Fatal Bug
- TheLoneWolf
- Militia Captain
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- Location: Aboard the CSS Radiant
So I encountered this fatal bug after getting destroyed by a Phobos. The report is attached as a picture with this post.
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- Here
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- Fleet Officer
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- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
Any clues on its cause?JohnBWatson wrote:I got it when entering a stargate.
http://ministry.kronosaur.com/record.hexm?id=66651
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- Anarchist
- Posts: 19
- Joined: Tue Feb 25, 2014 3:16 am
- Location: On the Shinsari city-ship Beacon of Hope, rediscovering the galaxy
I've been getting this bug as well when testing my mods. For me, it usually occurs when there's a lot of bullets in the game, and something happens (usually, the player ship being destroyed).
Using alterecco's GODmod, I've found a way to reproduce this bug:
Step 1: Using GODmod, spawn a large, slow-moving ship (like a CSC or Iocrym command ship).
Step 2: Spawn a LOT (around 300) of ships that use missiles as escorts. Ranx dreadnoughts, Xenophobe worldships and the like tend to cause this crash often.
Step 3: Order your spawned ships to attack the ship spawned in step 1.
Step 4: Once the spawned ships start attacking and there are a good number of missiles on screen, self-destruct. Crash for me occurs immediately afterward.
Standing in the line of fire and getting blown up by the ships spawned in step 2 also causes a crash for me when the player ship is destroyed.
Oddly enough, using a script like this:
to spawn an ICS, then spawn 300 Xenophobe arks around it and order them to attack the ICS doesn't cause this crash when I self-destruct/get blown up by the Arks. The crash for me seems to only occur when GODmod is used to spawn the ships in question.
The resulting crash report looks like this:
EDIT: Got the same error when I repeated this, except with entering a stargate instead of getting destroyed. Note, the spawned Xenophobe arks and ICS are way off screen while I entered the stargate.
EDIT2: Formatting.
Using alterecco's GODmod, I've found a way to reproduce this bug:
Step 1: Using GODmod, spawn a large, slow-moving ship (like a CSC or Iocrym command ship).
Step 2: Spawn a LOT (around 300) of ships that use missiles as escorts. Ranx dreadnoughts, Xenophobe worldships and the like tend to cause this crash often.
Step 3: Order your spawned ships to attack the ship spawned in step 1.
Step 4: Once the spawned ships start attacking and there are a good number of missiles on screen, self-destruct. Crash for me occurs immediately afterward.
Standing in the line of fire and getting blown up by the ships spawned in step 2 also causes a crash for me when the player ship is destroyed.
Oddly enough, using a script like this:
Code: Select all
(setq crash_test (lambda Nil
(block (
(spawnPos (objgetpos gplayership))
(myTarget (syscreateship &scIocrymCommandShip; spawnpos &svIndependentTrader;))
)
(shporder myTarget 'wander)
(for i 0 300 (shporder (syscreateship &scXenophobeArk; (sysvectorpolaroffset spawnPos (random 0 360) 150) &svIndependentTrader;) 'attack myTarget))
)))
The resulting crash report looks like this:
Code: Select all
01/08/2017 08:40:23 Crash in CSpaceObject::HitTest
01/08/2017 08:40:23 pObj =
01/08/2017 08:40:23 obj class: CMissile
obj name: ion damage
obj pointer: 1ddb2b48
m_pDesc: 134283399/0
m_Source: none
m_pHit: none
m_iHitDir: -1
m_pTarget: none
m_iDestiny: 354
m_iTick: 25
m_iLifeLeft: 35
m_pExhaust: none
m_pEnhancements: none
m_pPainter: EffectType
01/08/2017 08:40:23 Crash in CMissile::OnMove
01/08/2017 08:40:23 Crash in CSpaceObject::Move
01/08/2017 08:40:23 Unable to continue due to program error.
program state: OnAnimate
program state: updating object motion
obj class: CMissile
obj name: ion damage
obj pointer: 1ddb2b48
m_pDesc: 134283399/0
m_Source: none
m_pHit: none
m_iHitDir: -1
m_pTarget: none
m_iDestiny: 354
m_iTick: 25
m_iLifeLeft: 35
m_pExhaust: none
m_pEnhancements: none
m_pPainter: EffectType
game state: destroyed
Please contact [email protected] with a copy of Debug.log and your save file. We are sorry for the inconvenience.
01/08/2017 08:40:28 End logging session
EDIT2: Formatting.
Last edited by Heliogenesis on Mon Jan 09, 2017 7:46 am, edited 1 time in total.
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This might be the same bug that is afflicting my ZapSats from the Drake Technologies mod. The ZapSats spawn missiles that orbit a ship, and they refresh every two seconds. There is also an auton (called Oracle) that uses zapsats instead of a proper shield. When the player dies while this auton or other NPC with ZapSats is in the system, the game crashes immediately.
I do not remember seeing this bug during the 1.7 alphas, and maybe even beta 1 or 2. This bug is definitely a regression.
I do not remember seeing this bug during the 1.7 alphas, and maybe even beta 1 or 2. This bug is definitely a regression.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Happened twice in 2 days for me. First time was at a Penitence temple (I posted a topic about it) and today it happened when I got nuked by Earth Slavers in the Huaramarca system. Vanilla game.
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- Xephyr
- Militia Captain
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I've encountered this a few times, and it seems to occur when the debris is interacting with a dead player.
Can't predictably replicate it, unfortunately.
Can't predictably replicate it, unfortunately.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.