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[SOLVED] Crash due to unhandled NiPathController

Posted: 12 May 2019, 14:28
by Slissith
Hey guys!

I've been having issues ever since I switched to a somewhat more recent nighty build for about 2 weeks now. The game crashes whenever I try to transition from the interior "Vivec, Foreign Quarter Lower Waistworks" to the exterior "Vivec" cell. Here's what openmw log has to say about it:

Playing music/explore/jeremy soule style/oblivion/atmosphere_04.mp3
Changing to interior
Unloading cell Vivec, Simine Fralinie: Bookseller
Loading cell Vivec, Foreign Quarter Canalworks
Changing to interior
Unloading cell Vivec, Foreign Quarter Canalworks
Loading cell Vivec, Foreign Quarter Lower Waistworks
Unloading cell Vivec, Foreign Quarter Lower Waistworks
Loading cell 3, -10
Loading cell 2, -10
Loading cell 3, -9
Controller R2_Claw02 present more than once in meshes/r/xsiltstrider.kf, ignoring later version
Loading cell 3, -11
Loading cell 4, -10
Loading cell 2, -9
Loading cell 2, -11
Loading cell 4, -9
Loading cell 4, -11
Warning: AM_Drummer_script line 76, column 41 (,): Extra argument
Warning: AM_Drummer_script line 76, column 45 (1.0): Extra argument
Unhandled controller NiPathController on node 90 in meshes/e/magic_cast_myst.nif


Help :p

Re: Crash due to unhandled NiPathController

Posted: 12 May 2019, 15:22
by Capostrophic
No, NIPathController is unrelated. What mods do you have installed?

Re: Crash due to unhandled NiPathController

Posted: 12 May 2019, 23:11
by Slissith
Capostrophic wrote:
12 May 2019, 15:22
No, NIPathController is unrelated. What mods do you have installed?
Hey there, thanks for the heads up, didn't know that.

Here's my load order!
Spoiler: Show
I also tried loading just Morrowind, Tribunal and Bloodmoon. The issue persists but the log is a little different...
Spoiler: Show

Re: Crash due to unhandled NiPathController

Posted: 16 May 2019, 00:18
by Slissith
Reverted to 0.45

Fixed everthing :p

Re: [SOLVED] Crash due to unhandled NiPathController

Posted: 24 May 2019, 17:17
by sirherrbatka
I think that i possible stumbled on the same crash (segfault) just now. Stack trace is:

Code: Select all

#0  0x00007ffff7cf20bb in osg::GLBufferObject::compileBuffer() () from /usr/lib/libosg.so.158
#1  0x00007ffff7e8fba9 in osg::VertexArrayState::setArray(osg::VertexArrayState::ArrayDispatch*, osg::State&, osg::Array const*) () from /usr/lib/libosg.so.158
#2  0x00007ffff7d50ca8 in osg::Geometry::drawVertexArraysImplementation(osg::RenderInfo&) const () from /usr/lib/libosg.so.158
#3  0x00007ffff7d511e5 in osg::Geometry::drawImplementation(osg::RenderInfo&) const () from /usr/lib/libosg.so.158
#4  0x00007ffff7d3fb50 in osg::Drawable::draw(osg::RenderInfo&) const () from /usr/lib/libosg.so.158
#5  0x00007ffff7a94844 in osgUtil::RenderLeaf::render(osg::RenderInfo&, osgUtil::RenderLeaf*) () from /usr/lib/libosgUtil.so.158
#6  0x00007ffff7a8ef7d in osgUtil::RenderBin::drawImplementation(osg::RenderInfo&, osgUtil::RenderLeaf*&) () from /usr/lib/libosgUtil.so.158
#7  0x00007ffff7a9a408 in osgUtil::RenderStage::drawImplementation(osg::RenderInfo&, osgUtil::RenderLeaf*&) () from /usr/lib/libosgUtil.so.158
#8  0x00007ffff7a8ff83 in osgUtil::RenderBin::draw(osg::RenderInfo&, osgUtil::RenderLeaf*&) () from /usr/lib/libosgUtil.so.158
#9  0x00007ffff7a995b7 in osgUtil::RenderStage::drawInner(osg::RenderInfo&, osgUtil::RenderLeaf*&, bool&) () from /usr/lib/libosgUtil.so.158
#10 0x00007ffff7a9b3d2 in osgUtil::RenderStage::draw(osg::RenderInfo&, osgUtil::RenderLeaf*&) () from /usr/lib/libosgUtil.so.158
#11 0x00007ffff7aa6fc7 in osgUtil::SceneView::draw() () from /usr/lib/libosgUtil.so.158
#12 0x00007ffff7734871 in osgViewer::Renderer::draw() () from /usr/lib/libosgViewer.so.158
#13 0x00007ffff7d6b449 in osg::GraphicsContext::runOperations() () from /usr/lib/libosg.so.158
#14 0x00007ffff7df78be in osg::OperationThread::run() () from /usr/lib/libosg.so.158
#15 0x00007ffff7d6d39e in non-virtual thunk to osg::GraphicsThread::run() () from /usr/lib/libosg.so.158
#16 0x00007ffff7bbcfa9 in OpenThreads::ThreadPrivateActions::StartThread(void*) () from /usr/lib/libOpenThreads.so.21
#17 0x00007ffff5636a92 in start_thread () from /usr/lib/libpthread.so.0
#18 0x00007ffff4ec2cd3 in clone () from /usr/lib/libc.so.6
I had some errors in logs that appear to be unrelated (for instance, occurring before I updated openmw or unrelated to rendering). Are you aware of this issue already? I can debug this to pinpoint the issue since it is very reproducible here but I don't know enough about OpenMW code or OSG to actually fix it in a reasonable amount of time.

Re: [SOLVED] Crash due to unhandled NiPathController

Posted: 24 May 2019, 19:33
by AnyOldName3
Can you get me a detailed trace (i.e. with function arguments) and tell me which commit of OSG it is? I can probably work out the actual cause with that.

Re: [SOLVED] Crash due to unhandled NiPathController

Posted: 24 May 2019, 20:17
by sirherrbatka
Good thing that you asked. It is the most recent OSG release (3.6.3). Build against the OSG 3.4 works fine. I can provide more information next week.

Re: [SOLVED] Crash due to unhandled NiPathController

Posted: 24 May 2019, 20:35
by Capostrophic
OpenMW doesn't work on OSG 3.6.3 properly due to a regression in OSG that was fixed later (in yet-unreleased 3.6.4). Try the upstream OpenSceneGraph-3.6 branch, or alternatively, my own branch where I attempted to rebase most of the remaining "useful" OpenMW/osg optimizations that aren't present upstream.

Re: [SOLVED] Crash due to unhandled NiPathController

Posted: 24 May 2019, 20:46
by sirherrbatka
Ok, therefore this topic reaches the conclusion. However, I think that it may be a good idea to update README file in the repository (or maybe the cmake script?). Do you agree?

Re: [SOLVED] Crash due to unhandled NiPathController

Posted: 24 May 2019, 20:53
by Capostrophic
With Robert potentially deciding to drop a new RC at any given moment I wouldn't bother. There are other issues with 3.6.x that need taking care of.