View Issue Details

IDProjectCategoryView StatusLast Update
0002311FSSCPmultiplayerpublic2012-11-27 06:46
ReporterFUBAR-BDHR Assigned ToGoober5000  
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionduplicate 
Product Version3.6.13 
Summary0002311: Int3 in ship_get_index_from_subsystem when targeting ship as client
DescriptionNot entirely sure the cause but I had a subsystem targeted on a ship and targeted another ship and immediately receive the message. Ship classes were being changed during the mission so it's s good bet that has something to do with it. Attaching logs and stack.
TagsNo tags attached.

Relationships

child of 0002734 resolvedGoober5000 Using ship-copy-damage messes up subsystem indexes 

Activities

2010-09-19 22:05

 

shipp1148.txt (25,471 bytes)   
 	fs2_open_3_6_13d_INF_SSE2.exe!debug_int3(char * file=0x00f44270, int line=11482)  Line 764	C++
>	fs2_open_3_6_13d_INF_SSE2.exe!ship_get_index_from_subsys(ship_subsys * ssp=0x0c6ef940, int objnum=4, int error_bypass=0)  Line 11482 + 0x13 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!multi_oo_pack_client_data(unsigned char * data=0x0012ee42)  Line 330 + 0x1d bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!multi_oo_pack_data(net_player * pl=0x02325270, object * objp=0x010d1f70, unsigned char oo_flags='', unsigned char * data_out=0x0012f054)  Line 404 + 0x19 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!multi_oo_send_control_info()  Line 1482 + 0x21 bytes	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!multi_do_frame()  Line 1258	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_do_networking()  Line 1183	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_do_state_common(int state=2, int no_networking=0)  Line 6781	C++
 	fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state=2)  Line 6794 + 0xb bytes	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 7424 + 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 7504 + 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]	


-		ss	0x015d3d14 {next=0x0c734f40 prev=0x0c681e40 system_info=0x00000000 ...}	ship_subsys *
+		next	0x0c734f40 {next=0x0c735e40 prev=0x015d3d14 system_info=0x03a6e028 ...}	ship_subsys *
+		prev	0x0c681e40 {next=0x015d3d14 prev=0x0c680f40 system_info=0x03a6f7c8 ...}	ship_subsys *
+		system_info	0x00000000 {flags=??? name=0x00000004 <Bad Ptr> subobj_name=0x00000024 <Bad Ptr> ...}	model_subsystem *
+		sub_name	0x015d3d20 ""	char [32]
		current_hits	0.00000000	float
		max_hits	0.00000000	float
		flags	0	int
		subsys_guardian_threshold	0	int
		armor_type_idx	0	int
		turret_best_weapon	0	int
+		turret_last_fire_direction	{xyz={...} a1d=0x015d3d58 }	vec3d
		turret_next_enemy_check_stamp	0	int
		turret_next_fire_stamp	0	int
		turret_enemy_objnum	0	int
		turret_enemy_sig	0	int
		turret_next_fire_pos	0	int
		turret_time_enemy_in_range	0.00000000	float
+		turret_targeting_order	0x015d3d7c	int [3]
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		scripting_target_override	false	bool
		turret_pick_big_attack_point_timestamp	0	int
+		turret_big_attack_point	{xyz={...} a1d=0x015d3d9c }	vec3d
		turret_animation_position	0	unsigned char
		turret_animation_done_time	0	int
+		turret_swarm_info_index	0x015d3db0	int [10]
		turret_swarm_num	0	int
		awacs_intensity	0.00000000	float
		awacs_radius	0.00000000	float
+		weapons	{num_primary_banks=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
+		submodel_info_1	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
+		submodel_info_2	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
		disruption_timestamp	0	int
		subsys_cargo_name	0	int
		time_subsys_cargo_revealed	0	long
+		trigger	{snd_pnt={...} start_sound=0 loop_sound=0 ...}	triggered_rotation
		points_to_target	0.00000000	float
		base_rotation_rate_pct	0.00000000	float
		gun_rotation_rate_pct	0.00000000	float
		subsys_snd_flags	0	int
		rotation_timestamp	0	int
+		world_to_turret_matrix	{vec={...} a2d=0x015d4b50 a1d=0x015d4b50 }	matrix
+		target_priority	0x015d4b74	int [32]
		num_target_priorities	0	int
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x015d4bfc }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x015d4c08 }	vec3d
-		shipp	0x015d3b84 {objnum=4 ai_index=1 ship_info_index=1 ...}	ship *
		objnum	4	int
		ai_index	1	int
		ship_info_index	1	int
		hotkey	-1	int
		escort_priority	99	int
		score	12	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	0	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=0x015d3bc8 }	vec3d
+		warpin_effect	0x0d1a09c0 {total_time_start=623319 total_time_end=623319 stage=-1 ...}	WarpEffect *
+		warpout_effect	0x0d2851d0 {total_time_start=623319 total_time_end=623319 stage=-1 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	579916	int
		num_hits	2	int
+		sparks	0x015d3be8 {pos={...} submodel_num=-1 end_time=578522 }	ship_spark [8]
		use_special_explosion	false	bool
		special_exp_damage	-1	int
		special_exp_blast	-1	int
		special_exp_inner	-1	int
		special_exp_outer	-1	int
		use_shockwave	false	bool
		special_exp_shockwave_speed	0	int
		special_hitpoints	0	int
		special_shield	-1	int
		ship_max_shield_strength	0.00000000	float
		ship_max_hull_strength	310.00000	float
		ship_guardian_threshold	0	int
+		ship_name	0x015d3cb8 "Green 2"	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	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	0	int
		orders_accepted	218	int
+		subsys_list	{next=0x0c734f40 prev=0x0c681e40 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x015d4c14	ship_subsys * [12]
+		subsys_info	0x015d4c44 {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x00000000	float *
		shield_recharge_index	0	int
		weapon_recharge_index	0	int
		engine_recharge_index	12	int
		weapon_energy	0.00000000	float
		current_max_speed	90.000000	float
		next_manage_ets	623819	int
		flags	23101508	unsigned int
		flags2	5384	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	300.00000	float
		cmeasure_count	10	int
		current_cmeasure	47	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=2 num_secondary_banks=2 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x015d4e98 }	vec3d
		wash_timestamp	732752	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	1	int
		thruster_bitmap	84333451	int
		thruster_frame	0.87360263	float
		thruster_glow_bitmap	84338221	int
		thruster_glow_frame	0.33639568	float
		thruster_glow_noise	0.46822500	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	84338221	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	145419982	long
		total_damage_received	0.00000000	float
+		damage_ship	0x015d4eec	float [32]
+		damage_ship_id	0x015d4f6c	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	732710	int
		create_time	1315313	unsigned int
		ts_index	1	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x015d5004	int [2]
+		arc_pts	0x015d500c	vec3d [2][2]
+		arc_timestamp	0x015d503c	int [2]
+		arc_type	0x015d5044 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x015d5054	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	0x015d5098 {seq='�' update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warpin_objnum	-1	int
		special_warpout_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x015d609c "" subobj_name=0x015d60bc "" ...}	model_subsystem
+		was_firing_last_frame	0x015d6338	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
+		cockpit_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x015d6354	trail * [12]
+		ab_info	0x015d6384 {pt={...} w_start=0.60000002 w_end=0.050000001 ...}	trail_info [12]
		ab_count	3	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x015d673c }	vec3d
+		current_translation	{xyz={...} a1d=0x015d6748 }	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	0x015d6774	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	0x015d6794	float [4][25]
+		primary_rotate_rate	0x015d6924	float [3]
+		primary_rotate_ang	0x015d6930	float [3]
+		thrusters_start	0x015d693c	int [128]
+		thrusters_sounds	0x015d6b3c	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x015d6d54	int [10][10]
		ammo_low_complaint_count	0	int
		armor_type_idx	0	int
		shield_armor_type_idx	-1	int
		count	10	int
-		ssp	0x0c6ef940 {next=0x0c6f0840 prev=0x0c6eea40 system_info=0x03a63708 ...}	ship_subsys *
+		next	0x0c6f0840 {next=0x0c6f1740 prev=0x0c6ef940 system_info=0x03a639a8 ...}	ship_subsys *
+		prev	0x0c6eea40 {next=0x0c6ef940 prev=0x0c6edb40 system_info=0x03a63468 ...}	ship_subsys *
+		system_info	0x03a63708 {flags=0 name=0x03a6370c "sensors" subobj_name=0x03a6372c "sensors" ...}	model_subsystem *
+		sub_name	0x0c6ef94c "Sensors"	char [32]
		current_hits	58.000000	float
		max_hits	58.000000	float
		flags	0	int
		subsys_guardian_threshold	0	int
		armor_type_idx	-1	int
		turret_best_weapon	0	int
+		turret_last_fire_direction	{xyz={...} a1d=0x0c6ef984 }	vec3d
		turret_next_enemy_check_stamp	1	int
		turret_next_fire_stamp	313506	int
		turret_enemy_objnum	-1	int
		turret_enemy_sig	0	int
		turret_next_fire_pos	0	int
		turret_time_enemy_in_range	0.00000000	float
+		turret_targeting_order	0x0c6ef9a8	int [3]
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		scripting_target_override	false	bool
		turret_pick_big_attack_point_timestamp	1	int
+		turret_big_attack_point	{xyz={...} a1d=0x0c6ef9c8 }	vec3d
		turret_animation_position	0	unsigned char
		turret_animation_done_time	0	int
+		turret_swarm_info_index	0x0c6ef9dc	int [10]
		turret_swarm_num	0	int
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		weapons	{num_primary_banks=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
+		submodel_info_1	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
+		submodel_info_2	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
		disruption_timestamp	1	int
		subsys_cargo_name	-1	int
		time_subsys_cargo_revealed	0	long
+		trigger	{snd_pnt={...} start_sound=0 loop_sound=0 ...}	triggered_rotation
		points_to_target	0.00000000	float
		base_rotation_rate_pct	0.00000000	float
		gun_rotation_rate_pct	0.00000000	float
		subsys_snd_flags	0	int
		rotation_timestamp	0	int
+		world_to_turret_matrix	{vec={...} a2d=0x0c6f077c a1d=0x0c6f077c }	matrix
+		target_priority	0x0c6f07a0	int [32]
		num_target_priorities	0	int
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x0c6f0828 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x0c6f0834 }	vec3d
		objnum	4	int
		error_bypass	0	int

Up one level locals:

-		data	0x0012ee42 "D������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������"	unsigned char *
			68 'D'	unsigned char
		packet_size	1	int
		out_flags	68 'D'	unsigned char
		t_subsys	-1 '�'	char
		tnet_signature	8	unsigned short
		l_subsys	-1 '�'	char

Up one level autos:

-		Player_ai	0x02358cc8 {ai_flags=528 shipnum=3 type=0 ...}	ai_info *
		ai_flags	528	int
		shipnum	3	int
		type	0	int
		wing	1	int
		behavior	9	int
		mode	9	int
		previous_mode	9	int
		mode_time	-1	int
		target_objnum	4	int
		target_signature	5	int
		previous_target_objnum	3	int
		stealth_last_cheat_visible_stamp	0	int
		stealth_last_visible_stamp	0	int
		stealth_sweep_box_size	0.00000000	float
+		stealth_last_pos	{xyz={...} a1d=0x02358d00 }	vec3d
+		stealth_velocity	{xyz={...} a1d=0x02358d0c }	vec3d
		previous_dot_to_enemy	0.00000000	float
		target_time	0.00000000	float
		enemy_wing	-1	int
		attacker_objnum	-1	int
		goal_objnum	-1	int
		goal_signature	-1	int
		guard_objnum	-1	int
		guard_signature	-1	int
		guard_wingnum	-1	int
		ignore_objnum	-4000	int
		ignore_signature	-1	int
+		ignore_new_objnums	0x02358d44	int [7]
+		ignore_new_signatures	0x02358d60	int [7]
		ai_class	9	int
		wp_list	-1	int
		wp_index	-1	int
		wp_flags	0	int
		wp_dir	0	int
		waypoint_speed_cap	-1	int
		path_start	-1	int
		path_cur	0	int
		path_length	0	int
		path_dir	0	int
		path_flags	0	int
		path_objnum	0	int
		path_goal_obj_hash	0	int
		path_next_create_time	3	long
+		path_create_pos	{xyz={...} a1d=0x02358db4 }	vec3d
+		path_create_orient	{vec={...} a2d=0x02358dc0 a1d=0x02358dc0 }	matrix
		mp_index	0	int
		path_next_check_time	0	long
		path_goal_dist	-1	int
		path_subsystem_next_check	1	int
		submode	2	int
		previous_submode	0	int
		best_dot_to_enemy	-1.0000000	float
		best_dot_from_enemy	-1.0000000	float
		best_dot_to_time	0	long
		best_dot_from_time	0	long
		submode_start_time	0	long
		submode_parm0	0	int
		submode_parm1	0	int
		next_predict_pos_time	0	long
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x02358e20 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x02358e2c }	vec3d
+		goals	0x02358e38 {signature=3 ai_mode=2097152 ai_submode=0 ...}	ai_goal [5]
		active_goal	-1	int
		goal_check_time	1	int
+		last_predicted_enemy_pos	{xyz={...} a1d=0x02358f44 }	vec3d
		time_enemy_in_range	0.00000000	float
		time_enemy_near	0.00000000	float
		last_attack_time	0	long
		last_hit_time	0	long
		last_hit_quadrant	0	int
		last_hit_target_time	49959469	long
		hitter_objnum	-1	int
		hitter_signature	-1	int
		resume_goal_time	-1	long
		prev_accel	0.00000000	float
		prev_dot_to_goal	0.00000000	float
+		goal_point	{xyz={...} a1d=0x02358f7c }	vec3d
+		prev_goal_point	{xyz={...} a1d=0x02358f88 }	vec3d
		ai_accuracy	0.0099999998	float
		ai_evasion	15.000000	float
		ai_courage	15.000000	float
		ai_patience	15.000000	float
		ai_aburn_use_factor	5	int
		ai_shockwave_evade_chance	0.66000003	float
		ai_get_away_chance	0.30000001	float
		ai_secondary_range_mult	0.64999998	float
		ai_class_autoscale	false	bool
		ai_cmeasure_fire_chance	0.50000000	float
		ai_in_range_time	2.0000000	float
		ai_link_ammo_levels_maybe	50.000000	float
		ai_link_ammo_levels_always	60.000000	float
		ai_primary_ammo_burst_mult	0.30000001	float
		ai_link_energy_levels_maybe	90.000000	float
		ai_link_energy_levels_always	100.00000	float
		ai_predict_position_delay	65536	long
		ai_shield_manage_delay	5.0000000	float
		ai_ship_fire_delay_scale_friendly	1.0000000	float
		ai_ship_fire_delay_scale_hostile	1.0000000	float
		ai_ship_fire_secondary_delay_scale_friendly	0.40000001	float
		ai_ship_fire_secondary_delay_scale_hostile	1.4000000	float
		ai_turn_time_scale	2.0000000	float
		ai_glide_attack_percent	0.25000000	float
		ai_circle_strafe_percent	0.25000000	float
		ai_glide_strafe_percent	0.25000000	float
		ai_random_sidethrust_percent	0.00000000	float
		ai_stalemate_time_thresh	10.000000	float
		ai_stalemate_dist_thresh	300.00000	float
		ai_chance_to_use_missiles_on_plr	4	int
		ai_max_aim_update_delay	0.40000001	float
		ai_turret_max_aim_update_delay	0.00000000	float
		ai_profile_flags	1415608572	int
		ai_profile_flags2	48	int
		lead_scale	0.00000000	float
		stay_near_distance	0.00000000	float
+		targeted_subsys	0x0c6ef940 {next=0x0c6f0840 prev=0x0c6eea40 system_info=0x03a63708 ...}	ship_subsys *
+		last_subsys_target	0x0c6ef940 {next=0x0c6f0840 prev=0x0c6eea40 system_info=0x03a63708 ...}	ship_subsys *
		targeted_subsys_parent	4	int
		aspect_locked_time	0.00000000	float
		support_ship_objnum	-1	int
		support_ship_signature	-1	int
		danger_weapon_objnum	625	int
		danger_weapon_signature	8547	int
+		guard_vec	{xyz={...} a1d=0x02359040 }	vec3d
		nearest_locked_object	-1	int
		nearest_locked_distance	99999.000	float
		current_target_distance	454.06070	float
		current_target_is_locked	0	int
		current_target_dist_trend	1	int
		current_target_speed_trend	2	int
		last_dist	455.75433	float
		last_speed	0.00000000	float
		last_secondary_index	0	int
		last_target	4	int
		rearm_first_missile	1	int
		rearm_first_ballistic_primary	1	int
		rearm_release_delay	0	int
		afterburner_stop_time	0	long
		last_objsig_hit	-1	int
		ignore_expire_timestamp	3	int
		warp_out_timestamp	0	int
		next_rearm_request_timestamp	3	int
		primary_select_timestamp	3	int
		secondary_select_timestamp	3	int
		scan_for_enemy_timestamp	3	int
		choose_enemy_timestamp	8582	int
		force_warp_time	0	int
		shockwave_object	-1	int
		shield_manage_timestamp	3	int
		self_destruct_timestamp	-1	int
		ok_to_target_timestamp	3	int
		kamikaze_damage	0.00000000	float
+		big_attack_point	{xyz={...} a1d=0x023590bc }	vec3d
+		big_attack_surface_normal	{xyz={...} a1d=0x023590c8 }	vec3d
		pick_big_attack_point_timestamp	3	int
		avoid_ship_num	0	int
+		avoid_goal_point	{xyz={...} a1d=0x023590dc }	vec3d
		avoid_check_timestamp	3	long
+		big_collision_normal	{xyz={...} a1d=0x023590ec }	vec3d
+		big_recover_pos_1	{xyz={...} a1d=0x023590f8 }	vec3d
+		big_recover_pos_2	{xyz={...} a1d=0x02359104 }	vec3d
		big_recover_timestamp	0	int
		abort_rearm_timestamp	-1	int
		artillery_objnum	-1	int
		artillery_sig	-1	int
		artillery_lock_time	0.00000000	float
+		artillery_lock_pos	{xyz={...} a1d=0x02359124 }	vec3d
		lethality	68.250000	float
		ai_override_flags	0	int
+		ai_override_ci	{pitch=0.00000000 vertical=0.00000000 heading=0.00000000 ...}	control_info
		ai_override_timestamp	0	int
		Player_ai->target_objnum	4	int
-		Player_ai->targeted_subsys	0x0c6ef940 {next=0x0c6f0840 prev=0x0c6eea40 system_info=0x03a63708 ...}	ship_subsys *
+		next	0x0c6f0840 {next=0x0c6f1740 prev=0x0c6ef940 system_info=0x03a639a8 ...}	ship_subsys *
+		prev	0x0c6eea40 {next=0x0c6ef940 prev=0x0c6edb40 system_info=0x03a63468 ...}	ship_subsys *
+		system_info	0x03a63708 {flags=0 name=0x03a6370c "sensors" subobj_name=0x03a6372c "sensors" ...}	model_subsystem *
+		sub_name	0x0c6ef94c "Sensors"	char [32]
		current_hits	58.000000	float
		max_hits	58.000000	float
		flags	0	int
		subsys_guardian_threshold	0	int
		armor_type_idx	-1	int
		turret_best_weapon	0	int
+		turret_last_fire_direction	{xyz={...} a1d=0x0c6ef984 }	vec3d
		turret_next_enemy_check_stamp	1	int
		turret_next_fire_stamp	313506	int
		turret_enemy_objnum	-1	int
		turret_enemy_sig	0	int
		turret_next_fire_pos	0	int
		turret_time_enemy_in_range	0.00000000	float
+		turret_targeting_order	0x0c6ef9a8	int [3]
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		scripting_target_override	false	bool
		turret_pick_big_attack_point_timestamp	1	int
+		turret_big_attack_point	{xyz={...} a1d=0x0c6ef9c8 }	vec3d
		turret_animation_position	0	unsigned char
		turret_animation_done_time	0	int
+		turret_swarm_info_index	0x0c6ef9dc	int [10]
		turret_swarm_num	0	int
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		weapons	{num_primary_banks=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
+		submodel_info_1	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
+		submodel_info_2	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
		disruption_timestamp	1	int
		subsys_cargo_name	-1	int
		time_subsys_cargo_revealed	0	long
+		trigger	{snd_pnt={...} start_sound=0 loop_sound=0 ...}	triggered_rotation
		points_to_target	0.00000000	float
		base_rotation_rate_pct	0.00000000	float
		gun_rotation_rate_pct	0.00000000	float
		subsys_snd_flags	0	int
		rotation_timestamp	0	int
+		world_to_turret_matrix	{vec={...} a2d=0x0c6f077c a1d=0x0c6f077c }	matrix
+		target_priority	0x0c6f07a0	int [32]
		num_target_priorities	0	int
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x0c6f0828 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x0c6f0834 }	vec3d
		t_subsys	-1 '�'	char


Up 2 levels autos:

-		Net_player	0x02325270 {m_player=0x0157a860 player_id=1 tracker_player_id=46165 ...}	net_player *
+		m_player	0x0157a860 struct player * Players {callsign=0x0157a860 "FUBAR" short_callsign=0x0157a87d "FUBAR" short_callsign_width=46 ...}	player *
		player_id	1	short
		tracker_player_id	46165	int
		flags	69751809	int
		state	10	int
		reliable_socket	1	unsigned int
		client_cinfo_seq	0	unsigned short
		client_server_seq	0	unsigned short
		last_heard_time	0	long
+		s_info	{ping={...} wing_index_backup=0 wing_index=0 ...}	net_player_server_info
+		p_info	{p_objp=0x0a665bdc team=1 ship_index=0 ...}	net_player_info
		sv_bytes_sent	0	int
		sv_last_pl	-1	int
		cl_bytes_recvd	1666	int
		cl_last_pl	0	int
		Net_player->flags	69751809	int
+		data	0x0012ee40 "��D����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������"	unsigned char [255]
		header_bytes	2	int
		packet_size	0	int


Up to levels locals:

-		pl	0x02325270 {m_player=0x0157a860 player_id=1 tracker_player_id=46165 ...}	net_player *
+		m_player	0x0157a860 struct player * Players {callsign=0x0157a860 "FUBAR" short_callsign=0x0157a87d "FUBAR" short_callsign_width=46 ...}	player *
		player_id	1	short
		tracker_player_id	46165	int
		flags	69751809	int
		state	10	int
		reliable_socket	1	unsigned int
		client_cinfo_seq	0	unsigned short
		client_server_seq	0	unsigned short
		last_heard_time	0	long
+		s_info	{ping={...} wing_index_backup=0 wing_index=0 ...}	net_player_server_info
+		p_info	{p_objp=0x0a665bdc team=1 ship_index=0 ...}	net_player_info
		sv_bytes_sent	0	int
		sv_last_pl	-1	int
		cl_bytes_recvd	1666	int
		cl_last_pl	0	int
-		objp	0x010d1f70 {next=0x010d21a4 prev=0x010d1d3c signature=7 ...}	object *
+		next	0x010d21a4 {next=0x010d23d8 prev=0x010d1f70 signature=8 ...}	object *
+		prev	0x010d1d3c {next=0x010d1f70 prev=0x010d1b08 signature=6 ...}	object *
		signature	7	int
		type	1 ''	char
		parent	-1	int
		parent_sig	7	int
		parent_type	1 ''	char
		instance	3	int
		flags	1223	unsigned int
+		pos	{xyz={...} a1d=0x010d1f94 }	vec3d
+		orient	{vec={...} a2d=0x010d1fa0 a1d=0x010d1fa0 }	matrix
		radius	7.2827983	float
+		last_pos	{xyz={...} a1d=0x010d1fc8 }	vec3d
+		last_orient	{vec={...} a2d=0x010d1fd4 a1d=0x010d1fd4 }	matrix
+		phys_info	{flags=18 mass=249.87741 center_of_mass={...} ...}	physics_info
+		shield_quadrant	0x010d2134	float [4]
		hull_strength	232.50000	float
		sim_hull_strength	0.00000000	float
+		objsnd_num	0x010d214c	short [32]
		net_signature	10	unsigned short
		num_pairs	15	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 *
		collision_group_id	0	int
		oo_flags	3 ''	unsigned char
+		data_out	0x0012f054 "�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������"	unsigned char *
+		data	0x0012ee40 "��D����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������"	unsigned char [255]
		packet_size	0	int
		percent	-52 '�'	char
		ret	204 '�'	unsigned char
		support_extra	204 '�'	unsigned char
		data_size	0	unsigned char
		header_bytes	2	int
		temp	-1.0737418e+008	float
+		sip	0x01adb1d4 {name=0x01adb1d4 "Viper Mark VII" alt_name=0x01adb1f4 "" short_name=0x01adb214 "Vip_Mk7" ...}	ship_info *
+		shipp	0x015da25c {objnum=6 ai_index=3 ship_info_index=1 ...}	ship *

shipp1148.txt (25,471 bytes)   

2010-09-19 22:10

 

fs2_open2311.rar (108,902 bytes)

The_E

2010-09-20 00:30

administrator   ~0012356

Yeah, looks like the changed ship class is to blame.

Goober5000

2012-11-27 06:46

administrator   ~0014197

This is merely a symptom of 0002734. Closing as duplicate.

Issue History

Date Modified Username Field Change
2010-09-19 22:05 FUBAR-BDHR New Issue
2010-09-19 22:05 FUBAR-BDHR File Added: shipp1148.txt
2010-09-19 22:10 FUBAR-BDHR File Added: fs2_open2311.rar
2010-09-20 00:30 The_E Note Added: 0012356
2012-11-27 06:45 Goober5000 Relationship added child of 0002734
2012-11-27 06:46 Goober5000 Note Added: 0014197
2012-11-27 06:46 Goober5000 Assigned To => Goober5000
2012-11-27 06:46 Goober5000 Status new => closed
2012-11-27 06:46 Goober5000 Resolution open => duplicate