How to collect logfiles from BZ2

Moderators: GSH, VSMIT, Red Devil, Commando

User avatar
GSH
Patch Creator
Posts: 2485
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

How to collect logfiles from BZ2

Post by GSH »

AIP logs are only used for diagnosing AIP problems. AIPs are used in singleplayer, Instant Action and MPI. The files that are more relevant are as follows:

1) If on XP, open up the folder you installed 1.3.6.1 and/or 89e into. If on Vista/Win7, open My Documents -> My Game -> Battlezone II. This folder is the base directory logs.

2) Get the 'Battlezone.log' file in the directory in step 1. This file contains info on your system (CPU, GPU, etc), and also contains info if you crash. Note: this file is overwritten every time you run BZ2, so if you crash, it's best to back up this file or send it on asap.

3) From the directory in step #1, go into a 'Logs' subfolder. Sort that folder by date. Grab the latest chatlog and histogram log files for your most recent game. Note: chatlog and histogram log files are NOT enabled by default in 1.3.6.1. 89e turns on chatlog file archiving, but not histograms.

Basically, for crashes, just Battlezone.log is good enough to send on. For network issues, Battlezone.log + chatlog from that game is good. For really bad framerate issues, Battlezone.log + chatlog + histogram is best, though as above, chatlog and histogram aren't enabled by default.

-- GSH
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: How to collect logfiles from BZ2

Post by Ded10c »

How do we enable histogram logging if we feel the need?
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: How to collect logfiles from BZ2

Post by Red Spot »

Late answer, but as I was looking for the info it might be handy to have it posted here.

Go to your "-BZ2 root-/addon/config" folder and add the following to your LocalPrefs.ini file;

aipLogging = true
KeepHistogramLogfile = true
KeepChatLogFile = true
TimestampChat = true
Oni
Scrap
Posts: 1
Joined: Wed Apr 24, 2013 12:29 am

Re: How to collect logfiles from BZ2

Post by Oni »

Hi guys, as Red_Devil asked me.

See below my log on his game, tonight.

DIAG| maininit:535 |00:19:43|2 |Version Information Section
DIAG| maininit:536 |00:19:43|2 | BZ2 build 1.3.6.3a Public Beta
DIAG| maininit:547 |00:19:43|2 |Session started Tue Apr 16 00:19:43 2013
DIAG| maininit:553 |00:19:43|2 |CPU: 4 processors, type 586
DIAG| maininit:554 |00:19:43|2 |CPU: Intel(R) Core(TM) i3-3220T CPU @ 2.80GHz
DIAG| maininit:555 |00:19:43|2 |CPU: Intel64 Family 6 Model 58 Stepping 9
DIAG| maininit:558 |00:19:43|2 |Executed by ONI-PC\oni on Windows Version: 6.1.7601 'Service Pack 1' PlatformID=2
DIAG| DXUT:2097 |00:19:44|68 | DXUT pause on change device
DIAG| DXUT:1352 |00:19:44|70 | DXUT pause on minimize
DIAG| DXUT:1525 |00:19:44|70 | DXUT pause on minimize
DIAG| vid:542 |00:19:44|596 |In Vid::OnCreateDevice, pd3dDevice = 0x0C6C4220
DIAG| vid:559 |00:19:44|596 |d3d: supports range based fog
DIAG| vid:572 |00:19:44|596 |d3d: supports border address mode
DIAG| vid:618 |00:19:44|596 |d3d: Has EMBM texture format support
DIAG| vid:529 |00:19:44|596 |DXT Textures - allowing because your card isn't on the unsupported list. Edit render*.cfg to force it on/off
DIAG| vid:643 |00:19:44|596 |D3D Adapter Identifier info:
DIAG| vid:644 |00:19:44|596 | Driver: aticfx32.dll
DIAG| vid:645 |00:19:44|597 | Description: AMD Radeon HD 7700 Series
DIAG| vid:646 |00:19:44|597 | DeviceName: \\.\DISPLAY1
DIAG| vid:647 |00:19:44|597 | DriverVersion: 0x00080011000A0494
DIAG| vid:648 |00:19:44|597 | VendorId: 0x00001002
DIAG| vid:649 |00:19:44|597 | DeviceId: 0x0000683F
DIAG| vid:650 |00:19:44|597 | SubSysId: 0x200B1787
DIAG| vid:651 |00:19:44|597 | Revision: 0x00000000
DIAG| vid:653 |00:19:44|597 |Dumping D3D9 Device Caps:
DIAG| vid:655 |00:19:44|597 | DeviceType: 0x00000001
DIAG| vid:656 |00:19:44|597 | AdapterOrdinal: 0
DIAG| vid:657 |00:19:44|597 | Caps: 0x00020000
DIAG| vid:658 |00:19:44|597 | Caps2: 0xE0020000
DIAG| vid:659 |00:19:44|597 | Caps3: 0x000003A0
DIAG| vid:660 |00:19:44|597 | PresentationIntervals: 0x8000000F
DIAG| vid:661 |00:19:44|597 | CursorCaps: 0x00000001
DIAG| vid:662 |00:19:44|597 | DevCaps: 0x001BBEF0
DIAG| vid:663 |00:19:44|597 | PrimitiveMiscCaps: 0x003FCCF2
DIAG| vid:664 |00:19:44|597 | RasterCaps: 0x0F736191
DIAG| vid:665 |00:19:44|597 | ZCmpCaps: 0x000000FF
DIAG| vid:666 |00:19:44|597 | SrcBlendCaps: 0x00003FFF
DIAG| vid:667 |00:19:44|597 | DestBlendCaps: 0x00003FFF
DIAG| vid:668 |00:19:44|597 | AlphaCmpCaps: 0x000000FF
DIAG| vid:669 |00:19:44|597 | ShadeCaps: 0x00084208
DIAG| vid:670 |00:19:44|597 | TextureCaps: 0x0001EC45
DIAG| vid:671 |00:19:44|597 | TextureFilterCaps: 0x07030700
DIAG| vid:672 |00:19:44|597 | CubeTextureFilterCaps: 0x03030300
DIAG| vid:673 |00:19:44|597 | VolumeTextureFilterCaps: 0x07030700
DIAG| vid:674 |00:19:44|597 | TextureAddressCaps: 0x0000003F
DIAG| vid:675 |00:19:44|597 | VolumeTextureAddressCaps: 0x0000003F
DIAG| vid:676 |00:19:44|597 | LineCaps: 0x0000001F
DIAG| vid:677 |00:19:44|597 | MaxTextureWidth: 16384
DIAG| vid:678 |00:19:44|597 | MaxTextureHeight: 16384
DIAG| vid:679 |00:19:44|597 | MaxVolumeExtent: 16384
DIAG| vid:680 |00:19:44|597 | MaxTextureRepeat: 8192
DIAG| vid:681 |00:19:44|597 | MaxTextureAspectRatio: 8192
DIAG| vid:682 |00:19:44|597 | MaxAnisotropy: 16
DIAG| vid:683 |00:19:44|597 | StencilCaps: 0x000001FF
DIAG| vid:684 |00:19:44|597 | FVFCaps: 0x00100008
DIAG| vid:685 |00:19:44|597 | TextureOpCaps: 0x03FFFFFF
DIAG| vid:686 |00:19:44|597 | MaxTextureBlendStages: 8
DIAG| vid:687 |00:19:44|598 | MaxSimultaneousTextures: 8
DIAG| vid:688 |00:19:44|598 | VertexProcessingCaps: 0x0000017B
DIAG| vid:689 |00:19:44|598 | MaxActiveLights: 10
DIAG| vid:700 |00:19:44|598 | MaxUserClipPlanes: 6
DIAG| vid:701 |00:19:44|598 | MaxVertexBlendMatrices: 4
DIAG| vid:702 |00:19:44|598 | MaxVertexBlendMatrixIndex: 8
DIAG| vid:703 |00:19:44|598 | MaxPrimitiveCount: 5592405
DIAG| vid:704 |00:19:44|598 | MaxVertexIndex: 16777215
DIAG| vid:705 |00:19:44|598 | MaxStreams: 16
DIAG| vid:706 |00:19:44|598 | MaxStreamStride: 508
DIAG| vid:707 |00:19:44|598 | VertexShaderVersion: 0xFFFE0300
DIAG| vid:708 |00:19:44|598 | MaxVertexShaderConst: 256
DIAG| vid:709 |00:19:44|598 | PixelShaderVersion: 0xFFFF0300
DIAG| vid:710 |00:19:44|598 | DevCaps2: 0x00000071
DIAG| vid:711 |00:19:44|598 | Reserved5: 0x00000000
DIAG| vid:712 |00:19:44|598 | MasterAdapterOrdinal: 0
DIAG| vid:713 |00:19:44|598 | AdapterOrdinalInGroup: 0
DIAG| vid:714 |00:19:44|598 | NumberOfAdaptersInGroup: 1
DIAG| vid:715 |00:19:44|598 | DeclTypes: 0x000003FF
DIAG| vid:716 |00:19:44|598 | NumSimultaneousRTs: 4
DIAG| vid:717 |00:19:44|598 | StretchRectFilterCaps: 0x03000300
DIAG| vid:718 |00:19:44|598 | VertexTextureFilterCaps: 0x03000300
DIAG| vid:719 |00:19:44|598 | MaxVShaderInstructionsExecuted: -1
DIAG| vid:720 |00:19:44|598 | MaxPShaderInstructionsExecuted: -1
DIAG| vid:721 |00:19:44|598 | MaxVertexShader30InstructionSlots: 32768
DIAG| vid:722 |00:19:44|598 | MaxPixelShader30InstructionSlots: 32768
DIAG| vid:725 |00:19:44|598 | MaxPointSize: 256.00
DIAG| vid:726 |00:19:44|598 | PixelShader1xMaxValue: 340282346638528860000000000000000000000.00
DIAG| vid:727 |00:19:44|598 | MaxNpatchTessellationLevel: 1.00
DIAG| vid:728 |00:19:44|598 | MaxVertexW: 10000000000.00
DIAG| vid:729 |00:19:44|598 | GuardBandLeft: -32768.00
DIAG| vid:730 |00:19:44|598 | GuardBandTop: -32768.00
DIAG| vid:731 |00:19:44|598 | GuardBandRight: 32768.00
DIAG| vid:732 |00:19:44|598 | GuardBandBottom: 32768.00
DIAG| vid:733 |00:19:44|598 | ExtentsAdjust: 0.00
DIAG| vid:775 |00:19:44|599 |In Vid::OnResetDevice, pd3dDevice = 0x0C6C4220
DIAG| DXUT:2584 |00:19:44|601 | DXUT unpause on change device done
DIAG| setup:77 |00:19:44|602 |Drive type : Fixed
DIAG| setup:147 |00:19:44|602 |Startup directory : C:\Program Files (x86)\Battlezone II
DIAG| vid:1236 |00:19:44|780 |Vid::SetMode - ord(0) fmt(22), w(1920), h(1080) bbCount 2
DIAG| vid:1256 |00:19:44|780 | bFmt(21), MSType(8), MSQual(2), DSFmt(75), Win(0)
DIAG| vid:1267 |00:19:44|780 | Refresh(60), Interval(0), Flags(2)
DIAG| vid:1268 |00:19:44|780 | hWnds = 000E0536 000E0536 000E0536 000E0536
DIAG| DXUT:2097 |00:19:44|780 | DXUT pause on change device
DIAG| vid:817 |00:19:45|1105 |In Vid::OnLostDevice
DIAG| DXUT:1392 |00:19:45|1138 | DXUT unpause on restore
DIAG| DXUT:1491 |00:19:45|1259 | DXUT unpause on restore
DIAG| DXUT:2584 |00:19:45|1348 | DXUT unpause on change device done
DIAG| vid:1276 |00:19:45|1348 |DXUTCreateDeviceFromSettings = 00000000, lost = 1
DIAG| vid:1286 |00:19:45|1348 |Trycount 0, device lost = 1 1
DIAG| DXUT:5453 |00:19:45|1362 | AttemptAcquire device = 0x0C6C4220, lost = 1, paused = 0
DIAG| DXUT:5467 |00:19:45|1362 | noticed device lost
DIAG| DXUT:5471 |00:19:45|1362 | Coop level check failed.
DIAG| DXUT:5535 |00:19:45|1362 | Try to reset the device
DIAG| vid:775 |00:19:45|1729 |In Vid::OnResetDevice, pd3dDevice = 0x0C6C4220
DIAG| vid:1297 |00:19:45|1732 |Attempted acquire & render, lost = 0 0
DIAG| input:1108 |00:19:45|1796 |Double click time=500 ms, threshold=4,4
DIAG| input:1129 |00:19:45|1796 |8 button mouse, Left=0 Right=1
DIAG| input:143 |00:19:45|1798 |Keyboard repeat delay=[500] speed=[31]
DIAG|MissionHandler_oldcode:1246 |00:19:45|1844 |Expanded game UI file of 'bzgame_moves_1920x1080.cfg' not found. Using default of 'bzgame_moves.cfg'
DIAG| dsutil:143 |00:19:45|2035 |DirectSound 8 System started. Noted capabilities:
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_CONTINUOUSRATE
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_PRIMARY16BIT
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_PRIMARY8BIT
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_PRIMARYMONO
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_PRIMARYSTEREO
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_SECONDARY16BIT
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_SECONDARY8BIT
DIAG| dsutil:150 |00:19:45|2035 | DSCAPS_SECONDARYMONO
DIAG| dsutil:150 |00:19:45|2036 | DSCAPS_SECONDARYSTEREO
DIAG| dsutil:156 |00:19:45|2036 | dwPrimaryBuffers = 1
DIAG| dsutil:157 |00:19:45|2036 | dwMaxHwMixingAllBuffers = 1
DIAG| dsutil:158 |00:19:45|2036 | dwMaxHwMixingStaticBuffers = 1
DIAG| dsutil:159 |00:19:45|2036 | dwMaxHwMixingStreamingBuffers = 1
DIAG| dsutil:160 |00:19:45|2036 | dwFreeHwMixingAllBuffers = 0
DIAG| dsutil:161 |00:19:45|2036 | dwFreeHwMixingStaticBuffers = 0
DIAG| dsutil:162 |00:19:45|2036 | dwFreeHwMixingStreamingBuffers = 0
DIAG| dsutil:163 |00:19:45|2036 | dwMaxHw3DAllBuffers = 0
DIAG| dsutil:164 |00:19:45|2036 | dwMaxHw3DStaticBuffers = 0
DIAG| dsutil:165 |00:19:45|2036 | dwMaxHw3DStreamingBuffers = 0
DIAG| dsutil:166 |00:19:45|2036 | dwFreeHw3DAllBuffers = 0
DIAG| dsutil:167 |00:19:45|2036 | dwFreeHw3DStaticBuffers = 0
DIAG| dsutil:168 |00:19:45|2036 | dwFreeHw3DStreamingBuffers = 0
DIAG| dsutil:202 |00:19:45|2036 | -- SW buffers in use. Using 32 channels max
DIAG| dsutil:208 |00:19:45|2036 | -- AUTO-DISABLING 3D Audio, as soundcard can't handle!
DIAG| dsutil:228 |00:19:45|2036 | Audio buffers will be placed in: Software
DIAG| dsutil:241 |00:19:45|2036 |-- Prefsfile set audio mem purge at 33554432 bytes
DIAG| dsutil:244 |00:19:45|2036 |Done with audio caps log
DIAG| AudioSys:325 |00:19:45|2038 |Audio: DirectSound8 setup complete


Please remove what you don't need cause I think this post is very long ^^', sorry about that.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: How to collect logfiles from BZ2

Post by Red Devil »

need the chatlog files from that game if you have them, oni.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: How to collect logfiles from BZ2

Post by Red Devil »

add /uniquelogfile to your command line to prevent your Battlezone logs from being overwritten.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
User avatar
Progressor
Thunderbolt
Posts: 142
Joined: Fri Mar 07, 2014 1:50 pm

Re: How to collect logfiles from BZ2

Post by Progressor »

Here is a set of log files with exceptions from different mods: FE, QF, Uler: https://dl.dropboxusercontent.com/u/751 ... rashed.zip
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: How to collect logfiles from BZ2

Post by Red Devil »

looks like a bunch of render AV's in FE and a couple odf AV's in QF.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: How to collect logfiles from BZ2

Post by General BlackDragon »

First two look like an DLL calling RemoveObject on a handle that isn't around anymore? Possibly an artifact class? Aslo several ODF errors.

The rest look like a bunch of a different AV.
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
Progressor
Thunderbolt
Posts: 142
Joined: Fri Mar 07, 2014 1:50 pm

Re: How to collect logfiles from BZ2

Post by Progressor »

This occurred playing the QF mod.

Code: Select all

---- Battlezone II Log File ----
//=====================================================
App version: bzone 1.3.6.4z30 Public Beta Apr 10 2014 22:32:53
Windows version: Windows Version: 6.1.7601 'Service Pack 1' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|            runcodes:167  |16:57:07|604563 |[View] Entering run code [COCKPIT]
DIAG|            Planners:3330 |16:57:28|625418 |SetAIP - cfg(qf4atck1.aip) team(5)
DIAG|          LuaManager:165  |16:57:28|625419 |Lua file 'qf4atck1.lua' not found
DIAG|            runcodes:167  |16:58:18|675262 |[Mission] Entering run code [ESCAPE]
DIAG|            runcodes:167  |16:58:18|675489 |[View] Entering run code [PauseScreen]
DIAG|               iface:1462 |16:58:22|679509 |UnsetModal: throwing away [DEAD]
DIAG|            runcodes:167  |16:58:22|679790 |[Mission] Entering run code [RUN]
DIAG|            runcodes:167  |16:58:22|679793 |[View] Entering run code [COCKPIT]
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000150h
Message :  Exception
Error occurred at 4/12/2014 16:59:42.
E:\Games\Battlezone II\bzone.exe, run by Annihilator.
E:\Games\Battlezone II\bzone.exe, run by Annihilator.
CPU: 8 processor(s), Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
     x86 Family 6 Model 42 Stepping 7
Process Memory :   1415 MB free out of   2048 MB total
Physical memory:   1742 MB free out of   3574 MB total
Page(swap) file:   5115 MB free out of   7145 MB total
This exe is using 237 MB (90 MB dlmalloc), peak use 238 MB

Fault address:  004A5E20 01:00224E20 E:\Games\Battlezone II\bzone.exe

Registers:
EAX:793360CC
EBX:00000000
ECX:00000000
EDX:00000000
ESI:793360CC
EDI:1077B06C
CS:EIP:001B:004A5E20
SS:ESP:0023:0624E3C4  EBP:0624E3FC
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00010246

Call stack:
Address  Offset1  Offset2  Module              SourceFile
004A5E20 +00225E20 00000000 bzone            (bzone): : MeshEnt::SetAnimCycle
003A41F0 +001241F0 00000017 bzone            (bzone): : ANIMATION_STRUCT::Action_Set_Idle
002F17A7 +000717A7 00000022 bzone            (bzone): : ANIMATION_STRUCT::Init
002F1B32 +00071B32 00000019 bzone            (bzone): : ConstructionRig::Init
0031157B +0009157B 00000068 bzone            (bzone): : GameObjectClass::Build
00304B50 +00084B50 00000098 bzone            (bzone): : Factory::FinishBuild
00304A83 +00084A83 00000068 bzone            (bzone): : Factory::UpdateBuild
003041DF +000841DF 000000A6 bzone            (bzone): : Factory::SimulatePowerOn
00326898 +000A6898 00000099 bzone            (bzone): : PoweredBuilding::Simulate
00393EE9 +00113EE9 00000247 bzone            (bzone): : ENTITY::SimulateAllLocal
002DBA2F +0005BA2F 00000198 bzone            (bzone): : MissionHandler::MoveOneTurn
002DC25D +0005C25D 0000022F bzone            (bzone): : MissionHandler::State::RunState::Process
002D999E +0005999E 0000001E bzone            (bzone): : MissionHandler::Process
004B0691 +00230691 00000061 bzone            (bzone): : Main::MessagePump
002CBC98 +0004BC98 000004FE bzone            (bzone): : HandledMain
002CB942 +0004B942 000001A8 bzone            (bzone): : HandledMain
002C89F4 +000489F4 00000069 bzone            (bzone): : WinMain
004512FD +001D12FD 00000191 bzone            (bzone): : exp
76EBED5C +0004ED5C 00000012 kernel32         (kernel32): : BaseThreadInitThunk
77C037EB +000637EB 000000EF ntdll            (ntdll): : RtlInitializeExceptionChain
77C037BE +000637BE 000000C2 ntdll            (ntdll): : RtlInitializeExceptionChain

User avatar
Progressor
Thunderbolt
Posts: 142
Joined: Fri Mar 07, 2014 1:50 pm

Re: How to collect logfiles from BZ2

Post by Progressor »

An exception is 100% reproducable on my computer. Here is the QF saved game: https://dl.dropboxusercontent.com/u/40900550/22.sav and pilot file: https://dl.dropboxusercontent.com/u/409 ... ilot_0.dat. Just tell the recycler to build a constructor.
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: How to collect logfiles from BZ2

Post by General BlackDragon »

QF1 or QF2?
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
Progressor
Thunderbolt
Posts: 142
Joined: Fri Mar 07, 2014 1:50 pm

Re: How to collect logfiles from BZ2

Post by Progressor »

QF1 with 1.3.6.4z30. Rolling back to 1.3.6.4z28 eliminates the problem.
User avatar
Progressor
Thunderbolt
Posts: 142
Joined: Fri Mar 07, 2014 1:50 pm

Re: How to collect logfiles from BZ2

Post by Progressor »

Kind of a crash I never seen before: https://dl.dropboxusercontent.com/u/409 ... 3.8311.log
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: How to collect logfiles from BZ2

Post by General BlackDragon »

Hmm, i wonder what/where ivscav12.odf was being used....
Battlezone Classic Public Forums
*****General BlackDragon*****
Post Reply