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bug while shooting large number of fragments ?
Posted: Sun Dec 06, 2009 10:15 pm
by digdug
12/06/2009 22:15:24 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Ronin/B-class gunship
obj pointer: 5706488
CStandardShipAI
Order: 12
m_State: 2
m_pDest: none
m_pTarget: 56ef560 Cometfall-class missileship (CShip)
m_pNavPath: none
game state: in game
Please contact
[email protected] with a copy of Debug.log. We are sorry for the inconvenience.
I was shooting around a modified kytryn launcher, I shooted the domina station in Eridani and I've got this error.
If necessary, here is the code of the weapon:
Code: Select all
<!-- Kytryn Launcher -->
<ItemType UNID="&itKytrynLauncher;"
name= "Kytryn launcher"
level= "10"
value= "350000"
mass= "5000"
frequency= "uncommon"
modifiers= "Alien; MajorItem; Military; Launcher; Plasma; Ammo; Teraton"
unknownType= "&itUnknownAlienDevice10;"
description= "This alien weapon launches a Kytryn plasma pod warhead, which blossoms into a shell of plasma energy."
>
<Image imageID="&rsItems1;" imageX="0" imageY="480" imageWidth="96" imageHeight="96"/>
<Weapon
fireRate= "40"
powerUse= "200"
launcher= "true"
>
<Missiles>
<Missile ammoID="&itKytrynPlasmaSeed;"
type= "missile"
lifetime= "480"
damage= "plasma:3d12; WMD5"
missileSpeed= "30"
hitPoints= "20"
failsafe= "6"
hitEffect= "&efFragmentationExplosion;"
sound= "&snMissileLauncher;"
>
<Effect>
<Image imageID="&rsMissiles;" imageX="0" imageY="32" imageWidth="16" imageHeight="16" imageFrameCount="12" imageTicksPerFrame="3"/>
</Effect>
<Fragment
count= "36"
type= "missile"
damage= "plasma:3d12; WMD5"
missileSpeed= "20-40"
lifetime= "30"
>
<Effect>
<Image imageID="&rsMediumExplosions;" imageX="0" imageY="64" imageWidth="64" imageHeight="64" imageFrameCount="16" imageTicksPerFrame="5" blend="brighten" />
<SmokeTrail
spread= "3-6"
particleLifetime="20"
emitDuration= "80"
emitRate= "26-32"
emitSpeed= "40-45"
>
<ParticleEffect>
<Particle
style= "smoke"
maxWidth= "4-8"
/>
</ParticleEffect>
</SmokeTrail>
</Effect>
<hiteffect>
<Flare
style= "fadingBlast"
lifetime= "15"
radius= "150"
primaryColor= "0xff, 0xcc, 0x33"
/>
</hiteffect>
</Fragment>
</Missile>
</Missiles>
</Weapon>
</ItemType>
[EDIT]
PS: SOrry for the indenting, it's all wrong.
Posted: Mon Dec 07, 2009 12:36 am
by Prophet
I've had the same crash:
Code: Select all
program state: updating object behavior
obj class: CShip
obj name: Centurion-class heavy gunship
obj pointer: 23d07a8
CStandardShipAI
Order: 12
m_State: 2
m_pDest: none
m_pTarget: 23b8768 Debug-class Batttle Cruiser (CShip)
m_pNavPath: FROM: 23a1750 (stargate beacon) (CStation) TO: 23da270 Borer-class gunship (CShip)
game state: in game
Please contact [email protected] with a copy of Debug.log. We are sorry for the inconvenience.
The weapon I was using does not have any fragments though. I just assumed there was some bug in my weapon that was made for 99c. It's a insta-kill weapon on my debug ship.
Posted: Mon Dec 07, 2009 1:21 am
by george moromisato
Thank you! That crash is fixed in RC3.
The problem is a bug in Order=12 (AttackNearestEnemy).
Posted: Mon Dec 07, 2009 6:05 pm
by schilcote
Oh! This reminds me. Somewhere in .99 the "bug" that made my Stephinian Missiles fun to use got fixed. The "bug" was that fragments only came out of the left side of the missile, so it did almost zero damage unless you were to the left of your target. Perhaps you could implement a FragmentationAngle thing to bring this functionality back? Without it, the Stephinian Missile is just boringly overpowered.
Posted: Sat Dec 26, 2009 8:53 pm
by digdug
mmmhh, George, is this same bug ?
12/26/2009 21:44:53 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Centurion-class heavy gunship
obj pointer: cfe31b0
CStandardShipAI
Order: 8
m_State: 0
m_pDest: none
m_pTarget: cfee4d0 Centauri raider (CShip)
m_pNavPath: none
game state: in game
I've got it in RC3, I was shooting a centurion just next to the Domina station in Eridani to test a weapon.
[EDIT] It just happened again:
12/26/2009 22:29:39 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Centurion-class heavy gunship
obj pointer: 65aafb8
CStandardShipAI
Order: 8
m_State: 0
m_pDest: none
m_pTarget: ae49760 Viking-class gunship (CShip)
m_pNavPath: none
game state: in game
[EDIT2]
And it happened again:
12/26/2009 22:34:11 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Manticore-class heavy gunship
obj pointer: 569ee30
CStandardShipAI
Order: 1
m_State: 2
m_pDest: none
m_pTarget: ac9f5b0 Cometfall-class missileship (CShip)
m_pNavPath: none
game state: in game
I think I'm doing something very wrong at this point...
Posted: Sun Dec 27, 2009 2:45 pm
by digdug
mmmhh, it happened again, I was simply docking at a station and browsing items, when he crash happened
12/27/2009 15:46:02 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Barbary-class gunship
obj pointer: d0223d0
CStandardShipAI
Order: 3
m_State: 30
m_pDest: none
m_pTarget: d020fe8 EI500-class freighter (CShip)
m_pNavPath: none
game state: docked
I have plenty of mods loaded, i'm probably doing something evil somewhere

Posted: Tue Dec 29, 2009 6:38 pm
by digdug
happened again, I just spawned from a stargate:
12/29/2009 19:41:02 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Barbary-class gunship
obj pointer: 6452e30
CStandardShipAI
Order: 3
m_State: 30
m_pDest: none
m_pTarget: d1f7df8 330M mule auton (CShip)
m_pNavPath: none
game state: in game
Posted: Tue Dec 29, 2009 10:05 pm
by george moromisato
I really think this must be related to some mod (since no one else is reporting it).
The one constant is that all the crashes are in ships with a valid target, which means that they are trying to attack something. Is it possible that a mod overrides some weapon?
Posted: Tue Dec 29, 2009 10:10 pm
by Bobby
does anything inherit from another ship class?
I was getting some hard crashes like that when I pressed "c" and there were ships in the area that inherit from a base class without a <Communications> tag, I don't have the message though, and adding a message with a nil <onShow> works fine.
Posted: Tue Dec 29, 2009 10:24 pm
by george moromisato
Bobby wrote:does anything inherit from another ship class?
I was getting some hard crashes like that when I pressed "c" and there were ships in the area that inherit from a base class without a <Communications> tag, I don't have the message though, and adding a message with a nil <onShow> works fine.
I didn't know about that crash--thanks for mentioning it. I've fixed it in RC4.
Posted: Tue Dec 29, 2009 11:05 pm
by digdug
The one constant is that all the crashes are in ships with a valid target, which means that they are trying to attack something. Is it possible that a mod overrides some weapon?
yes, I'm overriding all the weapons of the game, that's why I think I'm doing something evil.
12/30/2009 00:29:28 theObj:218818520
12/30/2009 00:29:28 Barbary-class gunship
12/30/2009 00:29:28 levelChoice is 5a
12/30/2009 00:29:28 removed theUninstalledWeapon!
12/30/2009 00:29:28 levelChosen is 5a
12/30/2009 00:29:28 weaponPattern is w~m -Launcher; -Ammo; +Ion; +Illegal;
12/30/2009 00:29:28 choiceWeapon is Nil
12/30/2009 00:29:28 enhancedWeapon is a blue EMP cannon
12/30/2009 00:29:28 FINISHED RANDOMIZING WEAPON!
12/30/2009 00:29:28 ---
12/30/2009 00:29:28 intWE_SetShieldConfig accessed!!!
12/30/2009 00:29:28 Class II deflector
12/30/2009 00:29:28 I removed the SHIELD!
12/30/2009 00:29:28 percentShield is 100
12/30/2009 00:29:28 roll is 16
12/30/2009 00:29:28 percent is 0
12/30/2009 00:29:28 choiceShield is a class II deflector
12/30/2009 00:29:28 weapon damagetype is : 0
12/30/2009 00:29:28 staticdata from custom shield : Nil
12/30/2009 00:29:28 weapon suppress flag is : 0
12/30/2009 00:29:28 FINISHED RANDOMIZING THE SHIELD!!!
12/30/2009 00:29:28 ---
12/30/2009 00:29:28 Barbary-class gunship
12/30/2009 00:29:28 Class II deflector
12/30/2009 00:29:28 2
12/30/2009 00:29:28 Blue EMP cannon
12/30/2009 00:29:28 5
12/30/2009 00:29:28 4
12/30/2009 00:29:28 Nil
12/30/2009 00:29:28 SHIP DONE!
12/30/2009 00:29:28 ======================================
12/30/2009 00:29:37 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Barbary-class gunship
obj pointer: d0ae7d8
CStandardShipAI
Order: 3
m_State: 30
m_pDest: none
m_pTarget: d0ada10 Cometfall-class missileship (CShip)
m_pNavPath: none
game state: in game
So here I pasted what I'm doing on the ship that 9 seconds later crashed the game.
So first I remove the EMP cannon (the blue one is the standard vanilla one), then the script try to find a weapon that has this criteria :
w~m -Launcher; -Ammo; +Ion; +Illegal;
w~m -Launcher; -Ammo; that's the base criteria
Ion because we replace weapons with the same damagetype
Illegal because the sovereign is svPirates, so it has 40% of probability to search for only illegal weapons.
Result: no weapon is found and the EMP cannon is mounted back on the ship.
Then the shield is removed (class II), and replaced with a class II.
10 barbary-class ships like this were spawned, all attacking the gplayership.
here is another
12/30/2009 01:06:05 intWE_runMainEvent accessed!!
12/30/2009 01:06:05 theObj:218472048
12/30/2009 01:06:05 Barbary-class gunship
12/30/2009 01:06:05 int_WESetWeaponConfig accessed
12/30/2009 01:06:05 levelChoice is 5a
12/30/2009 01:06:05 roll is 1
12/30/2009 01:06:05 removed oldweapon!
12/30/2009 01:06:05 levelChosen is 5a
12/30/2009 01:06:05 weaponPattern is w~m -Launcher; -Ammo; +Ion; +Illegal;
12/30/2009 01:06:05 choiceWeapon is Nil
12/30/2009 01:06:05 I haven't found a weapon, I reinstalled the original
12/30/2009 01:06:05 the enhancement is 4098
12/30/2009 01:06:05 enhancedWeapon is an enhanced blue EMP cannon
12/30/2009 01:06:05 FINISHED RANDOMIZING WEAPON!
12/30/2009 01:06:05 ---
12/30/2009 01:06:05 intWE_SetShieldConfig accessed!!!
12/30/2009 01:06:05 Class II deflector
12/30/2009 01:06:05 I removed the SHIELD!
12/30/2009 01:06:05 percentShield is 100
12/30/2009 01:06:05 roll is 91
12/30/2009 01:06:05 percent is 0
12/30/2009 01:06:05 choiceShield is a class II deflector
12/30/2009 01:06:05 weapon damagetype is : 0
12/30/2009 01:06:05 staticdata from custom shield : Nil
12/30/2009 01:06:05 weapon suppress flag is : 0
12/30/2009 01:06:05 FINISHED RANDOMIZING THE SHIELD!!!
12/30/2009 01:06:05 ---
12/30/2009 01:06:05 No Other Mods Loaded: 1
12/30/2009 01:06:05 No Other Mods Loaded: 2
12/30/2009 01:06:05 No Other Mods Loaded: 3
12/30/2009 01:06:05 No Other Mods Loaded: 4
12/30/2009 01:06:05 No Other Mods Loaded: 5
12/30/2009 01:06:05 No Other Mods Loaded: 6
12/30/2009 01:06:05 No Other Mods Loaded: 7
12/30/2009 01:06:05 No Other Mods Loaded: 8
12/30/2009 01:06:05 No Other Mods Loaded: 9
12/30/2009 01:06:05 No Other Mods Loaded: 10
12/30/2009 01:06:05 No Other Mods Loaded: 11
12/30/2009 01:06:05 No Other Mods Loaded: 12
12/30/2009 01:06:05 No Other Mods Loaded: 13
12/30/2009 01:06:05 No Other Mods Loaded: 14
12/30/2009 01:06:05 No Other Mods Loaded: 15
12/30/2009 01:06:05 No Other Mods Loaded: 16
12/30/2009 01:06:05 No Other Mods Loaded: 17
12/30/2009 01:06:05 No Other Mods Loaded: 18
12/30/2009 01:06:05 No Other Mods Loaded: 19
12/30/2009 01:06:05 Barbary-class gunship
12/30/2009 01:06:05 Class II deflector
12/30/2009 01:06:05 2
12/30/2009 01:06:05 Blue EMP cannon
12/30/2009 01:06:05 5
12/30/2009 01:06:05 4
12/30/2009 01:06:05 Nil
12/30/2009 01:06:05 SHIP DONE!
12/30/2009 01:06:05 ------------------------
12/30/2009 01:06:05 Here ends the enum
12/30/2009 01:06:05 ======================================
12/30/2009 01:06:09 Unable to continue due to program error
program state: updating object behavior
obj class: CShip
obj name: Barbary-class gunship
obj pointer: d059e70
CStandardShipAI
Order: 3
m_State: 30
m_pDest: none
m_pTarget: 640fbf8 Cometfall-class missileship (CShip)
m_pNavPath: none
game state: in game
Posted: Wed Dec 30, 2009 12:14 am
by digdug
George, I did some more testing, I think it's on my side, however I still have no clue where is the bug.
(it seems related, on first look, to the part of code that reinstall the old weapon back on the ship)
Posted: Wed Dec 30, 2009 12:18 am
by george moromisato
If it's relatively easy to reproduce, just send me the files and I can reproduce it under the debugger.
Posted: Wed Dec 30, 2009 9:07 pm
by digdug
resolved, It was a bug on my side, I was trying to reinstall a weapon on a AI ship using the same itmStruct that I used to remove the weapon from the ship.