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IDProjectCategoryView StatusLast Update
0001825FSSCPFREDpublic2008-11-27 16:33
ReporterFUBAR-BDHR Assigned Tokarajorma  
PrioritynormalSeveritycrashReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.9 
Summary0001825: sexp_deal_with_ship_flag crashes with int(3)
DescriptionNot sure what is causing this but it's reproducible. Dealing with a few when-argument loops that both control when and if ships arrive and turning stealth/invisible on/off on those ships. Also toss in a self destruct if a subsystem is destroyed. Crash occurs right after that self destruct.
Additional InformationRunning TBP in 3.6.10 built by Kara on 11/09. Went back to 3.6.9 and the bug existed there as well. If I had to guess it's something with trying to set the ship stealthy/invisible as (or just after)it blows up.
TagsNo tags attached.

Activities

2008-11-20 04:47

 

fs2_open.log (48,837 bytes)

2008-11-20 04:48

 

FUBAR_M04b.fs2 (121,121 bytes)

FUBAR-BDHR

2008-11-20 06:37

developer   ~0010238

I've narrowed it down to the Gun untargetable event. I deleted that event entirely and no crashes.

karajorma

2008-11-20 20:14

administrator   ~0010243

If the ship no longer exists in the mission but hasn't been logged as destroyed that would cause the error.

I wouldn't have expected one to happen without the other though.

Bear in mind that nothing using those flags will work in multiplayer anyway AFAIK.

FUBAR-BDHR

2008-11-23 00:03

developer   ~0010254

Ran into this same bug earlier in the last mission of the Templar campaign. Standalone crashed. Looks like unprotect-ship in event VIP dead triggered it. Station was destroyed before the transport was destroyed. Attaching log.

2008-11-23 00:03

 

11-22-08.rar (23,386 bytes)

FUBAR-BDHR

2008-11-23 01:13

developer   ~0010255

Last edited: 2008-11-23 01:24

It just hit me that in both these cases the ship being referenced by the sexp was destroyed by self-destruct.

Did a quick test and some research. Self Destruct gets written to the log file but procedure doesn't look for it. Quite a few other procedures look like they have been updated to include a lookup for self destruct.

karajorma

2008-11-24 19:02

administrator   ~0010263

Yeah. That would definitely cause this issue. I'll change that line to also look for self destructed ships and commit it. Try a nightly build once it's in and see if the problem is fixed.

FUBAR-BDHR

2008-11-27 04:37

developer   ~0010283

Looks good. Played that mission for about 15 minutes without a crash.

Issue History

Date Modified Username Field Change
2008-11-20 04:47 FUBAR-BDHR New Issue
2008-11-20 04:47 FUBAR-BDHR File Added: fs2_open.log
2008-11-20 04:48 FUBAR-BDHR File Added: FUBAR_M04b.fs2
2008-11-20 06:37 FUBAR-BDHR Note Added: 0010238
2008-11-20 20:14 karajorma Note Added: 0010243
2008-11-23 00:03 FUBAR-BDHR Note Added: 0010254
2008-11-23 00:03 FUBAR-BDHR File Added: 11-22-08.rar
2008-11-23 01:13 FUBAR-BDHR Note Added: 0010255
2008-11-23 01:24 FUBAR-BDHR Note Edited: 0010255
2008-11-24 19:02 karajorma Note Added: 0010263
2008-11-24 19:23 karajorma Status new => assigned
2008-11-24 19:23 karajorma Assigned To => karajorma
2008-11-27 04:37 FUBAR-BDHR Note Added: 0010283
2008-11-27 16:33 phreak Status assigned => resolved
2008-11-27 16:33 phreak Resolution open => fixed