View Issue Details

IDProjectCategoryView StatusLast Update
0001951FSSCPmultiplayerpublic2020-07-08 19:20
ReporterFUBAR-BDHR Assigned ToFSCyborg  
PriorityhighSeveritycrashReproducibilityrandom
Status closedResolutionunable to reproduce 
Product Version3.6.11 
Summary0001951: Standalone crashes - Ship <ship>does not have subsystem <subsystem> linked into the model file
DescriptionBeen getting a bunch of new standalone crashes in the last couple of weeks. Looks like it's 2 different ones but they may be connected since they both crash at the same line sometimes. First one is a bunch of assertions that always seem to start when a Lilith model is loaded. This usually leads to the second one which is a crash but this crash also happens on it's own. Attaching logs
TagsNo tags attached.

Relationships

related to 0002015 resolvedEchelon9 Assert: team != -1 in multi_respawn.cpp 
related to 0002052 closedFSCyborg Standalone - Int(3) ship_get_indexed_subsys - Player drop related? 

Activities

2009-07-05 20:32

 

1951.rar (46,094 bytes)

FUBAR-BDHR

2009-07-05 20:33

developer   ~0011053

Just a note that this was with retail FS2 data running on the standalone.

2009-07-08 20:02

 

fs2_open_vp_1733.log (190,919 bytes)

FUBAR-BDHR

2009-07-08 20:03

developer   ~0011062

Attached additional log. First time seen on the MediaVP standalone. Slightly different set of problems but crashed at the same spot.

FUBAR-BDHR

2009-07-09 04:15

developer   ~0011063

OK this has officially become an epidemic. Attached another log. This one shows something that I don't know if the others do or not. The Lilith model loads fine at least one time before it goes nuts and starts with the assertions on another load.

2009-07-09 04:57

 

fs2_open_both.rar (6,320 bytes)

FUBAR-BDHR

2009-07-11 23:58

developer   ~0011075

No crashes in today's session using the RC3 no warnings build. Quite a few asserts but they are all the same. This was with the MediaVP. Attaching log just in case.

2009-07-11 23:59

 

fs2_open-07-11-09.log (184,591 bytes)

portej05

2009-07-14 08:22

reporter   ~0011083

Really need the callstack for this one.
The culprit is vm_project_point_onto_plane, which is only called from 3 places, but tracing through is going to be very hard without knowing which one is being called.

2009-07-19 07:20

 

fs2_open-07-18-09.log (88,164 bytes)

FUBAR-BDHR

2009-07-19 07:22

developer   ~0011091

Last edited: 2009-07-19 07:25

Well it seems the big problems are well patched. Standalone did crash once in yesterdays games. I've seen the same crash before. Log attached. I asked them if someone dropped before the game started and was told that someone was lost in mission load. Same mission was played after restart with no crash.

portej05

2009-07-19 07:31

reporter   ~0011092

I'd still like to see a callstack from when this occurs since it implies that a vector being passed to vm_project_point_onto_plane hasn't been normalised, which is really bad.
Are there any instructions for getting this to occur?

FUBAR-BDHR

2009-07-19 07:46

developer   ~0011094

Didn't seen any nul vec3d errors today just the the one crash.

FUBAR-BDHR

2009-07-25 22:19

developer   ~0011105

Still no luck on getting a debug trace. It's up for testing but since today was the normal Saturday games they were using 3.6.10. Did get another one of those dropped player crashes. Had the debug_filter turned on. I'd attach the file but it's 75meg and even zipped still over a meg. You can grab it here: http://fubar5.fubar.org/mantis/fs2_open-07-25-09_MVP_1733.rar

portej05

2009-07-27 02:08

reporter   ~0011106

FUBAR: With this one, it might be worth the inconvenience of dropping some players in order to get a callstack - Asserts should never be ignored (who stuck Cmdline_nowarn into Assert?)

FUBAR-BDHR

2009-07-27 04:32

developer   ~0011108

Already planned and the server to do that is up and running. Just waiting on our main tester to get unsick and give it a go. I didn't want to use the main Saturday games since you never know what version they are running, if they are using the MediaVPs or not, if they have any rogue tables, etc. That and there aren't that many multi players now. Hate turning new players off because of testing crashes.

FUBAR-BDHR

2009-08-07 00:17

developer   ~0011126

Well we got to hits with the debugger yesterday. One as a client but it was a null vec3d so it's possibly related. The other was on the standalone and involved the player drop problem (still have the debugger open on this one). The think is it doesn't look like it was actually a player drop. I just happened to check on the standalone at the right time to actually see it happen. 6 IP addresses where showing as connected on the standalone but I could only see 3 players in the status window. Right after that it crashed. I asked and there were 6 or 7 people in the game. Looking at the multi.log earlier today I noticed that there was a FS2NetD refresh right about the time of the crash. This makes me wonder if it is that refresh that is causing the issue. It does cause problems for normal hosting such as the awarding of all medals in debrief bug.

FUBAR-BDHR

2009-08-07 02:32

developer   ~0011127

OK I just saw this about to happen again. 3 players on server and even chatting but none showing in the player info pull down. Checked the debug log on the stnadalone and it had just done a FS2netD refresh. I hit reset all before it crashed and when the joined again the player info screen was fine. Definitely something going on here even if it's not related to the crash.

2009-08-15 21:51

 

players1.jpg (168,365 bytes)   
players1.jpg (168,365 bytes)   

2009-08-15 21:52

 

players2.jpg (184,912 bytes)   
players2.jpg (184,912 bytes)   

FUBAR-BDHR

2009-08-15 21:55

developer   ~0011136

Last edited: 2009-08-15 21:57

Attached 2 screen shots of what appears to be the cause of the crash. You'll notice 7 IP connections showing but only 4 players. Seems that when one of those "ghost" players goes to start a mission or respawn it crashes.

Almost positive this is related to 1827

FUBAR-BDHR

2009-08-25 22:50

developer   ~0011159

Last edited: 2009-08-25 22:52

While most of the stuff relating to this seems to be fixed or known I did get the Lilith problem again last night. We were discussing it last night but Wanderer had to leave and I felt the sudden need to get horizontal so we didn't make much progress. Took a second look at it today and it seems (big guess here)it's looking for an already cached subsystem at the wrong location. sip->subsystems[j].model_num is 515 and sip->model_num is 8583.

I'll attach the call stack and variables. I still have the debugger open so I can't get the fs2_open.log right now. Mission was cet_m03 which only has one Lilith. I'll be checking the SCP IRC channel periodically tonight so if you need more info and I'm logged in there just ask.

2009-08-25 22:50

 

lilith.txt (8,979 bytes)   
 	fs2_open_3_6_11d.exe!debug_int3(char * file=0x00dd7be4, int line=1250)  Line 760	C++
 	fs2_open_3_6_11d.exe!Warning(char * filename=0x00e05696, int line=14225, const char * format=0x00e0ae60, ...)  Line 1250 + 0x13 bytes	C++
>	fs2_open_3_6_11d.exe!ship_page_in()  Line 14225 + 0x47 bytes	C++
 	fs2_open_3_6_11d.exe!level_page_in()  Line 50	C++
 	fs2_open_3_6_11d.exe!freespace_mission_load_stuff()  Line 1518	C++
 	fs2_open_3_6_11d.exe!game_post_level_init()  Line 1564	C++
 	fs2_open_3_6_11d.exe!game_start_mission()  Line 1621	C++
 	fs2_open_3_6_11d.exe!multi_sync_pre_do()  Line 8107	C++
 	fs2_open_3_6_11d.exe!multi_sync_do()  Line 7539	C++
 	fs2_open_3_6_11d.exe!game_do_state(int state=38)  Line 7085	C++
 	fs2_open_3_6_11d.exe!gameseq_process_events()  Line 405 + 0x14 bytes	C++
 	fs2_open_3_6_11d.exe!game_main(char * cmdline=0x00151f0b)  Line 7453 + 0x5 bytes	C++
 	fs2_open_3_6_11d.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00151f0b, int nCmdShow=1)  Line 7527 + 0x9 bytes	C++
 	fs2_open_3_6_11d.exe!__tmainCRTStartup()  Line 263 + 0x2c bytes	C
 	fs2_open_3_6_11d.exe!WinMainCRTStartup()  Line 182	C
 	kernel32.dll!7c817067() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	


Autos:

		j	0	int
-		sip	0x019f4ab8 {name=0x019f4ab8 "SC Lilith" short_name=0x019f4ad8 "TCruise3" species=2 ...}	ship_info *
+		name	0x019f4ab8 "SC Lilith"	char [32]
+		short_name	0x019f4ad8 "TCruise3"	char [32]
		species	2	int
		class_type	13	int
+		type_str	0x00000000 <Bad Ptr>	char *
+		maneuverability_str	0x00000000 <Bad Ptr>	char *
+		armor_str	0x00000000 <Bad Ptr>	char *
+		manufacturer_str	0x00000000 <Bad Ptr>	char *
+		desc	0x00000000 <Bad Ptr>	char *
+		tech_desc	0x0340c060 "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity."	char *
+		ship_length	0x00000000 <Bad Ptr>	char *
+		gun_mounts	0x00000000 <Bad Ptr>	char *
+		missile_banks	0x00000000 <Bad Ptr>	char *
+		cockpit_pof_file	0x019f4b24 ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x019f4b44 }	vec3d
+		pof_file	0x019f4b50 "cruiser03.pof"	char [32]
+		pof_file_hud	0x019f4b70 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x019f4b94	int [5]
		cockpit_model_num	-1	int
		model_num	8583	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	1.0000000	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x019f4bc8 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x019f4bd4 }	vec3d
+		max_rotvel	{xyz={...} a1d=0x019f4be0 }	vec3d
+		rotation_time	{xyz={...} a1d=0x019f4bec }	vec3d
		srotation_time	110.00000	float
		max_rear_vel	0.00000000	float
		forward_accel	10.000000	float
		afterburner_forward_accel	0.00000000	float
		forward_decel	5.0000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x019f4c14 ""	char [32]
		warpin_radius	0.00000000	float
		warpin_snd_start	-1	int
		warpin_snd_end	-1	int
		warpin_speed	0.00000000	float
		warpin_time	0	int
		warpin_type	0	int
+		warpout_anim	0x019f4c4c ""	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_speed	0.00000000	float
		warpout_time	0	int
		warpout_type	0	int
		warpout_player_speed	0.00000000	float
		flags	1032	unsigned int
		flags2	0	unsigned int
		ai_class	3	int
		max_speed	20.000000	float
		min_speed	-0.00000000	float
		max_accel	20.000000	float
		collision_damage_type_idx	-1	int
+		shockwave	{name=0x019f4ca4 "" pof_name=0x019f4cc4 "" inner_rad=100.00000 ...}	shockwave_create_info
		explosion_propagates	1	int
		shockwave_count	2	int
+		explosion_bitmap_anims	{...}	SCP_vector<int>
		vaporize_chance	0.00000000	float
		ispew_max_particles	-1	int
		dspew_max_particles	-1	int
		debris_min_lifetime	-1.0000000	float
		debris_max_lifetime	-1.0000000	float
		debris_min_speed	-1.0000000	float
		debris_max_speed	-1.0000000	float
		debris_min_rotspeed	-1.0000000	float
		debris_max_rotspeed	-1.0000000	float
		debris_damage_type_idx	-1	int
		n_subsystems	14	int
+		subsystems	0x0340c198 {flags=0 name=0x0340c19c "laser turret" subobj_name=0x0340c1bc "turret01" ...}	model_subsystem *
		power_output	90.000000	float
		max_overclocked_speed	12.000000	float
		max_weapon_reserve	100.00000	float
		max_shield_regen_per_second	0.020000000	float
		max_weapon_regen_per_second	0.039999999	float
		afterburner_fuel_capacity	0.00000000	float
		afterburner_burn_rate	0.00000000	float
		afterburner_recover_rate	0.00000000	float
		cmeasure_type	80	int
		cmeasure_max	0	int
		num_primary_banks	0	int
		num_secondary_banks	0	int
+		primary_bank_weapons	0x019f4d88	int [3]
+		primary_bank_ammo_capacity	0x019f4d94	int [3]
+		secondary_bank_weapons	0x019f4da0	int [4]
+		secondary_bank_ammo_capacity	0x019f4db0	int [4]
		max_hull_strength	75000.000	float
		max_shield_strength	0.00000000	float
		hull_repair_rate	0.00000000	float
		subsys_repair_rate	-2.0000000	float
		engine_snd	134	int
+		closeup_pos	{xyz={...} a1d=0x019f4dd4 }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x019f4de4	int [200]
+		restricted_loadout_flag	0x019f5104	int [7]
+		allowed_bank_restricted_weapons	0x019f5120	int [7][200]
		shield_icon_index	255 '�'	unsigned char
+		icon_filename	0x019f6701 ""	char [32]
+		anim_filename	0x019f6721 ""	char [32]
+		overhead_filename	0x019f6741 ""	char [32]
		score	210	int
		scan_time	15000	int
+		ct_info	0x019f676c {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [12]
		ct_count	0	int
		num_nondark_colors	0	int
+		nondark_colors	0x019f6b04	unsigned char [10][3]
+		shield_color	0x019f6b22 "���"	unsigned char [3]
+		afterburner_trail	{filename=0x019f6b28 "" bitmap_id=-1 }	generic_bitmap
		afterburner_trail_width_factor	1.0000000	float
		afterburner_trail_alpha_factor	1.0000000	float
		afterburner_trail_life	5.0000000	float
		afterburner_trail_faded_out_sections	0	int
+		normal_thruster_particles	{...}	SCP_vector<thruster_particles>
+		afterburner_thruster_particles	{...}	SCP_vector<thruster_particles>
+		thruster_flame_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_glow_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_secondary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
+		thruster_tertiary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
		thruster01_glow_rad_factor	1.0000000	float
		thruster02_glow_rad_factor	1.0000000	float
		thruster03_glow_rad_factor	1.0000000	float
		thruster02_glow_len_factor	1.0000000	float
		splodeing_texture	4750	int
+		splodeing_texture_name	0x019f6ce0 "boom"	char [32]
		max_decals	100	int
+		draw_primary_models	0x019f6d04	bool [3]
+		draw_secondary_models	0x019f6d07	bool [4]
		draw_models	false	bool
		weapon_model_draw_distance	200.00000	float
		armor_type_idx	-1	int
		shield_armor_type_idx	-1	int
		can_glide	false	bool
		glide_cap	0.00000000	float
		glide_dynamic_cap	false	bool
		glide_accel_mult	0.00000000	float
		use_newtonian_damp	false	bool
		newtonian_damp_override	false	bool
		autoaim_fov	0.00000000	float
		topdown_offset_def	false	bool
+		topdown_offset	{xyz={...} a1d=0x019f6d34 }	vec3d
		num_maneuvering	0	int
+		maneuvering	0x019f6d44 {use_flags=0 start_snd=-1 loop_snd=-1 ...}	man_thruster [128]
		radar_image_2d_idx	-1	int
		radar_image_size	-1	int
		radar_projection_size_mult	1.0000000	float
+		ship_iff_info	0x019f8b50	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x019f8cec }	vec3d
		emp_resistance_mod	0.00000000	float
		sip->model_num	8583	int
+		sip->name	0x019f4ab8 "SC Lilith"	char [32]
+		sip->pof_file	0x019f4b50 "cruiser03.pof"	char [32]
+		sip->subsystems	0x0340c198 {flags=0 name=0x0340c19c "laser turret" subobj_name=0x0340c1bc "turret01" ...}	model_subsystem *
+		sip->subsystems[j]	{flags=0 name=0x0340c19c "laser turret" subobj_name=0x0340c1bc "turret01" ...}	model_subsystem
		sip->subsystems[j].model_num	515	int
+		sip->subsystems[j].subobj_name	0x0340c1bc "turret01"	char [32]


Locals

		model_previously_loaded	8583	int
+		sip	0x019f4ab8 {name=0x019f4ab8 "SC Lilith" short_name=0x019f4ad8 "TCruise3" species=2 ...}	ship_info *
		ship_previously_loaded	96	int
+		p_objp	0x00f0ef20 struct p_object Ship_arrival_list {name=0x00f0ef20 "" next=0x04640040 prev=0x048214e0 ...}	p_object *
		j	0	int
		k	4	int
+		thruster	0xcccccccc {flames={...} glow={...} }	thrust_info *
		num_subsystems_needed	542	int
		num_ship_types_used	17	int
		i	96	int
+		ship_class_used	0x0413a028	int *
		test_id	8583	int
lilith.txt (8,979 bytes)   

chief1983

2010-04-05 16:55

administrator   ~0011856

Changing the subject because this title could get confusing very soon.

FUBAR-BDHR

2010-04-05 22:32

developer   ~0011857

Maybe we should change it to the actual error that is left.

Anyway think I had this happen again last night. Saw the server was crashed with a similar error but didn't have time to check it yet.

chief1983

2010-04-05 23:03

administrator   ~0011858

That or open a new bug that's not cluttered and close this one as fixed. If an issue was fixed this should probably be closed, it was never really supposed to be a parent type ticket.

FUBAR-BDHR

2010-07-08 19:50

developer   ~0012205

Apparently not fixed. Just found a standalone crashed with it. Retail data. r6278.

2010-07-08 19:50

 

1951.txt (25,778 bytes)   
Ship 'SC Lilith' does not have subsystem 'turret01' linked into the model file, 'cruiser03.pof'.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! ship_page_in + 2371 bytes
<no module>! level_page_in + 48 bytes
<no module>! freespace_mission_load_stuff + 245 bytes
<no module>! game_post_level_init + 182 bytes
<no module>! game_start_mission + 387 bytes
<no module>! multi_sync_pre_do + 769 bytes
<no module>! multi_sync_do + 109 bytes
<no module>! game_do_state + 1318 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

 	fs2_open_3_6_13d_INF_SSE2.exe!debug_int3(char * file=0x00ec1594, int line=1277)  Line 764	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!Warning(char * filename=0x00ef368a, int line=14502, const char * format=0x00ef96b8, ...)  Line 1277 + 0x13 bytes	C++
>	fs2_open_3_6_13d_INF_SSE2.exe!ship_page_in()  Line 14502 + 0x47 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!level_page_in()  Line 50	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!freespace_mission_load_stuff()  Line 1521	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_post_level_init()  Line 1567	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_start_mission()  Line 1631	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!multi_sync_pre_do()  Line 8106	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!multi_sync_do()  Line 7535	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state=38)  Line 7113	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!gameseq_process_events()  Line 405 + 0x14 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_main(char * cmdline=0x0015232f)  Line 7490 + 0x5 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x0015232f, int nCmdShow=10)  Line 7570 + 0x9 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!__tmainCRTStartup()  Line 263 + 0x2c bytes	C
 	fs2_open_3_6_13d_INF_SSE2.exe!WinMainCRTStartup()  Line 182	C
 	kernel32.dll!7c817077() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	user32.dll!7e46c930() 	


Autos:

		j	0	int
-		sip	0x01c4e1a8 {name=0x01c4e1a8 "SC Lilith" alt_name=0x01c4e1c8 "" short_name=0x01c4e1e8 "TCruise3" ...}	ship_info *
+		name	0x01c4e1a8 "SC Lilith"	char [32]
+		alt_name	0x01c4e1c8 ""	char [32]
+		short_name	0x01c4e1e8 "TCruise3"	char [32]
		species	2	int
		class_type	13	int
+		type_str	0x00000000 <Bad Ptr>	char *
+		maneuverability_str	0x00000000 <Bad Ptr>	char *
+		armor_str	0x00000000 <Bad Ptr>	char *
+		manufacturer_str	0x00000000 <Bad Ptr>	char *
+		desc	0x00000000 <Bad Ptr>	char *
+		tech_desc	0x03959280 "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity."	char *
+		ship_length	0x00000000 <Bad Ptr>	char *
+		gun_mounts	0x00000000 <Bad Ptr>	char *
+		missile_banks	0x00000000 <Bad Ptr>	char *
+		cockpit_pof_file	0x01c4e234 ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x01c4e254 }	vec3d
+		pof_file	0x01c4e260 "cruiser03.pof"	char [32]
+		pof_file_hud	0x01c4e280 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x01c4e2a4	int [5]
		cockpit_model_num	-1	int
		model_num	44707	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	1.0000000	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x01c4e2d8 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x01c4e2e4 }	vec3d
+		max_rotvel	{xyz={...} a1d=0x01c4e2f0 }	vec3d
+		rotation_time	{xyz={...} a1d=0x01c4e2fc }	vec3d
		srotation_time	110.00000	float
		max_rear_vel	0.00000000	float
		forward_accel	10.000000	float
		afterburner_forward_accel	0.00000000	float
		forward_decel	5.0000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x01c4e324 ""	char [32]
		warpin_radius	0.00000000	float
		warpin_snd_start	-1	int
		warpin_snd_end	-1	int
		warpin_speed	0.00000000	float
		warpin_time	0	int
		warpin_type	0	int
+		warpout_anim	0x01c4e35c ""	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_speed	0.00000000	float
		warpout_time	0	int
		warpout_type	0	int
		warpout_player_speed	0.00000000	float
		flags	1032	int
		flags2	0	int
		ai_class	3	int
		max_speed	20.000000	float
		min_speed	-0.00000000	float
		max_accel	20.000000	float
		collision_damage_type_idx	-1	int
+		shockwave	{name=0x01c4e3b4 "" pof_name=0x01c4e3d4 "" inner_rad=100.00000 ...}	shockwave_create_info
		explosion_propagates	1	int
		big_exp_visual_rad	-1.0000000	float
		shockwave_count	2	int
+		explosion_bitmap_anims	{...}	SCP_vector<int>
		vaporize_chance	0.00000000	float
		ispew_max_particles	-1	int
		dspew_max_particles	-1	int
		debris_min_lifetime	-1.0000000	float
		debris_max_lifetime	-1.0000000	float
		debris_min_speed	-1.0000000	float
		debris_max_speed	-1.0000000	float
		debris_min_rotspeed	-1.0000000	float
		debris_max_rotspeed	-1.0000000	float
		debris_damage_type_idx	-1	int
		debris_min_hitpoints	-1.0000000	float
		debris_max_hitpoints	-1.0000000	float
		debris_damage_mult	1.0000000	float
		debris_arc_percent	0.50000000	float
		n_subsystems	14	int
+		subsystems	0x039593a8 {flags=0 name=0x039593ac "laser turret" subobj_name=0x039593cc "turret01" ...}	model_subsystem *
		power_output	90.000000	float
		max_overclocked_speed	12.000000	float
		max_weapon_reserve	100.00000	float
		max_shield_regen_per_second	0.020000000	float
		max_weapon_regen_per_second	0.039999999	float
		afterburner_fuel_capacity	0.00000000	float
		afterburner_burn_rate	0.00000000	float
		afterburner_recover_rate	0.00000000	float
		afterburner_max_reverse_vel	0.00000000	float
		afterburner_reverse_accel	0.00000000	float
		cmeasure_type	80	int
		cmeasure_max	0	int
		num_primary_banks	0	int
		num_secondary_banks	0	int
+		primary_bank_weapons	0x01c4e4b4	int [3]
+		primary_bank_ammo_capacity	0x01c4e4c0	int [3]
+		secondary_bank_weapons	0x01c4e4cc	int [4]
+		secondary_bank_ammo_capacity	0x01c4e4dc	int [4]
		max_hull_strength	75000.000	float
		max_shield_strength	0.00000000	float
		hull_repair_rate	0.00000000	float
		subsys_repair_rate	-2.0000000	float
		sup_hull_repair_rate	0.15000001	float
		sup_shield_repair_rate	0.20000000	float
		sup_subsys_repair_rate	0.15000001	float
		engine_snd	134	int
+		closeup_pos	{xyz={...} a1d=0x01c4e50c }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x01c4e51c	int [300]
+		restricted_loadout_flag	0x01c4e9cc	int [7]
+		allowed_bank_restricted_weapons	0x01c4e9e8	int [7][300]
		shield_icon_index	255 '�'	unsigned char
+		icon_filename	0x01c50ab9 ""	char [32]
+		anim_filename	0x01c50ad9 ""	char [32]
+		overhead_filename	0x01c50af9 ""	char [32]
		score	210	int
		scan_time	15000	int
+		ct_info	0x01c50b24 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [12]
		ct_count	0	int
		num_nondark_colors	0	int
+		nondark_colors	0x01c50ebc	unsigned char [10][3]
+		shield_color	0x01c50eda "���"	unsigned char [3]
+		afterburner_trail	{filename=0x01c50ee0 "" bitmap_id=-1 }	generic_bitmap
		afterburner_trail_width_factor	1.0000000	float
		afterburner_trail_alpha_factor	1.0000000	float
		afterburner_trail_life	5.0000000	float
		afterburner_trail_faded_out_sections	0	int
+		normal_thruster_particles	{...}	SCP_vector<thruster_particles>
+		afterburner_thruster_particles	{...}	SCP_vector<thruster_particles>
+		thruster_flame_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_glow_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_secondary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
+		thruster_tertiary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
		thruster01_glow_rad_factor	1.0000000	float
		thruster02_glow_rad_factor	1.0000000	float
		thruster03_glow_rad_factor	1.0000000	float
		thruster02_glow_len_factor	1.0000000	float
		splodeing_texture	0	int
+		splodeing_texture_name	0x01c51178 "boom"	char [32]
		max_decals	100	int
+		draw_primary_models	0x01c5119c	bool [3]
+		draw_secondary_models	0x01c5119f	bool [4]
		draw_models	false	bool
		weapon_model_draw_distance	200.00000	float
		armor_type_idx	-1	int
		shield_armor_type_idx	-1	int
		can_glide	false	bool
		glide_cap	0.00000000	float
		glide_dynamic_cap	false	bool
		glide_accel_mult	0.00000000	float
		use_newtonian_damp	false	bool
		newtonian_damp_override	false	bool
		autoaim_fov	0.00000000	float
		topdown_offset_def	false	bool
+		topdown_offset	{xyz={...} a1d=0x01c511cc }	vec3d
		num_maneuvering	0	int
+		maneuvering	0x01c511dc {use_flags=0 start_snd=-1 loop_snd=-1 ...}	man_thruster [128]
		radar_image_2d_idx	-1	int
		radar_image_size	-1	int
		radar_projection_size_mult	1.0000000	float
+		ship_iff_info	0x01c52fe8	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x01c53184 }	vec3d
		emp_resistance_mod	0.00000000	float
		piercing_damage_draw_limit	0.10000000	float
		damage_lightning_type	1	int
		sip->model_num	44707	int
+		sip->name	0x01c4e1a8 "SC Lilith"	char [32]
+		sip->pof_file	0x01c4e260 "cruiser03.pof"	char [32]
-		sip->subsystems	0x039593a8 {flags=0 name=0x039593ac "laser turret" subobj_name=0x039593cc "turret01" ...}	model_subsystem *
		flags	0	unsigned int
+		name	0x039593ac "laser turret"	char [32]
+		subobj_name	0x039593cc "turret01"	char [32]
+		alt_sub_name	0x039593ec ""	char [32]
+		alt_dmg_sub_name	0x0395940c ""	char [32]
		subobj_num	11	int
		model_num	31504	int
		type	2	int
+		pnt	{xyz={...} a1d=0x03959438 }	vec3d
		radius	2.2373967	float
		max_subsys_strength	750.00000	float
		armor_type_idx	-1	int
+		crewspot	0x03959450 "��������������������������������U[�I�q�pX�>��|?"	char [32]
+		turret_norm	{xyz={...} a1d=0x03959470 }	vec3d
+		turret_matrix	{vec={...} a2d=0x0395947c a1d=0x0395947c }	matrix
		turret_fov	-4.3711388e-008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	1	int
+		turret_firing_point	0x039594b0 {xyz={...} a1d=0x039594b0 }	vec3d [10]
		turret_gun_sobj	11	int
		turret_turning_rate	6.2831855	float
		turret_base_rotation_snd	-1	int
		turret_base_rotation_snd_mult	1.0000000	float
		turret_gun_rotation_snd	-1	int
		turret_gun_rotation_snd_mult	1.0000000	float
		alive_snd	-1	int
		dead_snd	-1	int
		rotation_snd	-1	int
+		engine_wash_pointer	0x00000000 {name=0x00000000 <Bad Ptr> angle=??? radius_mult=??? ...}	engine_wash_info *
		turn_rate	-1.0737418e+008	float
		weapon_rotation_pbank	-1	int
+		stepped_rotation	0x00000000 {num_steps=??? fraction=??? t_transit=??? ...}	stepped_rotation *
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		primary_banks	0x03959564	int [3]
+		primary_bank_capacity	0x03959570	int [3]
+		secondary_banks	0x0395957c	int [4]
+		secondary_bank_capacity	0x0395958c	int [4]
		path_num	14	int
+		model_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x039595bc	int [32]
		num_target_priorities	0	int
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
-		sip->subsystems[j]	{flags=0 name=0x039593ac "laser turret" subobj_name=0x039593cc "turret01" ...}	model_subsystem
		flags	0	unsigned int
+		name	0x039593ac "laser turret"	char [32]
+		subobj_name	0x039593cc "turret01"	char [32]
+		alt_sub_name	0x039593ec ""	char [32]
+		alt_dmg_sub_name	0x0395940c ""	char [32]
		subobj_num	11	int
		model_num	31504	int
		type	2	int
+		pnt	{xyz={...} a1d=0x03959438 }	vec3d
		radius	2.2373967	float
		max_subsys_strength	750.00000	float
		armor_type_idx	-1	int
+		crewspot	0x03959450 "��������������������������������U[�I�q�pX�>��|?"	char [32]
+		turret_norm	{xyz={...} a1d=0x03959470 }	vec3d
+		turret_matrix	{vec={...} a2d=0x0395947c a1d=0x0395947c }	matrix
		turret_fov	-4.3711388e-008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	1	int
+		turret_firing_point	0x039594b0 {xyz={...} a1d=0x039594b0 }	vec3d [10]
		turret_gun_sobj	11	int
		turret_turning_rate	6.2831855	float
		turret_base_rotation_snd	-1	int
		turret_base_rotation_snd_mult	1.0000000	float
		turret_gun_rotation_snd	-1	int
		turret_gun_rotation_snd_mult	1.0000000	float
		alive_snd	-1	int
		dead_snd	-1	int
		rotation_snd	-1	int
+		engine_wash_pointer	0x00000000 {name=0x00000000 <Bad Ptr> angle=??? radius_mult=??? ...}	engine_wash_info *
		turn_rate	-1.0737418e+008	float
		weapon_rotation_pbank	-1	int
+		stepped_rotation	0x00000000 {num_steps=??? fraction=??? t_transit=??? ...}	stepped_rotation *
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		primary_banks	0x03959564	int [3]
+		primary_bank_capacity	0x03959570	int [3]
+		secondary_banks	0x0395957c	int [4]
+		secondary_bank_capacity	0x0395958c	int [4]
		path_num	14	int
+		model_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x039595bc	int [32]
		num_target_priorities	0	int
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
		sip->subsystems[j].model_num	31504	int
+		sip->subsystems[j].subobj_name	0x039593cc "turret01"	char [32]


Locals:

		j	0	int
-		sip	0x01c4e1a8 {name=0x01c4e1a8 "SC Lilith" alt_name=0x01c4e1c8 "" short_name=0x01c4e1e8 "TCruise3" ...}	ship_info *
+		name	0x01c4e1a8 "SC Lilith"	char [32]
+		alt_name	0x01c4e1c8 ""	char [32]
+		short_name	0x01c4e1e8 "TCruise3"	char [32]
		species	2	int
		class_type	13	int
+		type_str	0x00000000 <Bad Ptr>	char *
+		maneuverability_str	0x00000000 <Bad Ptr>	char *
+		armor_str	0x00000000 <Bad Ptr>	char *
+		manufacturer_str	0x00000000 <Bad Ptr>	char *
+		desc	0x00000000 <Bad Ptr>	char *
+		tech_desc	0x03959280 "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity."	char *
+		ship_length	0x00000000 <Bad Ptr>	char *
+		gun_mounts	0x00000000 <Bad Ptr>	char *
+		missile_banks	0x00000000 <Bad Ptr>	char *
+		cockpit_pof_file	0x01c4e234 ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x01c4e254 }	vec3d
+		pof_file	0x01c4e260 "cruiser03.pof"	char [32]
+		pof_file_hud	0x01c4e280 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x01c4e2a4	int [5]
		cockpit_model_num	-1	int
		model_num	44707	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	1.0000000	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x01c4e2d8 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x01c4e2e4 }	vec3d
+		max_rotvel	{xyz={...} a1d=0x01c4e2f0 }	vec3d
+		rotation_time	{xyz={...} a1d=0x01c4e2fc }	vec3d
		srotation_time	110.00000	float
		max_rear_vel	0.00000000	float
		forward_accel	10.000000	float
		afterburner_forward_accel	0.00000000	float
		forward_decel	5.0000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x01c4e324 ""	char [32]
		warpin_radius	0.00000000	float
		warpin_snd_start	-1	int
		warpin_snd_end	-1	int
		warpin_speed	0.00000000	float
		warpin_time	0	int
		warpin_type	0	int
+		warpout_anim	0x01c4e35c ""	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_speed	0.00000000	float
		warpout_time	0	int
		warpout_type	0	int
		warpout_player_speed	0.00000000	float
		flags	1032	int
		flags2	0	int
		ai_class	3	int
		max_speed	20.000000	float
		min_speed	-0.00000000	float
		max_accel	20.000000	float
		collision_damage_type_idx	-1	int
+		shockwave	{name=0x01c4e3b4 "" pof_name=0x01c4e3d4 "" inner_rad=100.00000 ...}	shockwave_create_info
		explosion_propagates	1	int
		big_exp_visual_rad	-1.0000000	float
		shockwave_count	2	int
+		explosion_bitmap_anims	{...}	SCP_vector<int>
		vaporize_chance	0.00000000	float
		ispew_max_particles	-1	int
		dspew_max_particles	-1	int
		debris_min_lifetime	-1.0000000	float
		debris_max_lifetime	-1.0000000	float
		debris_min_speed	-1.0000000	float
		debris_max_speed	-1.0000000	float
		debris_min_rotspeed	-1.0000000	float
		debris_max_rotspeed	-1.0000000	float
		debris_damage_type_idx	-1	int
		debris_min_hitpoints	-1.0000000	float
		debris_max_hitpoints	-1.0000000	float
		debris_damage_mult	1.0000000	float
		debris_arc_percent	0.50000000	float
		n_subsystems	14	int
+		subsystems	0x039593a8 {flags=0 name=0x039593ac "laser turret" subobj_name=0x039593cc "turret01" ...}	model_subsystem *
		power_output	90.000000	float
		max_overclocked_speed	12.000000	float
		max_weapon_reserve	100.00000	float
		max_shield_regen_per_second	0.020000000	float
		max_weapon_regen_per_second	0.039999999	float
		afterburner_fuel_capacity	0.00000000	float
		afterburner_burn_rate	0.00000000	float
		afterburner_recover_rate	0.00000000	float
		afterburner_max_reverse_vel	0.00000000	float
		afterburner_reverse_accel	0.00000000	float
		cmeasure_type	80	int
		cmeasure_max	0	int
		num_primary_banks	0	int
		num_secondary_banks	0	int
+		primary_bank_weapons	0x01c4e4b4	int [3]
+		primary_bank_ammo_capacity	0x01c4e4c0	int [3]
+		secondary_bank_weapons	0x01c4e4cc	int [4]
+		secondary_bank_ammo_capacity	0x01c4e4dc	int [4]
		max_hull_strength	75000.000	float
		max_shield_strength	0.00000000	float
		hull_repair_rate	0.00000000	float
		subsys_repair_rate	-2.0000000	float
		sup_hull_repair_rate	0.15000001	float
		sup_shield_repair_rate	0.20000000	float
		sup_subsys_repair_rate	0.15000001	float
		engine_snd	134	int
+		closeup_pos	{xyz={...} a1d=0x01c4e50c }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x01c4e51c	int [300]
+		restricted_loadout_flag	0x01c4e9cc	int [7]
+		allowed_bank_restricted_weapons	0x01c4e9e8	int [7][300]
		shield_icon_index	255 '�'	unsigned char
+		icon_filename	0x01c50ab9 ""	char [32]
+		anim_filename	0x01c50ad9 ""	char [32]
+		overhead_filename	0x01c50af9 ""	char [32]
		score	210	int
		scan_time	15000	int
+		ct_info	0x01c50b24 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [12]
		ct_count	0	int
		num_nondark_colors	0	int
+		nondark_colors	0x01c50ebc	unsigned char [10][3]
+		shield_color	0x01c50eda "���"	unsigned char [3]
+		afterburner_trail	{filename=0x01c50ee0 "" bitmap_id=-1 }	generic_bitmap
		afterburner_trail_width_factor	1.0000000	float
		afterburner_trail_alpha_factor	1.0000000	float
		afterburner_trail_life	5.0000000	float
		afterburner_trail_faded_out_sections	0	int
+		normal_thruster_particles	{...}	SCP_vector<thruster_particles>
+		afterburner_thruster_particles	{...}	SCP_vector<thruster_particles>
+		thruster_flame_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_glow_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_secondary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
+		thruster_tertiary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
		thruster01_glow_rad_factor	1.0000000	float
		thruster02_glow_rad_factor	1.0000000	float
		thruster03_glow_rad_factor	1.0000000	float
		thruster02_glow_len_factor	1.0000000	float
		splodeing_texture	0	int
+		splodeing_texture_name	0x01c51178 "boom"	char [32]
		max_decals	100	int
+		draw_primary_models	0x01c5119c	bool [3]
+		draw_secondary_models	0x01c5119f	bool [4]
		draw_models	false	bool
		weapon_model_draw_distance	200.00000	float
		armor_type_idx	-1	int
		shield_armor_type_idx	-1	int
		can_glide	false	bool
		glide_cap	0.00000000	float
		glide_dynamic_cap	false	bool
		glide_accel_mult	0.00000000	float
		use_newtonian_damp	false	bool
		newtonian_damp_override	false	bool
		autoaim_fov	0.00000000	float
		topdown_offset_def	false	bool
+		topdown_offset	{xyz={...} a1d=0x01c511cc }	vec3d
		num_maneuvering	0	int
+		maneuvering	0x01c511dc {use_flags=0 start_snd=-1 loop_snd=-1 ...}	man_thruster [128]
		radar_image_2d_idx	-1	int
		radar_image_size	-1	int
		radar_projection_size_mult	1.0000000	float
+		ship_iff_info	0x01c52fe8	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x01c53184 }	vec3d
		emp_resistance_mod	0.00000000	float
		piercing_damage_draw_limit	0.10000000	float
		damage_lightning_type	1	int
		sip->model_num	44707	int
+		sip->name	0x01c4e1a8 "SC Lilith"	char [32]
+		sip->pof_file	0x01c4e260 "cruiser03.pof"	char [32]
-		sip->subsystems	0x039593a8 {flags=0 name=0x039593ac "laser turret" subobj_name=0x039593cc "turret01" ...}	model_subsystem *
		flags	0	unsigned int
+		name	0x039593ac "laser turret"	char [32]
+		subobj_name	0x039593cc "turret01"	char [32]
+		alt_sub_name	0x039593ec ""	char [32]
+		alt_dmg_sub_name	0x0395940c ""	char [32]
		subobj_num	11	int
		model_num	31504	int
		type	2	int
+		pnt	{xyz={...} a1d=0x03959438 }	vec3d
		radius	2.2373967	float
		max_subsys_strength	750.00000	float
		armor_type_idx	-1	int
+		crewspot	0x03959450 "��������������������������������U[�I�q�pX�>��|?"	char [32]
+		turret_norm	{xyz={...} a1d=0x03959470 }	vec3d
+		turret_matrix	{vec={...} a2d=0x0395947c a1d=0x0395947c }	matrix
		turret_fov	-4.3711388e-008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	1	int
+		turret_firing_point	0x039594b0 {xyz={...} a1d=0x039594b0 }	vec3d [10]
		turret_gun_sobj	11	int
		turret_turning_rate	6.2831855	float
		turret_base_rotation_snd	-1	int
		turret_base_rotation_snd_mult	1.0000000	float
		turret_gun_rotation_snd	-1	int
		turret_gun_rotation_snd_mult	1.0000000	float
		alive_snd	-1	int
		dead_snd	-1	int
		rotation_snd	-1	int
+		engine_wash_pointer	0x00000000 {name=0x00000000 <Bad Ptr> angle=??? radius_mult=??? ...}	engine_wash_info *
		turn_rate	-1.0737418e+008	float
		weapon_rotation_pbank	-1	int
+		stepped_rotation	0x00000000 {num_steps=??? fraction=??? t_transit=??? ...}	stepped_rotation *
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		primary_banks	0x03959564	int [3]
+		primary_bank_capacity	0x03959570	int [3]
+		secondary_banks	0x0395957c	int [4]
+		secondary_bank_capacity	0x0395958c	int [4]
		path_num	14	int
+		model_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x039595bc	int [32]
		num_target_priorities	0	int
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
-		sip->subsystems[j]	{flags=0 name=0x039593ac "laser turret" subobj_name=0x039593cc "turret01" ...}	model_subsystem
		flags	0	unsigned int
+		name	0x039593ac "laser turret"	char [32]
+		subobj_name	0x039593cc "turret01"	char [32]
+		alt_sub_name	0x039593ec ""	char [32]
+		alt_dmg_sub_name	0x0395940c ""	char [32]
		subobj_num	11	int
		model_num	31504	int
		type	2	int
+		pnt	{xyz={...} a1d=0x03959438 }	vec3d
		radius	2.2373967	float
		max_subsys_strength	750.00000	float
		armor_type_idx	-1	int
+		crewspot	0x03959450 "��������������������������������U[�I�q�pX�>��|?"	char [32]
+		turret_norm	{xyz={...} a1d=0x03959470 }	vec3d
+		turret_matrix	{vec={...} a2d=0x0395947c a1d=0x0395947c }	matrix
		turret_fov	-4.3711388e-008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	1	int
+		turret_firing_point	0x039594b0 {xyz={...} a1d=0x039594b0 }	vec3d [10]
		turret_gun_sobj	11	int
		turret_turning_rate	6.2831855	float
		turret_base_rotation_snd	-1	int
		turret_base_rotation_snd_mult	1.0000000	float
		turret_gun_rotation_snd	-1	int
		turret_gun_rotation_snd_mult	1.0000000	float
		alive_snd	-1	int
		dead_snd	-1	int
		rotation_snd	-1	int
+		engine_wash_pointer	0x00000000 {name=0x00000000 <Bad Ptr> angle=??? radius_mult=??? ...}	engine_wash_info *
		turn_rate	-1.0737418e+008	float
		weapon_rotation_pbank	-1	int
+		stepped_rotation	0x00000000 {num_steps=??? fraction=??? t_transit=??? ...}	stepped_rotation *
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		primary_banks	0x03959564	int [3]
+		primary_bank_capacity	0x03959570	int [3]
+		secondary_banks	0x0395957c	int [4]
+		secondary_bank_capacity	0x0395958c	int [4]
		path_num	14	int
+		model_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x039595bc	int [32]
		num_target_priorities	0	int
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
		sip->subsystems[j].model_num	31504	int
+		sip->subsystems[j].subobj_name	0x039593cc "turret01"	char [32]




1951.txt (25,778 bytes)   

2010-07-09 22:47

 

1951_logs.rar (27,379 bytes)

FUBAR-BDHR

2010-07-09 22:51

developer   ~0012209

Changed the topic to the error and uploaded the logs from yesterday's crash.

Echelon9

2010-07-10 12:03

developer   ~0012214

This latest example looks to be a Debug build correctly catching a model problem with a Warning() call. Please open a new case for this, but I'd say it is a model bug (although if with Retail data we will have to look into it).

FUBAR-BDHR

2010-07-10 19:54

developer   ~0012224

Nope not a model bug. This happens on a reload of a model that is already loaded although it's usually the Lilith for some reason. Somewhere one of the indexes is getting changed or stepped on in memory.

Goober5000

2012-11-11 05:19

administrator   ~0014021

Is this bug still a problem?

FUBAR-BDHR

2012-11-11 16:23

developer   ~0014026

I have no clue at this point. The standalones were crashing so often with multiple issues I haven't tried to run one in over a year.

Goober5000

2012-11-11 18:07

administrator   ~0014029

The model code has been changed a lot in the past two years and the cause of this bug may have been fixed. It would help to run a standalone to be sure.

karajorma

2012-11-23 07:08

administrator   ~0014159

Has this one resurfaced?

FUBAR-BDHR

2012-11-23 17:17

developer   ~0014161

With all the new warnings and FS2netD server going down they haven't been up long enough to really test.

FUBAR-BDHR

2012-12-02 02:35

developer   ~0014245

Unfortunately it still lives. Just got it with retail data loading the Gany.

I'll pack up the logs and attach them as soon as I get out of the debugger.

FUBAR-BDHR

2012-12-02 03:56

developer  

1951_3_6_15.rar (83,714 bytes)

Goober5000

2012-12-02 05:13

administrator   ~0014250

Is that the complete log? Because it doesn't display the expected -mod information at the beginning. Can you post the command line you used?

FUBAR-BDHR

2012-12-02 05:38

developer   ~0014251

Standalone logs don't include that info for some reason.

Here it is. No mod was active. Retail data used.

C:\Games\FreeSpace2\fs2_open_3_6_15d_INF_SSE2.exe -nomotiondebris -missile_lighting -3dshockwave -post_process -3dwarp -warp_flash -snd_preload -standalone -fps -spec -glow -env

FUBAR-BDHR

2012-12-13 17:29

developer  

1951_3_6_15_2.rar (97,436 bytes)

FUBAR-BDHR

2012-12-13 17:29

developer   ~0014434

Another one this time with the Lilith again.

Goober5000

2012-12-20 04:23

administrator   ~0014548

Can you attach the mission that was loaded?

FUBAR-BDHR

2012-12-20 04:40

developer  

fubar_m18.fs2 (22,340 bytes)

FUBAR-BDHR

2012-12-20 04:41

developer   ~0014550

Sure but it's not specific to that mission.

Goober5000

2012-12-20 07:02

administrator   ~0014552

I've added some additional debug code. Please post the new warning message if it occurs again.

Goober5000

2013-01-04 15:07

administrator   ~0014614

Has anyone tested the debug code I added? Does this problem still occur?

FUBAR-BDHR

2013-01-04 18:52

developer   ~0014615

I've had the debug code up since it was added. Unfortunately I've only seen a few uses of the standalones in the last couple of weeks and most of the time it has been 1 player just sitting there waiting for other players not actually playing. Hoping things will pick back up a bit once people get tired of their xmas presents and go back to playing FS2.

FUBAR-BDHR

2013-03-10 08:42

developer   ~0014761

I have not seen an occurrence of this in months. Last one I had I believe was shortly before commits 9423 and 9424. Possible plugging those memory leaks fixed this issue?

Goober5000

2013-03-10 19:23

administrator   ~0014762

That's terrific news. I'm going to assume revision 9423 fixed this, as it's highly plausible that it's related.

FUBAR-BDHR

2013-03-29 02:57

developer   ~0014850

Unfortunately this has occurred again. With the changes it hit an assert in model_get(). Attaching new log, stack, and variables.

FUBAR-BDHR

2013-03-29 02:57

developer  

1951_3_6_19.rar (96,842 bytes)

Echelon9

2013-12-01 01:21

developer   ~0015471

Can we get clear steps for which mission will most typically trigger this bug?

I would really like to see an AddressSanitizer-enabled standalone server report this bug, as we will get a precise measure of any memory corruption going on.

Goober5000

2014-09-07 03:59

administrator   ~0016271

Bump because we need steps to reproduce this.

Echelon9

2014-09-10 14:08

developer   ~0016273

I'll try to reproduce, but any other assistance reproducing appreciated.

Goober5000

2014-09-11 02:50

administrator   ~0016274

Yeah, that comment was directed mainly at FUBAR.

FSCyborg

2020-07-08 19:10

developer   ~0017005

In the 6 months of working and testing multi, which includes standalones loading missions, I have not gotten this crash. Feel free to reopen if it appears again.

Related Changesets

fs2open: trunk r9423

2012-12-13 00:56

Goober5000


Ported: N/A

Details Diff
patch a memory leak Affected Issues
0001951
mod - /trunk/fs2_open/code/ship/ship.cpp Diff File

fs2open: trunk r9455

2012-12-20 02:34

Goober5000


Ported: N/A

Details Diff
enhance debug warning for Mantis 0001951 Affected Issues
0001951
mod - /trunk/fs2_open/code/ship/ship.cpp Diff File

Issue History

Date Modified Username Field Change
2009-07-05 20:30 FUBAR-BDHR New Issue
2009-07-05 20:32 FUBAR-BDHR File Added: 1951.rar
2009-07-05 20:33 FUBAR-BDHR Note Added: 0011053
2009-07-08 20:02 FUBAR-BDHR File Added: fs2_open_vp_1733.log
2009-07-08 20:03 FUBAR-BDHR Note Added: 0011062
2009-07-09 04:15 FUBAR-BDHR Note Added: 0011063
2009-07-09 04:25 chief1983 Priority normal => high
2009-07-09 04:57 FUBAR-BDHR File Added: fs2_open_both.rar
2009-07-11 23:58 FUBAR-BDHR Note Added: 0011075
2009-07-11 23:59 FUBAR-BDHR File Added: fs2_open-07-11-09.log
2009-07-14 08:22 portej05 Note Added: 0011083
2009-07-19 07:20 FUBAR-BDHR File Added: fs2_open-07-18-09.log
2009-07-19 07:22 FUBAR-BDHR Note Added: 0011091
2009-07-19 07:25 FUBAR-BDHR Note Edited: 0011091
2009-07-19 07:31 portej05 Note Added: 0011092
2009-07-19 07:46 FUBAR-BDHR Note Added: 0011094
2009-07-25 22:19 FUBAR-BDHR Note Added: 0011105
2009-07-27 02:08 portej05 Note Added: 0011106
2009-07-27 04:32 FUBAR-BDHR Note Added: 0011108
2009-08-07 00:17 FUBAR-BDHR Note Added: 0011126
2009-08-07 02:32 FUBAR-BDHR Note Added: 0011127
2009-08-15 21:51 FUBAR-BDHR File Added: players1.jpg
2009-08-15 21:52 FUBAR-BDHR File Added: players2.jpg
2009-08-15 21:55 FUBAR-BDHR Note Added: 0011136
2009-08-15 21:57 FUBAR-BDHR Note Edited: 0011136
2009-08-25 22:50 FUBAR-BDHR Note Added: 0011159
2009-08-25 22:50 FUBAR-BDHR File Added: lilith.txt
2009-08-25 22:52 FUBAR-BDHR Note Edited: 0011159
2009-11-05 23:26 chief1983 Status new => acknowledged
2009-11-05 23:26 chief1983 Product Version 3.6.9 => 3.6.11
2009-11-05 23:26 chief1983 Target Version => 3.6.12 RC1
2010-04-05 16:55 chief1983 Note Added: 0011856
2010-04-05 16:55 chief1983 Summary RC3 standalone crashes => 3.6.10 RC3 standalone crashes
2010-04-05 22:32 FUBAR-BDHR Note Added: 0011857
2010-04-05 23:03 chief1983 Note Added: 0011858
2010-07-08 19:50 FUBAR-BDHR Note Added: 0012205
2010-07-08 19:50 FUBAR-BDHR File Added: 1951.txt
2010-07-09 22:47 FUBAR-BDHR File Added: 1951_logs.rar
2010-07-09 22:50 FUBAR-BDHR Summary 3.6.10 RC3 standalone crashes => Standalone crashes - Ship <ship>does not have subsystem <subsystem> linked into the model file
2010-07-09 22:51 FUBAR-BDHR Note Added: 0012209
2010-07-10 12:03 Echelon9 Note Added: 0012214
2010-07-10 19:54 FUBAR-BDHR Note Added: 0012224
2010-08-05 20:03 chief1983 Target Version 3.6.12 RC1 => 3.7.2
2012-04-03 20:25 Echelon9 Relationship added related to 0002015
2012-11-11 05:19 Goober5000 Note Added: 0014021
2012-11-11 16:23 FUBAR-BDHR Note Added: 0014026
2012-11-11 18:07 Goober5000 Note Added: 0014029
2012-11-16 05:56 Goober5000 Target Version 3.7.2 => 3.6.16
2012-11-23 07:08 karajorma Note Added: 0014159
2012-11-23 17:17 FUBAR-BDHR Note Added: 0014161
2012-12-02 02:35 FUBAR-BDHR Note Added: 0014245
2012-12-02 03:56 FUBAR-BDHR File Added: 1951_3_6_15.rar
2012-12-02 05:13 Goober5000 Note Added: 0014250
2012-12-02 05:38 FUBAR-BDHR Note Added: 0014251
2012-12-13 17:29 FUBAR-BDHR File Added: 1951_3_6_15_2.rar
2012-12-13 17:29 FUBAR-BDHR Note Added: 0014434
2012-12-20 04:23 Goober5000 Note Added: 0014548
2012-12-20 04:40 FUBAR-BDHR File Added: fubar_m18.fs2
2012-12-20 04:41 FUBAR-BDHR Note Added: 0014550
2012-12-20 07:02 Goober5000 Changeset attached => fs2open trunk r9455
2012-12-20 07:02 Goober5000 Note Added: 0014552
2013-01-04 15:07 Goober5000 Note Added: 0014614
2013-01-04 18:52 FUBAR-BDHR Note Added: 0014615
2013-03-10 08:42 FUBAR-BDHR Note Added: 0014761
2013-03-10 19:23 Goober5000 Note Added: 0014762
2013-03-10 19:23 Goober5000 Assigned To => Goober5000
2013-03-10 19:23 Goober5000 Status acknowledged => resolved
2013-03-10 19:23 Goober5000 Resolution open => fixed
2013-03-29 02:57 FUBAR-BDHR Note Added: 0014850
2013-03-29 02:57 FUBAR-BDHR Status resolved => feedback
2013-03-29 02:57 FUBAR-BDHR Resolution fixed => reopened
2013-03-29 02:57 FUBAR-BDHR File Added: 1951_3_6_19.rar
2013-04-19 21:19 chief1983 Target Version 3.6.16 => 3.7.0
2013-12-01 01:21 Echelon9 Note Added: 0015471
2014-09-07 03:57 Goober5000 Changeset attached => fs2open trunk r9423
2014-09-07 03:59 Goober5000 Note Added: 0016271
2014-09-07 03:59 Goober5000 Assigned To Goober5000 => Echelon9
2014-09-07 03:59 Goober5000 Target Version 3.7.0 =>
2014-09-10 14:08 Echelon9 Note Added: 0016273
2014-09-11 02:50 Goober5000 Note Added: 0016274
2020-01-14 06:37 FSCyborg Relationship added related to 0002052
2020-07-08 19:10 FSCyborg Status feedback => closed
2020-07-08 19:10 FSCyborg Resolution reopened => unable to reproduce
2020-07-08 19:10 FSCyborg Note Added: 0017005
2020-07-08 19:20 Goober5000 Assigned To Echelon9 => FSCyborg