread::Update
c:\dev\closecombat\ccengine\pathfinder\cctilepathfinder.cpp(2196) : +20 bytes (CPathThread::Update) 0
SGA: PathThreadFunction
PathThreadFunction
c:\dev\closecombat\ccengine\pathfinder\cctilepathfinder.cpp(2033) : +0 bytes (PathThreadFunction) 0
SGA: BaseThreadInitThunk
BaseThreadInitThunk
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
SGA: RtlGetAppContainerNamedObjectPath
RtlGetAppContainerNamedObjectPath
Debugger Cleanup

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PipFromSlitherine
Posts: 1503
Joined: Wed Jun 23, 2010 7:11 pm

RE: Error from multiplayer game

Post by PipFromSlitherine »

The game will ask them whether to send the error log directly to use when they next run the game, so we should get the error log via our system. Sorry you had this error, we think it is fixed in the next update but will continue to monitor.

Cheers

Pip
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