Asset issue. 5.3.2. Release Build. CMake/WAF.

#1
Would be nice If I could get some kinda of explanation for this;

Git pulled from release 5.3.2.
SDKs version 5.3.1.
engine (engineAsset) paks from current launcher engine. (5.3.2)
Testing with GameSDK. But this should not be the issue. keep reading;

Problems;

CMake x64 Release build (NON monolithic) on win7 x64.
Builds fine.
Always when initializing Dynamic Response System, There is a stack hash corruption. I have tried to use AppVerifier to locate the error but to no success.
(Debug/Profile are not affected and work fine, editor works fine).

WAF x64 Release build (monolithic) on win7 x64.
Builds fine.
No crash on startup with DRS (???).
Pnce the game has loaded a map, the player model/animations and weapon model/animations for FP are static/non-moving and/or missing.
(Debug/Profile are not affected and work fine, editor works fine).
-----

I assumed all the assets of the gamesdk sample were pre-packaged to support a release build. I am sure I managed to build the GameSDK project successfully in release mode without these issues before. I have checked and whitelisted the system.cfg commands for ca_useIMG_CAF and sys_ime. Neither seem to have any effect in release.

Also no bending on veg etc in game only mode (I did export to engine again to make sure). Works fine in editor.

-

I know the GameSDK project is horrible blah blah but it is still the only official project that implements such a broad range of engine features. AFAIK it is used internally for benchmarking and performance testing. I think you need to get that project built in release locally using the latest engine and see for yourself the problems. Some of these issues have been around for quite a few versions of the engine (veg bending issues for ex.).

I have tried many many things but I am quite a noob at the compilation/build structure of vc/cmake etc this is all new to me and cannot find a solution to this at the moment. I have tried different revisions of the engine but it seems I have the same issues. GameZero works OK but that uses almost 1% engine features so does not prove anythying.

If any more information is needed let me know.
Would really like to be able to build a working release package, and then make a small tutorial for it.

thanks
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Re: Asset issue. 5.3.2. Release Build. CMake/WAF.

#3
package and release build is very very hard for CE5 sandbox editor. you can try to use Unity or Unreal or Lumberyard editor, because they have "one key package and release to PC or Android or IOS or Web platform" feature. I mean that these game Engine is all able to auto packaging and release in their editor except for CE5 sandbox.
Last edited by ce_cat on Thu Mar 02, 2017 3:03 am, edited 1 time in total.

Re: Asset issue. 5.3.2. Release Build. CMake/WAF.

#4
Hiya,
I'm sorry to hear that you're having trouble. If you could attach the game.log from when it crashes that would be great. If you could also try the following that would help us narrow down the issue:
  • Check the timestamp on CryDynamicResponseSystem.dll in your bin/win_x64_release folder and make sure it's comparable to the other DLLs?
  • Does the engine still run if you put "sys_dll_response_system=null" in the system.cfg? (obviously this will disable the DRS though).

Re: Asset issue. 5.3.2. Release Build. CMake/WAF.

#5
cry-patsy wrote:Hiya,
I'm sorry to hear that you're having trouble. If you could attach the game.log from when it crashes that would be great. If you could also try the following that would help us narrow down the issue:
  • Check the timestamp on CryDynamicResponseSystem.dll in your bin/win_x64_release folder and make sure it's comparable to the other DLLs?
  • Does the engine still run if you put "sys_dll_response_system=null" in the system.cfg? (obviously this will disable the DRS though).


Ok, so 5.3.3 is out. So I updated and did some extensive build testing, here are my findings (Thanks for taking the time to check into this):

STEPS TAKEN IN ORDER (for reproduce-ability);

dxdiag.log: https://drive.google.com/open?id=0B4ue- ... E53YlFqNjA

== Get/Update Launcher/Git and GameSDK Sample (5.3.3) ==
1. Download/Update launcher engine to 5.3.3 (confirmed via cryengine.cryengine file)
2. Download/Update GameSDK Sample project to latest (deleted/redownloaded)
3. Clone/Download latest git sourcecode from release branch
4. Download SDK Package from github (SDK 5.3.1). Extract to LocalGit/Code/SDKs
5. Copy and Merge (no overwrite) Launcher /Editor + /engine + /gamezero + /Templates + /Tools + /system.cfg + /editor.cfg to LocalGit engine.
6. Run cry_waf.exe -> Uncheck "GameZero" -> Check "GameSDK" -> Generate Visual Studio Solution.
7. Run Tools/Cmake/cmake_create_win64_solution.bat -> All Default (GameSDK selected by default) -> Configure -> Generate.

== WAF BUILD ==
8. Open WAF Solution
9. Build "[GameSDK] Debug : x64". Success. Rename bin folder to "waf_win_x64_debug"
10. Build "[GameSDK] Profile : x64". Success. Rename bin folder to "waf_win_x64_profile"
11. Build "[GameSDK] Performance : x64". Success. Rename bin folder to "waf_win_x64_performance"
12. Build "[GameSDK] Release : x64". Success. Rename bin folder to "waf_win_x64_release"
13. Copy and Merge (no overwrite) Launcher "/bin/win_x64_release/*" to LocalGit "/bin/waf_win_x64_release"

== CMAKE BUILD ==
14. Open CMake solution
15. Build "Debug : x64". Success. Rename bin folder to "cmake_win_x64_debug"
16. Build "Profile : x64". Success. Rename bin folder to "cmake_win_x64_profile"
17. Build "Release : x64". Success. Rename bin folder to "cmake_win_x64_release"
18. Copy and Merge (no overwrite) Launcher "/bin/win_x64_release/*" to LocalGit "/bin/cmake_win_x64_release"

== GAMESDK ASSETS ==
19. Copy Sample Assets from "/gamesdk_5.3/GameSDK/Assets/*" to LocalGit "/gamesdk/*" AND to Launcher "/gamesdk/*"
20. Modify Launcher AND LocalGit "/system.cfg" to include "sys_dll_game=crygamesdk" AND "sys_game_folder=gamesdk"

== CODE EDIT FOR RELEASE TEST ==
21. Applied three commit changes manually:
(Allow default profile) https://github.com/uniflare/CRYENGINE/commit/6ea59b6
(Force ca_useimg_caf 0) https://github.com/uniflare/CRYENGINE/commit/602cf4e
(Force log verbosity 4) https://github.com/uniflare/CRYENGINE/commit/393d25
22. Rebuilt WAF AND Cmake Release and WAF Performance builds and copied the new binaries to their respective folders.

== GameSDK TEST Launcher ==

23. Launcher "CRYENGINE_5.3/bin/win_x64/Sandbox.exe" - No Issues
24. Launcher "CRYENGINE_5.3/bin/win_x64/GameLauncher.exe" - No Issues

== GameSDK WAF Debug ==
25. LocalGit "/bin/waf_win_x64_debug/GameLauncher.exe" - Problems

Warning "Mono-2.0.dll is missing."
In Console -> "map woodland"
Assert (m_fAnimTime >= 0.0f && m_fAnimTime <= 1.0f) [\Code\CryEngine\CryAnimation\Command_Commands.cpp] line 469. No Reason.
Assert (i < 256) [\Code\CryEngine\CryCommon\CryMath\Cry_Math.h] line 354. CRY_MATH_ASSERT.
Constant low FPS (80-95% performance drop).
In Console -> "quit"
No crash.

Game.log: https://drive.google.com/open?id=0B4ue- ... V9GUGJNYWc

== GameSDK WAF Profile ==
26. LocalGit "/bin/waf_win_x64_profile/GameLauncher.exe" - No Issues

Warning "Mono-2.0.dll is missing."
In Console -> "map woodland"
No issues. Stable fps.
In Console -> "quit"
No crash.

Game.log: https://drive.google.com/open?id=0B4ue- ... W9lRWlCT28

== GameSDK WAF Performance ==
27. LocalGit "/bin/waf_win_x64_performance/GameLauncher.exe" - Problems - FATAL

Warning "Mono-2.0.dll is missing."
In Console -> "map woodland"
Crash. Stack overflow.
Call Stack: https://drive.google.com/open?id=0B4ue- ... nRZTFF1Z00
Game.log: https://drive.google.com/open?id=0B4ue- ... V9YdGZrRk0

== GameSDK WAF Release ==
28. LocalGit "/bin/waf_win_x64_release/GameLauncher.exe" - Problems

Warning "Mono-2.0.dll is missing."
In Console -> "map woodland"
No issues.
In Console -> "quit"
Crash. "gEnv.pCodeCheckpointMgr was nullptr."
line 89 [\Code\GameSDK\GameDll\Network\Lobby\GameBrowser.cpp]
Call Stack: https://drive.google.com/open?id=0B4ue- ... GR4d1lTU3c
Game.log: https://drive.google.com/open?id=0B4ue- ... mVDd1V0N0E

== GameSDK CMAKE Debug ==
29. LocalGit "/bin/cmake_win_x64_debug/GameLauncher.exe" - Problems

Error "d3dcompiler_47.dll is missing.". Copied from WAF bin.
In Console -> "map woodland"
Constant low FPS (80-95% performance drop). No asserts triggered.
In Console -> "quit"
No crash.

Game.log: https://drive.google.com/open?id=0B4ue- ... m9LSzJqWlk

== GameSDK CMAKE Profile ==
30. LocalGit "/bin/cmake_win_x64_profile/GameLauncher.exe" - - No Issues

Error "d3dcompiler_47.dll is missing.". Copied from WAF bin.
In Console -> "map woodland"
No issues. Stable fps.
In Console -> "quit"
No crash.

Game.log: https://drive.google.com/open?id=0B4ue- ... V9GeEc5eTQ

== GameSDK CMAKE Release ==
31. LocalGit "/bin/cmake_win_x64_release/GameLauncher.exe" - Problems - FATAL

Error "d3dcompiler_47.dll is missing.". Copied from WAF bin.
Crash. StackHash_f506. A heap has been corrupted.
Call Stack: https://drive.google.com/open?id=0B4ue- ... UVZQnBSN1E
Game.log: https://drive.google.com/open?id=0B4ue- ... zR2R1ZOT00

===========================

Applying suggestion "sys_dll_response_system=null" in system.cfg.

== GameSDK CMAKE Release + sys_dll_response_system=null ==
32. LocalGit "/bin/cmake_win_x64_release/GameLauncher.exe" - Problems - FATAL

Error "d3dcompiler_47.dll is missing.". Copied from WAF bin.
Progress: Game does not crash on startup now, but...
In Console -> "map woodland"
Crash. StackHash_f506. A heap has been corrupted.
Call Stack: https://drive.google.com/open?id=0B4ue- ... y1nU0kzTDA
Game.log: https://drive.google.com/open?id=0B4ue- ... G1UYk5KX3M

Suggestion "timestamp on CryDynamicResponseSystem.dll"
Stamps:
https://drive.google.com/open?id=0B4ue- ... 0tTcWtwb2M

=====

GameZero does not have these issues. I have not tried implemented a mechanic that uses DRS in GameZero so cannot test. Though since it is on DRS init, it is likely the problem would persist to some degree.

Hope this helps. Seems to be an issue with release builds atm (at least for me).
cheers.

(PS; Looks like somethings up with yasli in release...)


WAF Config: https://drive.google.com/open?id=0B4ue- ... 2VmYU9lNG8
CMakeCache: https://drive.google.com/open?id=0B4ue- ... DdaNVNyeWs
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