View Issue Details

IDProjectCategoryView StatusLast Update
0001795FSSCPmultiplayerpublic2008-10-23 12:59
ReporterFUBAR-BDHR Assigned Totaylor  
PrioritynormalSeveritycrashReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.9 
Fixed in Version3.6.10 
Summary0001795: Fighter beams crash multi in recent builds
DescriptionDoing testing for another bug I tried firing a beam weapon from a fighter. Immediate crash. Tried different fighters. Ones without beams work, ones with don't. This not only effects player ships but AI as well. As soon as an AI ship fires a beam splat.
Additional InformationTested in TBP using the 3.6.10 4874 Knightly build. Confirmed in at least one other recent build. Any Vorlon dogfight or Ultimate Gauntlet are good choices for reproducing the crash.
TagsNo tags attached.

Activities

2008-10-13 06:51

 

fs2_open.log (51,317 bytes)

taylor

2008-10-13 07:34

administrator   ~0009951

Should be fixed in the next multi_test build.

FUBAR-BDHR

2008-10-14 00:37

developer   ~0009961

Looks good. Tested both AI firing and host firing.

taylor

2008-10-14 16:56

administrator   ~0009974

Fixered.

taylor

2008-10-17 17:56

administrator   ~0010030

This is still broken. Not sure how it got through testing, considering that it always should have crashed still.

A proper fix is in the works now and it will be committed after confirmation that it works in a new test build this weekend.

2008-10-20 04:54

 

new_beam.rar (13,559 bytes)

FUBAR-BDHR

2008-10-20 04:55

developer   ~0010054

Got past the last crash but ran into another instance of it. Another hard crash when firing a beam. This time the last entry in the log had something to do with the beam being out of energy. New logs attached.

taylor

2008-10-20 05:55

administrator   ~0010055

Yep, sorry, didn't notice an existing bug in there. The beam fire info can end up containing a lot of invalid data for anything that you don't specifically set. This actually affects more than just fighter beams, but it is really only hit when the energy level drops which is why it doesn't generally happen (with capships). There was also an error with my updated fix which didn't set something properly either, so I can't just blame it on :v:. ;)

Easy to fix though, it's just annoying.

FUBAR-BDHR

2008-10-20 06:06

developer   ~0010058

Just in case reminder. The WhiteStar can actually go into negative energy when firing the main beam. This wasn't the ship I was testing with but since were on the topic of possible causes of beam crashes.......

taylor

2008-10-23 12:59

administrator   ~0010105

Fixered ... for real this time. (I hope)

Issue History

Date Modified Username Field Change
2008-10-13 06:51 FUBAR-BDHR New Issue
2008-10-13 06:51 FUBAR-BDHR File Added: fs2_open.log
2008-10-13 07:34 taylor Note Added: 0009951
2008-10-14 00:37 FUBAR-BDHR Note Added: 0009961
2008-10-14 01:05 taylor Status new => assigned
2008-10-14 01:05 taylor Assigned To => taylor
2008-10-14 16:56 taylor Status assigned => resolved
2008-10-14 16:56 taylor Fixed in Version => 3.6.10
2008-10-14 16:56 taylor Resolution open => fixed
2008-10-14 16:56 taylor Note Added: 0009974
2008-10-17 17:56 taylor Status resolved => feedback
2008-10-17 17:56 taylor Resolution fixed => reopened
2008-10-17 17:56 taylor Note Added: 0010030
2008-10-20 04:54 FUBAR-BDHR File Added: new_beam.rar
2008-10-20 04:55 FUBAR-BDHR Note Added: 0010054
2008-10-20 05:55 taylor Note Added: 0010055
2008-10-20 06:06 FUBAR-BDHR Note Added: 0010058
2008-10-23 12:59 taylor Status feedback => resolved
2008-10-23 12:59 taylor Resolution reopened => fixed
2008-10-23 12:59 taylor Note Added: 0010105