Forums » General Questions » SM5.0.9 crashes when I try to open any song in edit mode

1
As per the title. I've tried uninstalling and reinstalling, running as administrator, and using both the Simply Love theme and the default. No matter what song I try to edit, I get a crash after confirming which difficulty and trying to enter the actual editing screen. Crashinfo below. PC is about 3 years old so nothing should be too outdated to run SM. My stepfiles don't have anything unusual in them; they're just plain files I brought over from 3.9. Any insight is appreciated.

StepMania5.0.9 crash report (build 7, 20150620 @ 02:40:39 FLE Daylight Time)
--------------------------------------

Crash reason: Access Violation

Thread: Main thread
RageTextureManager.cpp:145 RageTextureManager::LoadTexture(/Themes/_fallback/Fonts/frutiger 24px [polish-stroke] 8x2.png).
BitmapText.cpp:208 BitmapText::LoadFromFont(/Themes/Simply-Love-SM5-master/Fonts/_miso.ini)
FontManager.cpp:40 FontManager::LoadFont(/Themes/Simply-Love-SM5-master/Fonts/_miso.ini).
BitmapText.cpp:208 BitmapText::LoadFromFont(/Themes/_fallback/Fonts/frutiger 24px.ini)
FontManager.cpp:40 FontManager::LoadFont(/Themes/_fallback/Fonts/frutiger 24px.ini).
Thread: Decode thread
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
Thread: Mixer thread
Thread: Music thread
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
Thread: DirectInput thread
InputHandler_DirectInput.cpp:766
InputHandler_DirectInput.cpp:742
InputHandler_DirectInput.cpp:761
InputHandler_DirectInput.cpp:766
InputHandler_DirectInput.cpp:742

debug resource file 'C:\Games\StepMania 5\Program\StepMania.vdi': CreateFile failed (The system cannot find the file specified.).

Static log:
StepMania5.0.9
Compiled 20150620 @ 02:40:39 FLE Daylight Time (build 7)
Log starting 2015-08-28 14:51:40
Loading window: win32
Windows 6.1 (Win7) build 7601 [Service Pack 1]
Memory: 4095mb total, 4095mb swap (4095mb swap avail)
Video driver: NVIDIA GeForce GT 545 [NVIDIA]
10.18.13.5560, 8-6-2015 [pci\ven_10de&dev_1243&subsys_85081043]
Sound device 0: Speakers (Realtek High Definiti, 6.1, MID 1, PID 100
Sound device 1: Realtek Digital Output (Realtek, 6.1, MID 1, PID 100
DirectSound Driver: Primary Sound Driver
DirectSound Driver: Speakers (Realtek High Definition Audio) {0.0.0.00000000}.{81568751-24bc-4dcc-9a44-7b81c9aa1c58}
DirectSound Driver: Realtek Digital Output (Realtek High Definition Audio) {0.0.0.00000000}.{2c8fd9e3-5fb8-4c17-be9f-ef4a157cea15}
DirectSound sample rates: 100..200000 (continuous)
Software mixing at 44100 hz
Sound driver: DirectSound-sw
Lights driver: SystemMessage
Lights driver: Export
Video renderers: 'opengl,d3d'
Mode: ICD 32 (888) 24 depth 64 accum
Paletted textures disabled: GL_EXT_paletted_texture missing.
OGL Vendor: NVIDIA Corporation
OGL Renderer: GeForce GT 545/PCIe/SSE2
OGL Version: 4.5.0 NVIDIA 355.60
OGL Max texture size: 16384
OGL Texture units: 4
GLU Version: 1.2.2.0 Microsoft Corporation
OGL Extensions:
GL_AMD_multi_draw_indirect
GL_ARB: ES2_compatibility, ES3_1_compatibility, ES3_compatibility, arrays_of_arrays, base_instance,
blend_func_extended, buffer_storage, clear_buffer_object, clear_texture, clip_control, color_buffer_float,
compatibility, compressed_texture_pixel_storage, compute_shader, compute_variable_group_size,
conditional_render_inverted, conservative_depth, copy_buffer, copy_image, cull_distance, debug_output,
depth_buffer_float, depth_clamp, depth_texture, derivative_control, direct_state_access, draw_buffers,
draw_buffers_blend, draw_elements_base_vertex, draw_indirect, draw_instanced, enhanced_layouts,
explicit_attrib_location, explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport,
fragment_program, fragment_program_shadow, fragment_shader, framebuffer_no_attachments, framebuffer_object,
framebuffer_sRGB, geometry_shader4, get_program_binary, get_texture_sub_image, gpu_shader5, gpu_shader_fp64,
half_float_pixel, half_float_vertex, imaging, indirect_parameters, instanced_arrays, internalformat_query,
internalformat_query2, invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind,
multi_draw_indirect, multisample, multitexture, occlusion_query, occlusion_query2, pipeline_statistics_query,
pixel_buffer_object, point_parameters, point_sprite, program_interface_query, provoking_vertex,
query_buffer_object, robust_buffer_access_behavior, robustness, sample_shading, sampler_objects,
seamless_cube_map, separate_shader_objects, shader_atomic_counters, shader_bit_encoding,
shader_draw_parameters, shader_group_vote, shader_image_load_store, shader_image_size, shader_objects,
shader_precision, shader_storage_buffer_object, shader_subroutine, shader_texture_image_samples,
shader_texture_lod, shading_language_100, shading_language_420pack, shading_language_include,
shading_language_packing, shadow, sparse_buffer, sparse_texture, stencil_texturing, sync, tessellation_shader,
texture_barrier, texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32,
texture_buffer_range, texture_compression, texture_compression_bptc, texture_compression_rgtc,
texture_cube_map, texture_cube_map_array, texture_env_add, texture_env_combine, texture_env_crossbar,
texture_env_dot3, texture_float, texture_gather, texture_mirror_clamp_to_edge, texture_mirrored_repeat,
texture_multisample, texture_non_power_of_two, texture_query_levels, texture_query_lod, texture_rectangle,
texture_rg, texture_rgb10_a2ui, texture_stencil8, texture_storage, texture_storage_multisample,
texture_swizzle, texture_view, timer_query, transform_feedback2, transform_feedback3,
transform_feedback_instanced, transform_feedback_overflow_query, transpose_matrix, uniform_buffer_object,
vertex_array_bgra, vertex_array_object, vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object,
vertex_program, vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, viewport_array,
window_pos
GL_ATI: draw_buffers, texture_float, texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT: Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_separate, blend_func_separate,
blend_minmax, blend_subtract, compiled_vertex_array, depth_bounds_test, direct_state_access, draw_buffers2,
draw_instanced, draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
framebuffer_multisample_blit_scaled, framebuffer_object, framebuffer_sRGB, geometry_shader4,
gpu_program_parameters, gpu_shader4, import_sync_object, multi_draw_arrays, packed_depth_stencil,
packed_float, packed_pixels, pixel_buffer_object, point_parameters, polygon_offset_clamp, provoking_vertex,
rescale_normal, secondary_color, separate_shader_objects, separate_specular_color, shader_image_load_store,
shader_integer_mix, shadow_funcs, stencil_two_side, stencil_wrap, texture3D, texture_array,
texture_buffer_object, texture_compression_dxt1, texture_compression_latc, texture_compression_rgtc,
texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add, texture_env_combine,
texture_env_dot3, texture_filter_anisotropic, texture_integer, texture_lod, texture_lod_bias,
texture_mirror_clamp, texture_object, texture_sRGB, texture_sRGB_decode, texture_shared_exponent,
texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array, vertex_array_bgra,
vertex_attrib_64bit
GL_IBM: rasterpos_clip, texture_mirrored_repeat
GL_KHR: blend_equation_advanced, context_flush_control, debug, robust_buffer_access_behavior, robustness
GL_KTX_buffer_region
GL_NVX: conditional_render, gpu_memory_info
GL_NV: ES1_1_compatibility, ES3_1_compatibility, bindless_multi_draw_indirect,
bindless_multi_draw_indirect_count, blend_equation_advanced, blend_square, command_list, compute_program5,
conditional_render, copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture,
explicit_multisample, fence, float_buffer, fog_distance, fragment_program, fragment_program2,
fragment_program_option, framebuffer_multisample_coverage, geometry_shader4, gpu_program4, gpu_program4_1,
gpu_program5, gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float,
internalformat_sample_query, light_max_exponent, multisample_coverage, multisample_filter_hint,
occlusion_query, packed_depth_stencil, parameter_buffer_object, parameter_buffer_object2, path_rendering,
pixel_data_range, point_sprite, primitive_restart, register_combiners, register_combiners2,
shader_atomic_counters, shader_atomic_float, shader_buffer_load, shader_storage_buffer_object,
shader_thread_group, texgen_reflection, texture_barrier, texture_compression_vtc, texture_env_combine4,
texture_multisample, texture_rectangle, texture_shader, texture_shader2, texture_shader3, transform_feedback,
transform_feedback2, uniform_buffer_unified_memory, vertex_array_range, vertex_array_range2,
vertex_attrib_integer_64bit, vertex_buffer_unified_memory, vertex_program, vertex_program1_1, vertex_program2,
vertex_program2_option, vertex_program3
GL_S3_s3tc
GL_SGIS: generate_mipmap, texture_lod
GL_SGIX: depth_texture, shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
OpenGL Windowed 854x480 32 color 32 texture 60Hz Vsync SmoothLines
DInput: Enumerating device - Type: 0x00000413 Instance Name: "Keyboard" Product Name: "Keyboard"
DInput: Enumerating device - Type: 0x00010215 Instance Name: "XBOX 360 For Windows (Controller)" Product Name: "XBOX 360 For Windows (Controller)"
DInput: Enumerating device - Type: 0x00000112 Instance Name: "Mouse" Product Name: "Mouse"
Found 3 DirectInput devices:
0: 'Keyboard' axes: 0, hats: 0, buttons: 256 (buffered)
1: 'XBOX 360 For Windows (Controller)' axes: 5, hats: 1, buttons: 10 (buffered)
2: 'Mouse' axes: 3, hats: 0, buttons: 3 (buffered)
Players joined: P1, P2
Lost focus to: StepMania.exe
Language: en
Current renderer: OpenGL
Theme: Simply-Love-SM5-master

Partial log:
00:09.277: RageSound: Load "/Themes/Simply-Love-SM5-master/Sounds/ScreenEdit marker.ogg" (precache: 1)
00:09.293: RageSound: Load "/Themes/_fallback/Sounds/_switch up.ogg" (precache: 1)
00:09.300: RageSound: Load "/Themes/_fallback/Sounds/_switch down.ogg" (precache: 1)
00:09.307: RageSound: Load "/Themes/Simply-Love-SM5-master/Sounds/MusicWheel sort.ogg" (precache: 1)
00:09.310: RageSound: Load "/Themes/Simply-Love-SM5-master/Sounds/MusicWheel sort.ogg" (precache: 1)
00:09.310: RageSound: Load "/Themes/_fallback/Sounds/_switch down.ogg" (precache: 0)
00:09.310: RageSound: Load "/Themes/Simply-Love-SM5-master/Sounds/_save.ogg" (precache: 0)
00:09.312: RageSound: Load "/Themes/_fallback/Sounds/GameplayAssist clap.ogg" (precache: 1)
00:09.314: RageSound: Load "/Themes/_fallback/Sounds/GameplayAssist clap.ogg" (precache: 1)
00:09.314: RageSound: Load "/Themes/_fallback/Sounds/GameplayAssist clap.ogg" (precache: 1)

-- End of report
Reply
Wolfman put up a build that should fix the crash. https://mega.nz/#!8NdEhRoZ!ruMzzjcT8-2dEw0uWzh8DSX-7WgYHKU8ouQ3UT_fbOs

For the mods related question, I forgot about the spline system when we were talking earlier.
Play with this code until you have it doing what you want.

local function simple_rot_spline_demo(notefield)
-- This assumes dance game mode. There are 8 entries in column_rots to
-- make it work in double mode. The rotations are picked to make all
-- arrows point down.
-- Fetching a notefield can be done on gameplay with this:
-- SCREENMAN:GetTopScreen():GetChild("Player"..ToEnumShortString(pn))
-- :GetChild("NoteField")
-- Edit mode names its actors differently, so that doesn't work in edit
-- mode. In edit mode, the player actor is simply named "Player".
-- Docs/Luadoc/Lua.xml has more info on splines.
local column_rots= {pi * -.5, 0, pi, pi * .5, pi * -.5, 0, pi, pi * .5,}
for i, column in ipairs(notefield:get_column_actors()) do
local rot_handler= column:get_rot_handler()
-- NoteColumnSplineMode_Position makes the column ignore mods like dizzy,
-- twirl, and roll, because those also change the note's rotation.
-- NoteColumnSplineMode_Offset would make it sum the effect of mods and
-- the spline.
rot_handler:set_spline_mode("NoteColumnSplineMode_Position")
local spline= rot_handler:get_spline()
-- Since the notes don't need to change rotation over time, the spline
-- has only one point. That one point sets the x and y rotation to 0,
-- and fetches the z rotation from the column_rots table.
spline:set_loop(true):set_size(1):set_point(1, {0, 0, column_rots[i]})
-- If the spline had more than one point, it would need to be solved to
-- make the notes smoothly turn.
-- spline:solve()
end
end

Last edited: 29 August 2015 6:06pm

< cybik> til Kyzentun fixes bugs for breakfast
--
< maxvg1> shakesoda: then why do i still play lol
<@shakesoda> because you're an ITG player. And thus, a masochist
--
<@shakesoda> Kyzentun: I think you might need to put down the meshes for a bit
Reply
Thanks for the help with code and the new version from Wolfman. The software can now use edit mode properly, and I also made and saved changes to a file just to make sure that would work, and it did.
Reply