View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001825 | FSSCP | FRED | public | 2008-11-20 04:47 | 2008-11-27 16:33 |
| Reporter | FUBAR-BDHR | Assigned To | karajorma | ||
| Priority | normal | Severity | crash | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 3.6.9 | ||||
| Summary | 0001825: sexp_deal_with_ship_flag crashes with int(3) | ||||
| Description | Not 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 Information | Running 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. | ||||
| Tags | No tags attached. | ||||
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2008-11-20 04:47
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2008-11-20 04:48
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I've narrowed it down to the Gun untargetable event. I deleted that event entirely and no crashes. |
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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. |
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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. |
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2008-11-23 00:03
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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. |
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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. |
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Looks good. Played that mission for about 15 minutes without a crash. |
| 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 |