H3 Crash Fix: AI Turn Error Deep Dive & Solutions

by Henrik Larsen 50 views

Hey Heroes 3 fans! Ever experienced the dreaded crash during an AI turn, especially when you're deep into an adventure map? It's frustrating, right? Let's break down this specific crash report, figure out what's going on, and see how we can potentially fix it. We'll be diving into the technical details, but I'll keep it as straightforward as possible, I promise!

Understanding the Crash: "Crash in [Adventure Map] dialog (AI turn) EIP: H3era hd.004DA13E. Code: C0000005"

Encountering crashes during gameplay, particularly in the midst of an AI turn within the adventure map dialog, can be a frustrating experience for Heroes of Might and Magic III players. This specific crash, identified by the error signature "EIP: H3era hd.004DA13E. Code: C0000005," points towards a memory access violation. To truly grasp the nature of this issue, it's essential to dissect the error message and its components. The "EIP" (Extended Instruction Pointer) value, "H3era hd.004DA13E," pinpoints the precise memory address where the crash occurred within the game's executable. This is like having the exact GPS coordinates of the problem. The code "C0000005" is a standard Windows error code that signifies an access violation, meaning the game tried to read or write to a memory location it wasn't authorized to. Think of it as trying to open a door you don't have the key for – the system throws an error. The game context, "[Adventure Map] dialog (AI turn)," tells us exactly when the crash happens: during the AI's turn while the game is processing something in the adventure map interface. This could be anything from the AI moving heroes to managing resources or engaging in battles. To put it simply, this crash happens when the game is trying to do something during the AI's turn on the adventure map, but it runs into a memory problem. It's like a critical error in the game's code that forces it to shut down.

Decoding the Error Context

Looking deeper into the Exception Context, we find the message "Failed to read data at 4." This reinforces the idea of a memory access issue. The registers (EAX, ECX, EDX, etc.) provide a snapshot of the CPU's state at the time of the crash. These are like the dials and gauges on a car's dashboard, giving us information about what the engine (CPU) was doing. Notably, EDX points to a memory address, and EBX and EDI point to Heroine module addresses, which suggests the crash might be related to hero data or processing. Let's break down what these registers tell us: EAX and ECX are both 0, which might not be directly related but could indicate the start of a process or a null value being used somewhere. EDX points to a memory address (07CCE398) that, if corrupted or invalid, could lead to an access violation. This is a key area to investigate further. EBX and EDI point to addresses within the Heroine.era plugin, which is significant. Heroine is a popular mod that adds new features and tweaks to the game, and this suggests the crash might be related to something Heroine is doing. ESP and EBP are stack pointers, which are used to manage memory during function calls. These values are important for tracing the call stack and understanding the sequence of events that led to the crash. In essence, the registers provide clues about the state of the game right before the crash, and the fact that EBX and EDI point to Heroine.era is a big red flag.

Analyzing the Callstack

The callstack is a chronological list of functions that were called before the crash. It's like a breadcrumb trail leading us back to the source of the problem. The callstack shows a series of function calls, starting from Reserve_slots.6423 and going through various modules like Hd_wog, Era, and H3era hd. This mix of modules hints at a complex interaction between the base game, the HD mod, and ERA (Enhancement Resource Allocation) framework, as well as Reserve Slots, which is another mod. A few functions stand out in the callstack, as the inclusion of Reserve_slots.6423 and Reserve_slots.423E at the top of the stack points to the Reserve Slots mod as a potential culprit. This mod likely handles memory allocation or data management related to hero slots, and an error here could easily cause a crash. Functions within the Era module, such as Era.128B6, Era.12979, Era.710E0, and Era.7C9FA, indicate that the ERA framework is heavily involved. ERA modifies the game's behavior through patching and hooking, and a bug within ERA's code could trigger memory access violations. The presence of H3era hd.004A25A8, H3era hd.004A8DCF, and other addresses within the H3era hd module suggests that the HD mod is also involved. The HD mod enhances the game's resolution and adds various features, and a conflict between the HD mod and other mods could lead to crashes. There are calls related to triggers (Era.7C9FA, Triggers.Hook_OnHeroesInteraction) which indicates that the crash might be related to a specific event or interaction within the game, possibly triggered by the AI's actions. In simpler terms, the callstack tells us that the crash likely involves a complex interaction between the Reserve Slots mod, the ERA framework, the HD mod, and possibly some specific game events. It's like a multi-car pileup on the information highway of the game's code.

Examining the Stack Data

The stack data provides a raw view of the memory contents at the time of the crash. Looking at the stack, we see addresses and values that can give us more context. The highlighted address 02D3859C* points to Heroine.46B164, further connecting the crash to the Heroine mod. The stack data shows a mix of addresses and values, some of which are pointers to other memory locations. The address 02D3859C is particularly interesting because it's flagged with an asterisk (*) and points to Heroine.46B164. This confirms the suspicion that the Heroine mod is involved in the crash, and this memory location might be where the game was trying to read data when the access violation occurred. Other addresses in the stack, such as 02D385DC and 02D38604, point to locations within the Reserve_slots module, which further supports the idea that the Reserve Slots mod is involved. The stack data also contains some seemingly random values and strings, which might be remnants of data that was being processed at the time of the crash. These values are less directly helpful but can sometimes provide clues if you know how to interpret them. Essentially, the stack data is like looking at the debris scattered at the crash scene – it's messy, but it can provide valuable clues about what happened.

The Mod List: Key Suspects

The mod list is crucial. It tells us what modifications are active in the game, which can help narrow down the source of the crash. Let's look at the installed mods:

  1. Knightmare Kingdoms [v2.1.10]: A major overhaul mod, meaning it touches a lot of game systems. This is a prime suspect due to its size and scope.
  2. Unleashed Editor [v1.24]: An editor tool, which is less likely to cause in-game crashes unless it has left some corrupted data in the save file.
  3. Era Erm Framework [v3.9.20]: A framework for other mods, so it's a core component but also a potential source of conflicts.
  4. In The Wake Of Gods (Core) [v3.9.20]: Another large mod, similar to Knightmare Kingdoms in terms of potential impact.

These mods are all complex and interact with the game's core mechanics, increasing the likelihood of conflicts or bugs. It's like having a complex machine with many moving parts – the more parts, the higher the chance of something going wrong.

Attachments: Save File and Debug Files

The provided save file is gold. It allows us (or, more accurately, the developers) to reproduce the crash on their end and step through the code to see what's happening. The debug files contain valuable information about the game's state at the time of the crash, including logs and memory dumps. These are like the black box from an airplane – they record everything leading up to the event.

Plugins List: A More Granular View

The plugins list gives us a more detailed breakdown of the loaded modules. This can help pinpoint specific plugins that might be causing issues. A few plugins that stand out:

  • Heroine.era: As mentioned earlier, this is a strong suspect based on the exception context.
  • Reserve_Slots.era: Also a key suspect, as indicated by the callstack.
  • Era.dll: The ERA framework itself, which is always a potential source of issues.
  • HD_WOG.dll and H3era hd.exe: Components of the HD mod, which could be conflicting with other mods.

This extensive list highlights the complexity of the mod setup. It's like having a huge orchestra – the more instruments, the more potential for dissonances.

Native Mod List: The Foundation

The native mod list confirms the major mods in use: WoG, ERA, Unleashed Editor, and Knightmare Kingdoms. This is a high-level overview that reinforces the potential for conflicts between these large mods.

User Info and Hash

The user info provides screen resolution and a unique identifier. The resolution is unlikely to be directly related to the crash, but the UUID could be useful for tracking down similar issues reported by the same user. The hash is a unique identifier for the specific build of the game and mods used, which helps in identifying if the crash is specific to a particular version.

Putting It All Together: A Hypothesis

Based on the information, here's a plausible scenario:

  1. The AI turn triggers a sequence of events related to hero management or interaction.
  2. The Reserve Slots mod, possibly in conjunction with Heroine.era, attempts to access hero data.
  3. A memory access violation occurs, likely due to an invalid memory address or a conflict in memory management.
  4. The HD mod and ERA framework might be contributing factors due to their extensive modifications of the game.

It's like a chain reaction – one issue triggers another, leading to a critical failure.

Potential Solutions and Next Steps

So, what can be done? Here are a few steps to try:

  1. Disable Mods: Start by disabling the most likely culprits (Heroine.era and Reserve_Slots.era) and see if the crash persists. If the crash stops, then re-enable other mods one by one to pinpoint the exact conflict.
  2. Update Mods: Make sure all mods are up to date. Mod authors often release fixes for known issues.
  3. Check Mod Compatibility: Some mods are known to conflict with each other. Check the mod documentation or forums for known issues.
  4. Clean Installation: If all else fails, try a clean installation of the game and mods.
  5. Report the Bug: Provide the save file and debug files to the mod authors or the ERA team. They can use this information to identify and fix the bug.

Think of it as troubleshooting a complex system – you need to isolate the problem, address it, and test your solution.

Conclusion

Crashing during gameplay is never fun, but understanding the error messages and the game's context can help us find solutions. This specific crash seems to involve a complex interaction between several mods, with Heroine.era and Reserve_Slots.era being the primary suspects. By systematically troubleshooting and providing detailed information to the mod developers, we can hopefully get this issue resolved and get back to enjoying the game.

Keep your heroes strong, and may your games be crash-free!