Notes |
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Does it crash if you fight against computer player hero on a small temp map? |
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Yes, it's a computer hero on a map
Didn't get what you mean for "temp", sorry |
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libStupidAI.dylib usually is used for neutral creatures. And for computer heroes it should be libBattleAI. But this is optional so. Configurable in vcmi_launcher or settings.json manually |
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If both AI crash it is either mods or something bad with your build |
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Some mods are incompatible with each other. Do you have any mods installed? |
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AI change didn't help
I have "Mods" dir empty
Maybe my HOMM3 installation is old/invalid? |
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If map loads correctly and you can walk without any issues it should be ok. The build itself might be wrong. I do not know if we have some daily builds available for MacOS and external sources might be outdated. |
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After my steps are finished, when the opposite heroes start moving it fails with
0 libvcmi.dylib 0x000000011dcbfd9d SpellID::toSpell() const + 29
1 libVCAI.dylib 0x000000011d4a0abc AIPathfinding::AILayerTransitionRule::setup() + 1052
2 libVCAI.dylib 0x000000011d4a0610 AIPathfinding::AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback*, VCAI*, std::__1::shared_ptr<AINodeStorage>) + 112
3 libVCAI.dylib 0x000000011d482306 std::__1::shared_ptr<AIPathfinding::AILayerTransitionRule> std::__1::shared_ptr<AIPathfinding::AILayerTransitionRule>::make_shared<CPlayerSpecificInfoCallback*&, VCAI*&, std::__1::shared_ptr<AINodeStorage>&>(CPlayerSpecificInfoCallback*&&&, VCAI*&&&, std::__1::shared_ptr<AINodeStorage>&&&) + 118
4 libVCAI.dylib 0x000000011d48093e AIPathfinding::makeRuleset(CPlayerSpecificInfoCallback*, VCAI*, std::__1::shared_ptr<AINodeStorage>) + 78
5 libVCAI.dylib 0x000000011d48106f AIPathfinding::AIPathfinderConfig::AIPathfinderConfig(CPlayerSpecificInfoCallback*, VCAI*, std::__1::shared_ptr<AINodeStorage>) + 95
6 libVCAI.dylib 0x000000011d485a46 std::__1::shared_ptr<AIPathfinding::AIPathfinderConfig> std::__1::shared_ptr<AIPathfinding::AIPathfinderConfig>::make_shared<CPlayerSpecificInfoCallback*&, VCAI*&, std::__1::shared_ptr<AINodeStorage>&>(CPlayerSpecificInfoCallback*&&&, VCAI*&&&, std::__1::shared_ptr<AINodeStorage>&&&) + 118
7 libVCAI.dylib 0x000000011d484d72 AIPathfinder::updatePaths(std::__1::vector<HeroPtr, std::__1::allocator<HeroPtr> >) + 866
8 libVCAI.dylib 0x000000011d497730 PathfindingManager::updatePaths(std::__1::vector<HeroPtr, std::__1::allocator<HeroPtr> >) + 176
9 libVCAI.dylib 0x000000011d4ac769 AIhelper::updatePaths(std::__1::vector<HeroPtr, std::__1::allocator<HeroPtr> >) + 41
10 libVCAI.dylib 0x000000011d5648e4 VCAI::mainLoop() + 2692
11 libVCAI.dylib 0x000000011d55e8fa VCAI::makeTurn() + 1018
12 libboost_thread-mt.dylib 0x000000011000f878 boost::(anonymous namespace)::thread_proxy(void*) + 136
13 libsystem_pthread.dylib 0x00007fff72e372eb _pthread_body + 126
14 libsystem_pthread.dylib 0x00007fff72e3a249 _pthread_start + 66
15 libsystem_pthread.dylib 0x00007fff72e3640d thread_start + 13 |
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(0008011)
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Nullkiller
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2021-02-14 12:44
(edited on: 2021-02-14 12:45) |
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Is it debug or release? I had a lot of issues with debug/release mix on windows. When the lib is compiled in release but referenced from debug and so on.
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I just used default settings
And also builds from official page don't work with the same failures |
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