NeedzWD40 Posted Friday at 09:50 PM Posted Friday at 09:50 PM Description: setting a ground vehicle with a selectable magazine to 0 results in an access violation of weapons.dll and subsequent crash at Spawn Units phase of mission load. How to reproduce: Create a mission and place a vehicle with a magazine (M1A2, T-90, T-80) and set magazine to 0, then launch the mission. Mission will crash and log will show weapons.dll violation. Test mission and crash log zips attached. dcs.log-20251128-213121.zip Ground Vehicle No Magazine Crash.miz 1 1
sleighzy Posted Saturday at 12:19 AM Posted Saturday at 12:19 AM Can you please remove your mods and run a repair of the game and see if you can replicate this again. Another user has a similar stack trace, and some common mods to yours, so would like to confirm whether or not mods issues with this, or pure core game problem. 1 AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2
NeedzWD40 Posted Saturday at 12:42 AM Author Posted Saturday at 12:42 AM 17 minutes ago, sleighzy said: Can you please remove your mods and run a repair of the game and see if you can replicate this again. Another user has a similar stack trace, and some common mods to yours, so would like to confirm whether or not mods issues with this, or pure core game problem. I can run a separate go without mods later (I'm in the middle of mission editing right now) as that was my original thought. I had one mod that I thought was the issue and removed it but it remained, so I plugged it back in. It wasn't until I thought maybe some changes from the CH assets pack might've been the issue, but changing those units didn't help. It wasn't until I noticed that I hadn't altered the T-90 payloads from the previous mission iteration that I put the the two together since the loads were exceeding magazine capacity. A different mission had no such units but did have 100mm guns with the AP ammo removed which also resulted in a crash. Adding ammunition to these magazines (even 1 round) resulted in no crashes, so a quick test with the mission in the first post to test the theory seemingly proved it. It's entirely possible mods are the culprit, but I was tearing my hair out trying to figure out the stability problems and was at my wit's end when I tried the above. Set a bunch of my mission editing back, so testing without mods will have to come later. 1
sleighzy Posted Saturday at 12:46 AM Posted Saturday at 12:46 AM 2 minutes ago, NeedzWD40 said: A different mission had no such units but did have 100mm guns with the AP ammo removed which also resulted in a crash. Thanks for the quick response. Yeah keep us posted when you get around to trying without the mods. Can you also update your post description to include the 100mm guns if you've identified that this was also an issue so a complete track of them can be kept if others run across this issue. Cheers. AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2
NeedzWD40 Posted Saturday at 01:44 AM Author Posted Saturday at 01:44 AM 53 minutes ago, sleighzy said: Thanks for the quick response. Yeah keep us posted when you get around to trying without the mods. Can you also update your post description to include the 100mm guns if you've identified that this was also an issue so a complete track of them can be kept if others run across this issue. Cheers. I probably should've cleared out the hooks location, as all I did was get the mods out of that folder. I'm not convinced that mods couldn't be a potential source of the issue, but the crash still followed in the test mission without them. Thing is, the stability is inconsistent, as sometimes with mods it crashes and sometimes it loads up fine; without mods is the same. The only consistency I can find is that ensuring no ground unit has 0 ammo magazines keeps things stable on the weapons.dll front. In any case, attached is a crash log without mods. dcs.log-20251129-013734.zip 1
sleighzy Posted Saturday at 06:48 AM Posted Saturday at 06:48 AM (edited) Thanks once again, I just ran across another user with the same stack trace as yours, they also had a 0 magazine value when I asked them. They updated and resolved the issue. Somebody is following up with the ED team at the moment to get it addressed. Posting this stack trace from the log in case others run across this post (another user just posted the same issue a few minutes ago). The "wAmmunitionX" and "cLauncherX" lines can be different depending on the weapon but the rest is largely the same. 2025-11-29 01:37:33.792 INFO EDCORE (Main): # -------------- 20251129-013734 -------------- 2025-11-29 01:37:33.792 INFO EDCORE (Main): DCS/2.9.22.17790 (x86_64; MT; Windows NT 10.0.26200) 2025-11-29 01:37:33.792 INFO EDCORE (Main): M:\Ely\DCS World OpenBeta\bin\Weapons.dll 2025-11-29 01:37:33.792 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at 00007fff8394122a 00:00000000 2025-11-29 01:37:33.793 INFO EDCORE (Main): SymInit: Symbol-SearchPath: 'M:\Ely\DCS World OpenBeta\bin;', symOptions: 532, UserName: 'franz' 2025-11-29 01:37:33.793 INFO EDCORE (Main): OS-Version: 10.0.26200 () 0x100-0x1 2025-11-29 01:37:33.793 INFO EDCORE (Main): 0x000000000011122a (Weapons): wBarrel::SetExternalMissile + 0x9A 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x0000000000111479 (Weapons): wBarrel::calculateMountingPos + 0x29 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x000000000010b235 (Weapons): cLauncherRocket::setDiffInitStatus + 0x50C5 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000000e521e (Weapons): cLauncher::postInit + 0x2CE 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000001016be (Weapons): cLauncherRPG::calculateAiming_ + 0x1E0E 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000000fe74d (Weapons): wAmmunitionVikhr::Ny + 0x440D 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x0000000000136dd0 (Weapons): wWeaponSystem::postInit + 0x70 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000001444a8 (Weapons): wWeaponSystemManager::add_weapon_system_manager + 0xC88 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000000e8a3e (Transport): woCar::initObject + 0x1AAE 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000000f1307 (Transport): woCar::setColumn + 0x777 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000000dda07 (Transport): woCar::create + 0xB7 2025-11-29 01:37:33.794 INFO EDCORE (Main): 0x00000000000c2c71 (Transport): wcColumn::createPathAndUnits + 0xC21 2025-11-29 01:37:33.795 INFO EDCORE (Main): 0x00000000000c1baa (Transport): wcColumn::create + 0x2DA Edited Saturday at 08:32 AM by sleighzy AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2
Jakko Posted Saturday at 08:53 AM Posted Saturday at 08:53 AM vor 11 Stunden schrieb NeedzWD40: Description: setting a ground vehicle with a selectable magazine to 0 results in an access violation of weapons.dll and subsequent crash at Spawn Units phase of mission load. How to reproduce: Create a mission and place a vehicle with a magazine (M1A2, T-90, T-80) and set magazine to 0, then launch the mission. Mission will crash and log will show weapons.dll violation. Thank you so much! I've been looking for the error for two days. I was able to narrow it down to “vehicles.” But I would never have thought of the magazines.
Special K Posted Saturday at 10:10 AM Posted Saturday at 10:10 AM Guys, does anybody have a short and sweet mission that replicates the issue? I tried to create a very simple one but can not replicate it. Need one to report it. Thanks! 1
sleighzy Posted Saturday at 11:46 AM Posted Saturday at 11:46 AM 1 hour ago, Special K said: Guys, does anybody have a short and sweet mission that replicates the issue? I tried to create a very simple one but can not replicate it. Need one to report it. Thanks! I can attach a miz in the morning. I was able to easily replicate just now by dropping a Russian T-80U on the Caucasus map and setting all ammo sliders to 0 and then dropped a US F16. Mission crashed after clicking Fly Mission. Same stack trace. AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2
Special K Posted Saturday at 01:36 PM Posted Saturday at 01:36 PM No need, I got one. It is fixed internally already. 1 1
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