View Issue Details

IDProjectCategoryView StatusLast Update
0002016FSSCPmultiplayerpublic2009-12-05 12:00
ReporterFUBAR-BDHR Assigned ToWanderer  
PriorityhighSeveritycrashReproducibilityrandom
Status resolvedResolutionfixed 
Product Version3.6.11 
Target Version3.6.12 RC1 
Summary0002016: Null Vec3d apparently caused by circle strafe.
DescriptionOnly noticed this one recently (last few weeks) but I haven't been testing cap ships much lately so it may go back to even before that. Definitely seems to involve glide and specifically circle strafe.

Attaching call stack and variables.
Additional Information3.6.11 r5620 SSE2 Inferno but I've seen it in regular debug builds as well just was never able to trace it until today.
TagsNo tags attached.

Activities

2009-11-01 00:38

 

circlestrafe.txt (28,496 bytes)   
Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 260 bytes
<no module>! Warning + 430 bytes
<no module>! vm_vec_copy_normalize + 88 bytes
<no module>! vm_vec_normalize + 43 bytes
<no module>! get_tangent_point + 107 bytes
<no module>! ai_chase_big_circle_set_goal + 88 bytes
<no module>! ai_cruiser_chase + 571 bytes
<no module>! ai_chase + 508 bytes
<no module>! ai_execute_behavior + 111 bytes
<no module>! ai_frame + 2054 bytes
<no module>! ai_process + 290 bytes
<no module>! ship_process_post + 1838 bytes
<no module>! obj_move_all_post + 565 bytes
<no module>! obj_move_all + 355 bytes
<no module>! game_simulation_frame + 1109 bytes
<no module>! game_frame + 491 bytes
<no module>! game_do_frame + 239 bytes
<no module>! game_do_state + 379 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 728 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_11d_INF_SSE2.exe!debug_int3(char * file=0x00e08d1c, int line=1250)  Line 760	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!Warning(char * filename=0x00e07bff, int line=452, const char * format=0x00e07d08, ...)  Line 1250 + 0x13 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!vm_vec_copy_normalize(vec3d * dest=0x0012e674, vec3d * src=0x0012e674)  Line 453 + 0x18 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!vm_vec_normalize(vec3d * v=0x0012e674)  Line 477 + 0xd bytes	C++
>	fs2_open_3_6_11d_INF_SSE2.exe!get_tangent_point(vec3d * goal_point=0x0012e938, object * objp=0x01084950, vec3d * point=0x00f9f734, float radius=1390.7130)  Line 1647 + 0x9 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ai_chase_big_circle_set_goal(vec3d * goal_pos=0x0012e938, object * attack_objp=0x01084950, object * target_objp=0x00f9f710, float * accel=0x0012e920)  Line 7809 + 0x3a bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ai_cruiser_chase()  Line 8032 + 0x1b bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ai_chase()  Line 8200	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ai_execute_behavior(ai_info * aip=0x021a7ec8)  Line 13027 + 0x5 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ai_frame(int objnum=1676)  Line 14210 + 0x9 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ai_process(object * obj=0x01084950, int ai_index=20, float frametime=0.026000977)  Line 14314 + 0x16 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!ship_process_post(object * obj=0x01084950, float frametime=0.026000977)  Line 7446 + 0x20 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!obj_move_all_post(object * objp=0x01084950, float frametime=0.026000977)  Line 1207 + 0x10 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!obj_move_all(float frametime=0.026000977)  Line 1408 + 0x10 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!game_simulation_frame()  Line 4258 + 0xf bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!game_frame(int paused=0)  Line 4686	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!game_do_frame()  Line 5114 + 0x7 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!game_do_state(int state=2)  Line 6885	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!gameseq_process_events()  Line 405 + 0x14 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!game_main(char * cmdline=0x00151f12)  Line 7446 + 0x5 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00151f12, int nCmdShow=1)  Line 7522 + 0x9 bytes	C++
 	fs2_open_3_6_11d_INF_SSE2.exe!__tmainCRTStartup()  Line 263 + 0x2c bytes	C
 	fs2_open_3_6_11d_INF_SSE2.exe!WinMainCRTStartup()  Line 182	C
 	kernel32.dll!7c817077() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	

Autos:
-		&perp_vec	0x0012e674 {xyz={...} a1d=0x0012e674 }	vec3d *
+		xyz	{x=0.00000000 y=0.00000000 z=0.00000000 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e674	float [3]
-		&up_vec	0x0012e688 {xyz={...} a1d=0x0012e688 }	vec3d *
+		xyz	{x=0.00000000 y=0.00000000 z=0.00000000 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e688	float [3]
-		&vec_to_point	0x0012e6b0 {xyz={...} a1d=0x0012e6b0 }	vec3d *
+		xyz	{x=0.57570738 y=0.57570767 z=0.58062184 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e6b0	float [3]


Locals:

-		goal_point	0x0012e938 {xyz={...} a1d=0x0012e938 }	vec3d *
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e938	float [3]
-		objp	0x01084950 {next=0x010010f0 prev=0x00fa2500 signature=1677 ...}	object *
+		next	0x010010f0 {next=0x0105c860 prev=0x01084950 signature=2628 ...}	object *
+		prev	0x00fa2500 {next=0x01084950 prev=0x00fa1e70 signature=22 ...}	object *
		signature	1677	int
		type	1 ''	char
		parent	-1	int
		parent_sig	1677	int
		parent_type	1 ''	char
		instance	20	int
		flags	135	unsigned int
+		pos	{xyz={...} a1d=0x01084974 }	vec3d
+		orient	{vec={...} a2d=0x01084980 a1d=0x01084980 }	matrix
		radius	170.08415	float
+		last_pos	{xyz={...} a1d=0x010849a8 }	vec3d
+		last_orient	{vec={...} a2d=0x010849b4 a1d=0x010849b4 }	matrix
+		phys_info	{flags=2 mass=1282013.3 center_of_mass={...} ...}	physics_info
+		shield_quadrant	0x01084b14	float [4]
		hull_strength	17226.039	float
		sim_hull_strength	0.00000000	float
+		objsnd_num	0x01084b2c	short [32]
		net_signature	730	unsigned short
		num_pairs	62	int
+		jnp	0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...}	jump_node *
+		dock_list	0x00000000 {next=??? dockpoint_used=??? docked_objp=??? }	dock_instance *
+		dead_dock_list	0x00000000 {next=??? dockpoint_used=??? docked_objp=??? }	dock_instance *
-		point	0x00f9f734 {xyz={...} a1d=0x00f9f734 }	vec3d *
+		xyz	{x=2.3395356e-005 y=0.00017576192 z=19.679178 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x00f9f734	float [3]
		radius	1390.7130	float
-		up_vec	{xyz={...} a1d=0x0012e688 }	vec3d
+		xyz	{x=0.00000000 y=0.00000000 z=0.00000000 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e688	float [3]
-		vec_to_point	{xyz={...} a1d=0x0012e6b0 }	vec3d
+		xyz	{x=0.57570738 y=0.57570767 z=0.58062184 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e6b0	float [3]
-		perp_point	{xyz={...} a1d=0x0012e69c }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e69c	float [3]
-		perp_vec	{xyz={...} a1d=0x0012e674 }	vec3d
+		xyz	{x=0.00000000 y=0.00000000 z=0.00000000 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e674	float [3]


Up one level locals:
-		goal_pos	0x0012e938 {xyz={...} a1d=0x0012e938 }	vec3d *
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e938	float [3]
-		attack_objp	0x01084950 {next=0x010010f0 prev=0x00fa2500 signature=1677 ...}	object *
+		next	0x010010f0 {next=0x0105c860 prev=0x01084950 signature=2628 ...}	object *
+		prev	0x00fa2500 {next=0x01084950 prev=0x00fa1e70 signature=22 ...}	object *
		signature	1677	int
		type	1 ''	char
		parent	-1	int
		parent_sig	1677	int
		parent_type	1 ''	char
		instance	20	int
		flags	135	unsigned int
+		pos	{xyz={...} a1d=0x01084974 }	vec3d
+		orient	{vec={...} a2d=0x01084980 a1d=0x01084980 }	matrix
		radius	170.08415	float
+		last_pos	{xyz={...} a1d=0x010849a8 }	vec3d
+		last_orient	{vec={...} a2d=0x010849b4 a1d=0x010849b4 }	matrix
+		phys_info	{flags=2 mass=1282013.3 center_of_mass={...} ...}	physics_info
+		shield_quadrant	0x01084b14	float [4]
		hull_strength	17226.039	float
		sim_hull_strength	0.00000000	float
+		objsnd_num	0x01084b2c	short [32]
		net_signature	730	unsigned short
		num_pairs	62	int
+		jnp	0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...}	jump_node *
+		dock_list	0x00000000 {next=??? dockpoint_used=??? docked_objp=??? }	dock_instance *
+		dead_dock_list	0x00000000 {next=??? dockpoint_used=??? docked_objp=??? }	dock_instance *
-		target_objp	0x00f9f710 struct object * Objects {next=0x00f9f940 prev=0x00f95340 signature=1 ...}	object *
+		next	0x00f9f940 {next=0x00f9fda0 prev=0x00f9f710 signature=2 ...}	object *
+		prev	0x00f95340 struct object obj_used_list {next=0x00f9f710 prev=0x01097730 signature=0 ...}	object *
		signature	1	int
		type	1 ''	char
		parent	-1	int
		parent_sig	1	int
		parent_type	1 ''	char
		instance	0	int
		flags	135	unsigned int
+		pos	{xyz={...} a1d=0x00f9f734 }	vec3d
+		orient	{vec={...} a2d=0x00f9f740 a1d=0x00f9f740 }	matrix
		radius	1120.6289	float
+		last_pos	{xyz={...} a1d=0x00f9f768 }	vec3d
+		last_orient	{vec={...} a2d=0x00f9f774 a1d=0x00f9f774 }	matrix
+		phys_info	{flags=18 mass=1.6550069e+008 center_of_mass={...} ...}	physics_info
+		shield_quadrant	0x00f9f8d4	float [4]
		hull_strength	1536802.9	float
		sim_hull_strength	0.00000000	float
+		objsnd_num	0x00f9f8ec	short [32]
		net_signature	2	unsigned short
		num_pairs	61	int
+		jnp	0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...}	jump_node *
+		dock_list	0x00000000 {next=??? dockpoint_used=??? docked_objp=??? }	dock_instance *
+		dead_dock_list	0x00000000 {next=??? dockpoint_used=??? docked_objp=??? }	dock_instance *
-		accel	0x0012e920	float *
			0.00000000	float

Up two levels locals:
		moving	-858993460	int
-		vec_to_enemy	{xyz={...} a1d=0x0012e900 }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e900	float [3]
		dist_to_enemy	-1.0737418e+008	float
-		goal_pos	{xyz={...} a1d=0x0012e938 }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e938	float [3]
-		rvecp	0x00000000 {xyz={...} a1d=0x00000000 }	vec3d *
+		xyz	{x=??? y=??? z=??? }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x00000000	float [3]
-		eshipp	0x01497f38 struct ship * Ships {objnum=0 ai_index=0 ship_info_index=24 ...}	ship *
		objnum	0	int
		ai_index	0	int
		ship_info_index	24	int
		hotkey	-1	int
		escort_priority	0	int
		score	1800	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	0	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	-1 '�'	char
		wing_status_wing_pos	-1 '�'	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x01497f7c }	vec3d
+		warpin_effect	0x09353c30 {total_time_start=2 total_time_end=2 stage=-1 ...}	WarpEffect *
+		warpout_effect	0x091dbb88 {total_time_start=2 total_time_end=2 stage=-1 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	66064	int
		num_hits	8	int
+		sparks	0x01497f9c {pos={...} submodel_num=20 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	0.00000000	float
		ship_max_hull_strength	2400000.0	float
		ship_guardian_threshold	0	int
+		ship_name	0x01498050 "Basestar 1"	char [32]
		team	0	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	1	int
		arrival_delay	1	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	-1	int
		orders_accepted	0	int
+		subsys_list	{next=0x0a8a0040 prev=0x0a8b52c8 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x01498f64	ship_subsys * [12]
+		subsys_info	0x01498f94 {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x00000000	float *
		shield_recharge_index	6	int
		weapon_recharge_index	0	int
		engine_recharge_index	6	int
		weapon_energy	0.00000000	float
		current_max_speed	15.000000	float
		next_manage_ets	66305	int
		flags	16809988	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	0.00000000	float
		cmeasure_count	0	int
		current_cmeasure	42	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x014991cc }	vec3d
		wash_timestamp	1	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	0	int
		thruster_bitmap	-1	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	4695378	int
		thruster_glow_frame	0.11445425	float
		thruster_glow_noise	0.16876499	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	4695378	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	6664531	long
		total_damage_received	863197.13	float
+		damage_ship	0x01499220	float [32]
+		damage_ship_id	0x014992a0	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	66128	int
		create_time	121974	unsigned int
		ts_index	-1	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x01499338	int [2]
+		arc_pts	0x01499340	vec3d [2][2]
+		arc_timestamp	0x01499370	int [2]
+		arc_type	0x01499378 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x01499388	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x014993cc {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x0149a384 "" subobj_name=0x0149a3a4 "" ...}	model_subsystem
+		was_firing_last_frame	0x0149a620	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	-1	int
+		ABtrail_ptr	0x0149a638	trail * [12]
+		ab_info	0x0149a668 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [12]
		ab_count	0	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x0149aa20 }	vec3d
+		current_translation	{xyz={...} a1d=0x0149aa2c }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x0149aa58	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x0149aa78	float [4][25]
+		reload_time	0x0149ac08	float [4]
+		primary_rotate_rate	0x0149ac18	float [3]
+		primary_rotate_ang	0x0149ac24	float [3]
+		thrusters_start	0x0149ac30	int [128]
+		thrusters_sounds	0x0149ae30	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x0149b048	int [10][10]
		ammo_low_complaint_count	0	int
		turn_time	80.000000	float
+		aip	0x021a7ec8 {ai_flags=0 shipnum=20 type=0 ...}	ai_info *
		accel	0.00000000	float
-		shipp	0x014d7408 {objnum=1676 ai_index=20 ship_info_index=34 ...}	ship *
		objnum	1676	int
		ai_index	20	int
		ship_info_index	34	int
		hotkey	-1	int
		escort_priority	1	int
		score	100	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	1 ''	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	-1 '�'	char
		wing_status_wing_pos	-1 '�'	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x014d744c }	vec3d
+		warpin_effect	0x03704e08 {total_time_start=35700 total_time_end=36566 stage=2 ...}	WarpEffect *
+		warpout_effect	0x0b5e5648 {total_time_start=35700 total_time_end=35700 stage=-1 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	66108	int
		num_hits	1	int
+		sparks	0x014d746c {pos={...} submodel_num=-1 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	0.00000000	float
		ship_max_hull_strength	65000.000	float
		ship_guardian_threshold	0	int
+		ship_name	0x014d7520 "Frigate Bolitho Class#8 2"	char [32]
		team	1	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	0	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	10	int
		orders_accepted	32927	int
+		subsys_list	{next=0x0d240690 prev=0x0d24a878 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x014d8434	ship_subsys * [12]
+		subsys_info	0x014d8464 {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x00000000	float *
		shield_recharge_index	4	int
		weapon_recharge_index	4	int
		engine_recharge_index	4	int
		weapon_energy	100.00000	float
		current_max_speed	30.000000	float
		next_manage_ets	66424	int
		flags	21004292	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	0.00000000	float
		cmeasure_count	0	int
		current_cmeasure	42	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x014d869c }	vec3d
		wash_timestamp	1	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	20	int
		thruster_bitmap	4700157	int
		thruster_frame	1.2043360	float
		thruster_glow_bitmap	4704919	int
		thruster_glow_frame	0.20433716	float
		thruster_glow_noise	0.29286599	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	4704919	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	18577530	long
		total_damage_received	47773.961	float
+		damage_ship	0x014d86f0	float [32]
+		damage_ship_id	0x014d8770	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	66174	int
		create_time	312338	unsigned int
		ts_index	-1	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x014d8808	int [2]
+		arc_pts	0x014d8810	vec3d [2][2]
+		arc_timestamp	0x014d8840	int [2]
+		arc_type	0x014d8848 ""	unsigned char [2]
		arc_next_time	69887	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x014d8858	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x014d889c {seq=0 update_stamp=-1 status_update_stamp=-1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x014d9854 "" subobj_name=0x014d9874 "" ...}	model_subsystem
+		was_firing_last_frame	0x014d9af0	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	-1	int
+		ABtrail_ptr	0x014d9b08	trail * [12]
+		ab_info	0x014d9b38 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [12]
		ab_count	0	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x014d9ef0 }	vec3d
+		current_translation	{xyz={...} a1d=0x014d9efc }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x014d9f28	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x014d9f48	float [4][25]
+		reload_time	0x014da0d8	float [4]
+		primary_rotate_rate	0x014da0e8	float [3]
+		primary_rotate_ang	0x014da0f4	float [3]
+		thrusters_start	0x014da100	int [128]
+		thrusters_sounds	0x014da300	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x014da518	int [10][10]
		ammo_low_complaint_count	0	int
-		esip	0x01a00970 {name=0x01a00970 "Basestar" short_name=0x01a00990 "Basestar" species=1 ...}	ship_info *
+		name	0x01a00970 "Basestar"	char [32]
+		short_name	0x01a00990 "Basestar"	char [32]
		species	1	int
		class_type	15	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	0x03985740 "Though silent for forty years beyond the armistice line, the imposing new design of the Basestar proves that the Cylons have spent the past several decades arming themselves for a renewed assault upon humanity. The basestar is larger than any vessel in the Colonial Defence Fleet, and has an extensive array of long range weapons, consisting of both conventional and nuclear warheads. Wi	char *
+		ship_length	0x00000000 <Bad Ptr>	char *
+		gun_mounts	0x00000000 <Bad Ptr>	char *
+		missile_banks	0x00000000 <Bad Ptr>	char *
+		cockpit_pof_file	0x01a009dc ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x01a009fc }	vec3d
+		pof_file	0x01a00a08 "Cyl_BaseStar.pof"	char [32]
+		pof_file_hud	0x01a00a28 ""	char [32]
		num_detail_levels	1	int
+		detail_distance	0x01a00a4c	int [5]
		cockpit_model_num	-1	int
		model_num	601	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	2.0000000	float
		rotdamp	1.8000000	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x01a00a80 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x01a00a8c }	vec3d
+		max_rotvel	{xyz={...} a1d=0x01a00a98 }	vec3d
+		rotation_time	{xyz={...} a1d=0x01a00aa4 }	vec3d
		srotation_time	210.00000	float
		max_rear_vel	15.000000	float
		forward_accel	30.000000	float
		afterburner_forward_accel	0.00000000	float
		forward_decel	40.000000	float
		slide_accel	30.000000	float
		slide_decel	40.000000	float
+		warpin_anim	0x01a00acc "FTL"	char [32]
		warpin_radius	0.00000000	float
		warpin_snd_start	-1	int
		warpin_snd_end	-1	int
		warpin_speed	0.00000000	float
		warpin_time	366	int
		warpin_type	1	int
+		warpout_anim	0x01a00b04 "FTL"	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_speed	0.00000000	float
		warpout_time	366	int
		warpout_type	1	int
		warpout_player_speed	0.00000000	float
		flags	1576968	unsigned int
		flags2	7	unsigned int
		ai_class	50	int
		max_speed	15.000000	float
		min_speed	-15.000000	float
		max_accel	15.000000	float
		collision_damage_type_idx	-1	int
+		shockwave	{name=0x01a00b5c "" pof_name=0x01a00b7c "" inner_rad=100.00000 ...}	shockwave_create_info
		explosion_propagates	0	int
		shockwave_count	0	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
		n_subsystems	24	int
+		subsystems	0x03993730 {flags=1114624 name=0x03993734 "MissileLauncher" subobj_name=0x03993754 "gunturret-0" ...}	model_subsystem *
		power_output	100.00000	float
		max_overclocked_speed	15.000000	float
		max_weapon_reserve	0.00000000	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	42	int
		cmeasure_max	0	int
		num_primary_banks	0	int
		num_secondary_banks	0	int
+		primary_bank_weapons	0x01a00c4c	int [3]
+		primary_bank_ammo_capacity	0x01a00c58	int [3]
+		secondary_bank_weapons	0x01a00c64	int [4]
+		secondary_bank_ammo_capacity	0x01a00c74	int [4]
		max_hull_strength	2400000.0	float
		max_shield_strength	0.00000000	float
		hull_repair_rate	0.00000000	float
		subsys_repair_rate	-2.0000000	float
		engine_snd	138	int
+		closeup_pos	{xyz={...} a1d=0x01a00c98 }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x01a00ca8	int [300]
+		restricted_loadout_flag	0x01a01158	int [7]
+		allowed_bank_restricted_weapons	0x01a01174	int [7][300]
		shield_icon_index	255 '�'	unsigned char
+		icon_filename	0x01a03245 ""	char [32]
+		anim_filename	0x01a03265 ""	char [32]
+		overhead_filename	0x01a03285 ""	char [32]
		score	1800	int
		scan_time	10000	int
+		ct_info	0x01a032b0 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [12]
		ct_count	0	int
		num_nondark_colors	0	int
+		nondark_colors	0x01a03648	unsigned char [10][3]
+		shield_color	0x01a03666 "���"	unsigned char [3]
+		afterburner_trail	{filename=0x01a0366c "" 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	-1	int
+		splodeing_texture_name	0x01a03864 "boom"	char [32]
		max_decals	300	int
+		draw_primary_models	0x01a03888	bool [3]
+		draw_secondary_models	0x01a0388b	bool [4]
		draw_models	false	bool
		weapon_model_draw_distance	200.00000	float
		armor_type_idx	10	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=0x01a038b8 }	vec3d
		num_maneuvering	0	int
+		maneuvering	0x01a038c8 {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	0x01a056d4	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x01a05870 }	vec3d
		emp_resistance_mod	0.00000000	float
circlestrafe.txt (28,496 bytes)   

Sushi_CW

2009-11-01 04:53

developer   ~0011216

Actually, this isn't Circle Strafe. Circle Strafe is a behavior where fighters use sidethrust when attacking a low-velocity target (sort of like you or robots behave in Descent). This is in the cruiser AI code, which I haven't touched.

Obviously, it's a bug, but has nothing to do with circle strafe. (Strafe, unfortunately, is a heavily overloaded term in the FS code). I wonder if this has something to do with those other null vec3d errors that apparently were happening (and got fixed) a while ago?

chief1983

2009-11-18 02:10

administrator   ~0011299

Some got fixed, there's been a nagging one for some time though. It did seem to be tied to the Lilith somehow, which is a cruiser, so maybe that's been the key to that one all along?

Wanderer

2009-12-05 12:00

developer   ~0011377

Should be fixed in r5700.

Issue History

Date Modified Username Field Change
2009-11-01 00:38 FUBAR-BDHR New Issue
2009-11-01 00:38 FUBAR-BDHR File Added: circlestrafe.txt
2009-11-01 04:53 Sushi_CW Note Added: 0011216
2009-11-18 02:10 chief1983 Note Added: 0011299
2009-11-18 02:12 chief1983 Priority normal => high
2009-11-18 02:12 chief1983 Target Version => 3.6.12 RC1
2009-12-05 12:00 Wanderer Status new => assigned
2009-12-05 12:00 Wanderer Assigned To => Wanderer
2009-12-05 12:00 Wanderer Note Added: 0011377
2009-12-05 12:00 Wanderer Status assigned => resolved
2009-12-05 12:00 Wanderer Resolution open => fixed