View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002342 | FSSCP | AI | public | 2010-11-22 04:27 | 2010-11-24 09:00 |
Reporter | FUBAR-BDHR | Assigned To | Sushi_CW | ||
Priority | high | Severity | minor | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.13 | ||||
Fixed in Version | 3.6.13 | ||||
Summary | 0002342: Verify failure: swp->current_secondary_bank >= 0 | ||||
Description | Verify failure: swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS In this case current_secondary_bank was -1. This is a new check recently added by E9 in commit 6756. Check looks good so it's probably picking up an old error as that area of the code goes back to commit 1649 by WMC. The real question is why the AI did not pick a valid weapon. As far as I could tell the firing ship was Alpha 3 a Loki#stealth (FSPort) armed with Harps in bank 0 targeting a Manticore. | ||||
Additional Information | 3.6.13 r5760 running FSPort MVPs Standalone just updated with mediavp 3.6.13 patch Attaching stack and variables. I'll attach logs as soon as I am able. | ||||
Tags | No tags attached. | ||||
2010-11-22 04:27
|
verify_aicode_5790.txt (22,443 bytes)
Verify failure: swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS <no module>! KiFastSystemCallRet <no module>! WaitForSingleObject + 18 bytes <no module>! SCP_DumpStack + 354 bytes <no module>! Error + 229 bytes <no module>! ai_select_secondary_weapon + 1121 bytes <no module>! ai_choose_secondary_weapon + 601 bytes <no module>! ai_chase + 9692 bytes <no module>! ai_execute_behavior + 82 bytes <no module>! ai_frame + 2083 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 + 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=0x00ea361c, int line=1155) Line 764 C++ fs2_open_3_6_13d_INF_SSE2.exe!Error(const char * filename=0x00edf030, int line=5790, const char * format=0x00e9e3d8, ...) Line 1155 + 0x13 bytes C++ > fs2_open_3_6_13d_INF_SSE2.exe!ai_select_secondary_weapon(object * objp=0x01060c10, ship_weapon * swp=0x01570b98, int priority1=259, int priority2=0, int wif2_priority1=0, int wif2_priority2=0) Line 5790 + 0x2f bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_choose_secondary_weapon(object * objp=0x01060c10, ai_info * aip=0x022df478, object * en_objp=0x01061fe4) Line 7667 + 0x1d bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_chase() Line 8708 + 0x19 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_execute_behavior(ai_info * aip=0x022df478) Line 12961 + 0x5 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_frame(int objnum=6) Line 14149 + 0x9 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_process(object * obj=0x01060c10, int ai_index=5, float frametime=0.033996582) Line 14253 + 0x16 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ship_process_post(object * obj=0x01060c10, float frametime=0.033996582) Line 7756 + 0x20 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all_post(object * objp=0x01060c10, float frametime=0.033996582) Line 1209 + 0x10 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all(float frametime=0.033996582) Line 1410 + 0x10 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_simulation_frame() Line 4220 + 0xf bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_frame(int paused=0) Line 4667 C++ fs2_open_3_6_13d_INF_SSE2.exe!game_do_frame() Line 5098 + 0x7 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state=2) Line 6890 C++ fs2_open_3_6_13d_INF_SSE2.exe!gameseq_process_events() Line 407 + 0x14 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_main(char * cmdline=0x00152344) Line 7465 + 0x5 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00152344, int nCmdShow=1) Line 7545 + 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] All values of arrays weapon_bank_list and weapon_id_list are -1 Autos: - aip 0x022df478 {ai_flags=0 shipnum=5 type=0 ...} ai_info * ai_flags 0 int shipnum 5 int type 0 int wing 0 int behavior 9 int mode 0 int previous_mode 5 int mode_time -1 int target_objnum 15 int target_signature 16 int previous_target_objnum 15 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=0x022df4b0 } vec3d + stealth_velocity {xyz={...} a1d=0x022df4bc } vec3d previous_dot_to_enemy 0.00000000 float target_time 3.5569916 float enemy_wing -1 int attacker_objnum -1 int goal_objnum -1 int goal_signature -1 int guard_objnum 11 int guard_signature 12 int guard_wingnum 2 int ignore_objnum -4000 int ignore_signature -1 int + ignore_new_objnums 0x022df4f4 int [7] + ignore_new_signatures 0x022df510 int [7] ai_class 3 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 53855 long + path_create_pos {xyz={...} a1d=0x022df564 } vec3d + path_create_orient {vec={...} a2d=0x022df570 a1d=0x022df570 } 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 104 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 6424559 long submode_parm0 0 int submode_parm1 0 int next_predict_pos_time 6518407 long next_aim_pos_time 6482296 long + last_aim_enemy_pos {xyz={...} a1d=0x022df5d0 } vec3d + last_aim_enemy_vel {xyz={...} a1d=0x022df5dc } vec3d + goals 0x022df5e8 {signature=1 ai_mode=32768 ai_submode=0 ...} ai_goal [5] active_goal 999 int goal_check_time 1 int + last_predicted_enemy_pos {xyz={...} a1d=0x022df6f4 } vec3d time_enemy_in_range 38.133347 float time_enemy_near 0.00000000 float last_attack_time 6482296 long last_hit_time 0 long last_hit_quadrant 0 int last_hit_target_time 6249185 long hitter_objnum -1 int hitter_signature -1 int resume_goal_time -1 long prev_accel 1.0000000 float prev_dot_to_goal 0.00000000 float + goal_point {xyz={...} a1d=0x022df72c } vec3d + prev_goal_point {xyz={...} a1d=0x022df738 } vec3d ai_accuracy 0.55000001 float ai_evasion 20.000000 float ai_courage 20.000000 float ai_patience 20.000000 float ai_aburn_use_factor -2147483648 int ai_shockwave_evade_chance 1.1754944e-038 float ai_get_away_chance 1.1754944e-038 float ai_secondary_range_mult 1.1754944e-038 float ai_class_autoscale true bool ai_cmeasure_fire_chance 0.30000001 float ai_in_range_time 1.4000000 float ai_link_ammo_levels_maybe 60.000000 float ai_link_ammo_levels_always 80.000000 float ai_primary_ammo_burst_mult 0.00000000 float ai_link_energy_levels_maybe 60.000000 float ai_link_energy_levels_always 80.000000 float ai_predict_position_delay 98304 long ai_shield_manage_delay 4.0000000 float ai_ship_fire_delay_scale_friendly 1.4000000 float ai_ship_fire_delay_scale_hostile 2.5000000 float ai_ship_fire_secondary_delay_scale_friendly 0.60000002 float ai_ship_fire_secondary_delay_scale_hostile 1.2000000 float ai_turn_time_scale 2.2000000 float ai_glide_attack_percent 0.00000000 float ai_circle_strafe_percent 0.00000000 float ai_glide_strafe_percent 0.00000000 float ai_random_sidethrust_percent 0.00000000 float ai_stalemate_time_thresh 0.00000000 float ai_stalemate_dist_thresh 0.00000000 float ai_chance_to_use_missiles_on_plr 1 int ai_max_aim_update_delay 0.00000000 float ai_turret_max_aim_update_delay 0.00000000 float ai_profile_flags 5376 int ai_profile_flags2 0 int lead_scale 0.21093589 float stay_near_distance 0.21093589 float + targeted_subsys 0x00000000 {next=??? prev=??? system_info=??? ...} ship_subsys * + last_subsys_target 0x00000000 {next=??? prev=??? system_info=??? ...} ship_subsys * targeted_subsys_parent -1 int aspect_locked_time 0.00000000 float support_ship_objnum -1 int support_ship_signature -1 int danger_weapon_objnum 393 int danger_weapon_signature 394 int + guard_vec {xyz={...} a1d=0x022df7f0 } vec3d nearest_locked_object -1 int nearest_locked_distance 99999.000 float current_target_distance 0.00000000 float current_target_is_locked 0 int current_target_dist_trend 0 int current_target_speed_trend 0 int last_dist 0.00000000 float last_speed 0.00000000 float last_secondary_index 0 int last_target 0 int rearm_first_missile 1 int rearm_first_ballistic_primary 1 int rearm_release_delay 0 int afterburner_stop_time 138190971 long last_objsig_hit 17 int ignore_expire_timestamp 53855 int warp_out_timestamp 0 int next_rearm_request_timestamp 153264 int primary_select_timestamp 99225 int secondary_select_timestamp 53855 int scan_for_enemy_timestamp 53855 int choose_enemy_timestamp 95900 int force_warp_time 0 int shockwave_object -1 int shield_manage_timestamp 1 int self_destruct_timestamp -1 int ok_to_target_timestamp 1 int kamikaze_damage 0.00000000 float + big_attack_point {xyz={...} a1d=0x022df86c } vec3d + big_attack_surface_normal {xyz={...} a1d=0x022df878 } vec3d pick_big_attack_point_timestamp 53855 int avoid_ship_num -1 int + avoid_goal_point {xyz={...} a1d=0x022df88c } vec3d avoid_check_timestamp 97815 long + big_collision_normal {xyz={...} a1d=0x022df89c } vec3d + big_recover_pos_1 {xyz={...} a1d=0x022df8a8 } vec3d + big_recover_pos_2 {xyz={...} a1d=0x022df8b4 } 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=0x022df8d4 } vec3d lethality 0.78916872 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 aip->current_target_is_locked 0 int - swp 0x01570b98 {num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...} ship_weapon * num_primary_banks 2 int num_secondary_banks 1 int num_tertiary_banks 0 int + primary_bank_weapons 0x01570ba4 int [3] + secondary_bank_weapons 0x01570bb0 int [4] current_primary_bank 0 int current_secondary_bank -1 int current_tertiary_bank 0 int previous_primary_bank 0 int previous_secondary_bank 0 int + next_primary_fire_stamp 0x01570bd4 int [3] + last_primary_fire_stamp 0x01570be0 int [3] + next_secondary_fire_stamp 0x01570bec int [4] + last_secondary_fire_stamp 0x01570bfc int [4] next_tertiary_fire_stamp 0 int + primary_bank_ammo 0x01570c10 int [3] + primary_bank_start_ammo 0x01570c1c int [3] + primary_bank_capacity 0x01570c28 int [3] + primary_next_slot 0x01570c34 int [3] + primary_bank_rearm_time 0x01570c40 int [3] + secondary_bank_ammo 0x01570c4c int [4] + secondary_bank_start_ammo 0x01570c5c int [4] + secondary_bank_capacity 0x01570c6c int [4] + secondary_next_slot 0x01570c7c int [4] + secondary_bank_rearm_time 0x01570c8c int [4] tertiary_bank_ammo 0 int tertiary_bank_start_ammo 0 int tertiary_bank_capacity 0 int tertiary_bank_rearm_time 0 int last_fired_weapon_index 1300 int last_fired_weapon_signature 1301 int detonate_weapon_time 97345 int ai_class 3 int flags 0 int + primary_animation_position 0x01570cc0 "" unsigned char [3] + secondary_animation_position 0x01570cc3 "" unsigned char [4] + primary_animation_done_time 0x01570cc8 int [3] + secondary_animation_done_time 0x01570cd4 int [4] + burst_counter 0x01570ce4 int [7] + external_model_fp_counter 0x01570d00 int [7] swp->current_secondary_bank -1 int Locals: - objp 0x01060c10 {next=0x01061078 prev=0x010609dc signature=7 ...} object * + next 0x01061078 {next=0x010612ac prev=0x01060c10 signature=9 ...} object * + prev 0x010609dc {next=0x01060c10 prev=0x010607a8 signature=6 ...} object * signature 7 int type 1 '' char parent -1 int parent_sig 7 int parent_type 1 '' char instance 5 int flags 519 unsigned int + pos {xyz={...} a1d=0x01060c34 } vec3d + orient {vec={...} a2d=0x01060c40 a1d=0x01060c40 } matrix radius 13.158433 float + last_pos {xyz={...} a1d=0x01060c68 } vec3d + last_orient {vec={...} a2d=0x01060c74 a1d=0x01060c74 } matrix + phys_info {flags=258 mass=116.38020 center_of_mass={...} ...} physics_info + shield_quadrant 0x01060dd4 float [4] hull_strength 180.00000 float sim_hull_strength 0.00000000 float + objsnd_num 0x01060dec short [32] net_signature 39 unsigned short num_pairs 41 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 + aip 0x022df478 {ai_flags=0 shipnum=5 type=0 ...} ai_info * priority1 259 int priority2 0 int wif2_priority2 0 int + swp 0x01570b98 {num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...} ship_weapon * num_weapon_types 0 int ignore_mask_without_huge 1048576 int initial_bank 0 int ignore_mask 9469952 int wif2_priority1 0 int priority2_index -1 int + weapon_bank_list 0x0012de6c int [300] + wip 0xcccccccc {name=0xcccccccc <Bad Ptr> alt_name=0xccccccec <Bad Ptr> title=0xcccccd0c <Bad Ptr> ...} weapon_info * i 0 int + weapon_id_list 0x0012e324 int [300] Locals up one level: + objp 0x01060c10 {next=0x01061078 prev=0x010609dc signature=7 ...} object * + aip 0x022df478 {ai_flags=0 shipnum=5 type=0 ...} ai_info * - en_objp 0x01061fe4 {next=0x0106244c prev=0x01061db0 signature=16 ...} object * + next 0x0106244c {next=0x01062680 prev=0x01061fe4 signature=18 ...} object * + prev 0x01061db0 {next=0x01061fe4 prev=0x01061b7c signature=15 ...} object * signature 16 int type 1 '' char parent -1 int parent_sig 16 int parent_type 1 '' char instance 14 int flags 7 unsigned int + pos {xyz={...} a1d=0x01062008 } vec3d + orient {vec={...} a2d=0x01062014 a1d=0x01062014 } matrix radius 16.083845 float + last_pos {xyz={...} a1d=0x0106203c } vec3d + last_orient {vec={...} a2d=0x01062048 a1d=0x01062048 } matrix + phys_info {flags=274 mass=167.53310 center_of_mass={...} ...} physics_info + shield_quadrant 0x010621a8 float [4] hull_strength 100.00000 float sim_hull_strength 0.00000000 float + objsnd_num 0x010621c0 short [32] net_signature 48 unsigned short num_pairs 51 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 subsystem_strength 0.00000000 float wif_priority1 259 int wif_priority2 0 int preferred_secondary -1 int wif2_priority2 0 int + swp 0x01570b98 {num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...} ship_weapon * wif2_priority1 0 int is_big_ship 0 int - esip 0x01c25114 {name=0x01c25114 "SF Manticore" alt_name=0x01c25134 "" short_name=0x01c25154 "SFight11" ...} ship_info * + name 0x01c25114 "SF Manticore" char [32] + alt_name 0x01c25134 "" char [32] + short_name 0x01c25154 "SFight11" char [32] species 2 int class_type 6 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 0x039b1f48 "We believe that the Manticore is a Shivan interceptor. It has a very high top speed, and its maneuverability is quite good. However, its shield system isn't strong enough to withstand constant fighting for long, which leads us to believe the Manticore's primary purpose is to destroy enemy bombers. The Manticore ranks as a class B threat." char * + tech_title 0x01c25194 "" char [32] + ship_length 0x00000000 <Bad Ptr> char * + gun_mounts 0x0381da88 "1 (2)" char * + missile_banks 0x0381dac0 "2 (40. 40)" char * + cockpit_pof_file 0x01c251c0 "" char [32] + cockpit_offset {xyz={...} a1d=0x01c251e0 } vec3d + pof_file 0x01c251ec "fighter11.pof" char [32] + pof_file_hud 0x01c2520c "" char [32] num_detail_levels 4 int + detail_distance 0x01c25230 int [5] cockpit_model_num -1 int model_num 2708 int model_num_hud -1 int hud_target_lod -1 int density 1.0000000 float damp 0.20000000 float rotdamp 0.30000001 float delta_bank_const 0.50000000 float + max_vel {xyz={...} a1d=0x01c25264 } vec3d + afterburner_max_vel {xyz={...} a1d=0x01c25270 } vec3d + max_rotvel {xyz={...} a1d=0x01c2527c } vec3d + rotation_time {xyz={...} a1d=0x01c25288 } vec3d srotation_time 3.2000000 float max_rear_vel 25.000000 float forward_accel 3.0000000 float afterburner_forward_accel 0.69999999 float forward_decel 1.5000000 float slide_accel 2.0000000 float slide_decel 2.0000000 float + warpin_anim 0x01c252b0 "" 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 0x01c252e8 "" 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 1048872 int flags2 2 int ai_class 3 int max_speed 87.000000 float min_speed -25.000000 float max_accel 87.000000 float collision_damage_type_idx -1 int + collision_physics {both_small_bounce=5.0000000 bounce=5.0000000 friction=0.00000000 ...} ship_collision_physics + shockwave {name=0x01c25394 "" pof_name=0x01c253b4 "" inner_rad=15.000000 ...} shockwave_create_info explosion_propagates 0 int big_exp_visual_rad -1.0000000 float shockwave_count 1 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 5 int + subsystems 0x039b20d0 {flags=0 name=0x039b20d4 "sensors" subobj_name=0x039b20f4 "sensors" ...} model_subsystem * power_output 1.5000000 float max_overclocked_speed 120.00000 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 300.00000 float afterburner_burn_rate 70.000000 float afterburner_recover_rate 25.000000 float afterburner_max_reverse_vel 0.00000000 float afterburner_reverse_accel 0.00000000 float cmeasure_type 70 int cmeasure_max 20 int num_primary_banks 1 int num_secondary_banks 2 int + primary_bank_weapons 0x01c25494 int [3] + primary_bank_ammo_capacity 0x01c254a0 int [3] + secondary_bank_weapons 0x01c254ac int [4] + secondary_bank_ammo_capacity 0x01c254bc int [4] max_hull_strength 100.00000 float max_shield_strength 500.00000 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 198 int + closeup_pos {xyz={...} a1d=0x01c254ec } vec3d closeup_zoom 0.50000000 float + allowed_weapons 0x01c254fc int [300] + restricted_loadout_flag 0x01c259ac int [7] + allowed_bank_restricted_weapons 0x01c259c8 int [7][300] shield_icon_index 19 '' unsigned char + icon_filename 0x01c27a99 "" char [32] + anim_filename 0x01c27ab9 "" char [32] + overhead_filename 0x01c27ad9 "" char [32] score 12 int scan_time 2000 int + ct_info 0x01c27b04 {pt={...} w_start=0.25000000 w_end=0.050000001 ...} trail_info [12] ct_count 2 int num_nondark_colors 0 int + nondark_colors 0x01c27e9c unsigned char [10][3] + shield_color 0x01c27eba "�\\" unsigned char [3] + afterburner_trail {filename=0x01c27ec0 "sabtrail" bitmap_id=0 } generic_bitmap afterburner_trail_width_factor 2.5000000 float afterburner_trail_alpha_factor 0.30000001 float afterburner_trail_life 1.0000000 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 0x01c28158 "boom" char [32] + draw_primary_models 0x01c28178 bool [3] + draw_secondary_models 0x01c2817b bool [4] draw_models false bool weapon_model_draw_distance 200.00000 float armor_type_idx 2 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=0x01c281a8 } vec3d num_maneuvering 0 int + maneuvering 0x01c281b8 {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 0x01c29fc4 int [10][10] aiming_flags 0 int minimum_convergence_distance 0.00000000 float convergence_distance 100.00000 float + convergence_offset {xyz={...} a1d=0x01c2a160 } vec3d emp_resistance_mod 0.00000000 float piercing_damage_draw_limit 0.10000000 float damage_lightning_type 1 int |
2010-11-22 04:51
|
multi_2342.log (19,148 bytes)
FreeSpace Multi Log - Opened Sun, Nov 21, 2010 at 06:17PM ---- ---- ---- 11/21 18:18:00~ psnet_init() detected lan connection 11/21 18:18:00~ psnet_get_ip() reports IP : 0.0.0.0 11/21 18:18:00~ Receive buffer set to 4096 11/21 18:18:00~ Send buffer set to 4096 11/21 18:18:00~ Error on IPX startup 10047 11/21 18:18:00~ Error on IPX startup 10047 11/21 18:18:00~ Standalone server initializing 11/21 18:18:00~ In psnet_use_protocol() 11/21 18:18:00~ Psnet : TCP broadcast 11/21 18:18:00~ Psnet using - NET_TCP 11/21 18:18:00~ multi_level_init() 11/21 18:18:01~ NOTICE: Address for game tracker not specified, using default instead (fs2netd.game-warden.com). 11/21 18:18:01~ NOTICE: Address for user tracker not specified, using default instead (fs2netd.game-warden.com). 11/21 18:18:01~ NOTICE: Port for game/user trackers not specified, using default instead (12009). 11/21 18:18:01~ NOTICE: Address for chat server not specified, using default instead (fs2netd.game-warden.com). 11/21 18:18:01~ NOTICE: URL for banners not specified, using default instead (http://fs2netd.game-warden.com/files/banners). 11/21 18:18:05~ FS2NetD MSG: Login 'BDHR-Standalone' is valid, session ID is 42633! 11/21 18:18:05~ FS2NetD MSG: Requesting login pilot stats for 'server' ... 11/21 18:18:05~ FS2NetD MSG: Got Pilot data 11/21 18:18:06~ FS2NetD Mission Validation: stmm-12.fs2 => INVALID! -- 0xb9fc1e79 11/21 18:18:06~ FS2NetD Mission Validation: stmm-11.fs2 => INVALID! -- 0x45ea65fc 11/21 18:18:06~ FS2NetD Mission Validation: stmm-10.fs2 => INVALID! -- 0x43f8fe61 11/21 18:18:06~ FS2NetD Mission Validation: stmm-09.fs2 => INVALID! -- 0x9fef7ec1 11/21 18:18:06~ FS2NetD Mission Validation: stmm-08.fs2 => INVALID! -- 0xd4550f9d 11/21 18:18:06~ FS2NetD Mission Validation: stmm-07.fs2 => INVALID! -- 0x88dcce6e 11/21 18:18:06~ FS2NetD Mission Validation: stmm-06.fs2 => INVALID! -- 0xf21371b0 11/21 18:18:06~ FS2NetD Mission Validation: stmm-05.fs2 => INVALID! -- 0xae4548be 11/21 18:18:06~ FS2NetD Mission Validation: stmm-04.fs2 => INVALID! -- 0x837f2b7a 11/21 18:18:06~ FS2NetD Mission Validation: stmm-03.fs2 => INVALID! -- 0x21c48e19 11/21 18:18:06~ FS2NetD Mission Validation: stmm-02.fs2 => INVALID! -- 0xa8751aa4 11/21 18:18:06~ FS2NetD Mission Validation: stmm-01.fs2 => INVALID! -- 0x458a727f 11/21 18:18:06~ FS2NetD Mission Validation: mm3-06a.fs2 => INVALID! -- 0x774796f6 11/21 18:18:06~ FS2NetD Mission Validation: mm3-05a.fs2 => INVALID! -- 0xf8c9f1f2 11/21 18:18:06~ FS2NetD Mission Validation: mm3-04a.fs2 => INVALID! -- 0xf497c66b 11/21 18:18:06~ FS2NetD Mission Validation: mm3-03a.fs2 => INVALID! -- 0xbc949523 11/21 18:18:06~ FS2NetD Mission Validation: mm3-02a.fs2 => INVALID! -- 0x4ab7c834 11/21 18:18:06~ FS2NetD Mission Validation: mm3-01a.fs2 => INVALID! -- 0xb07b7803 11/21 18:18:06~ FS2NetD Mission Validation: mdumm-02.fs2 => INVALID! -- 0xc60650f4 11/21 18:18:06~ FS2NetD Mission Validation: mdumm-01.fs2 => INVALID! -- 0xeeef65e8 11/21 18:18:06~ FS2NetD Mission Validation: MDSP-05.fs2 => INVALID! -- 0x98c12aa3 11/21 18:18:06~ FS2NetD Mission Validation: MDSP-04.fs2 => INVALID! -- 0x7a4aefae 11/21 18:18:06~ FS2NetD Mission Validation: MDSP-03.fs2 => INVALID! -- 0x91186929 11/21 18:18:06~ FS2NetD Mission Validation: MDSP-02.fs2 => INVALID! -- 0x94e2a694 11/21 18:18:06~ FS2NetD Mission Validation: MDSP-01.fs2 => INVALID! -- 0x55e88171 11/21 18:18:06~ FS2NetD Mission Validation: mdmm-04.fs2 => INVALID! -- 0x28ca309e 11/21 18:18:06~ FS2NetD Mission Validation: mdmm-03.fs2 => INVALID! -- 0x2bb8ee4c 11/21 18:18:06~ FS2NetD Mission Validation: mdmm-02.fs2 => INVALID! -- 0x3c7a086a 11/21 18:18:06~ FS2NetD Mission Validation: mdmm-01.fs2 => INVALID! -- 0xcd33d04e 11/21 18:18:06~ FS2NetD Mission Validation: MDL-07.fs2 => INVALID! -- 0x072b8985 11/21 18:18:06~ FS2NetD Mission Validation: MDL-06.fs2 => INVALID! -- 0xb48528c8 11/21 18:18:06~ FS2NetD Mission Validation: MDL-05.fs2 => INVALID! -- 0xf7049ed5 11/21 18:18:06~ FS2NetD Mission Validation: MDL-04.fs2 => INVALID! -- 0x13e3d1bc 11/21 18:18:06~ FS2NetD Mission Validation: MDL-03.fs2 => INVALID! -- 0x47a2e7d3 11/21 18:18:06~ FS2NetD Mission Validation: MDL-02.fs2 => INVALID! -- 0x026d40a8 11/21 18:18:06~ FS2NetD Mission Validation: MDL-01.fs2 => INVALID! -- 0x1f38a325 11/21 18:18:06~ FS2NetD Mission Validation: MDH-07.fs2 => INVALID! -- 0xa0382639 11/21 18:18:06~ FS2NetD Mission Validation: MDH-06.fs2 => INVALID! -- 0x76d70a8f 11/21 18:18:06~ FS2NetD Mission Validation: MDH-05.fs2 => INVALID! -- 0x32e2fab0 11/21 18:18:06~ FS2NetD Mission Validation: MDH-03.fs2 => INVALID! -- 0x4b4ebcb1 11/21 18:18:06~ FS2NetD Mission Validation: MDH-02.fs2 => INVALID! -- 0x8c839ae2 11/21 18:18:06~ FS2NetD Mission Validation: MDH-01.fs2 => INVALID! -- 0xafae6755 11/21 18:18:06~ FS2NetD Mission Validation: m-va.fs2 => INVALID! -- 0xae2ed2a3 11/21 18:18:06~ FS2NetD Mission Validation: M-V-gauntlet.fs2 => INVALID! -- 0xcbaf3314 11/21 18:18:06~ FS2NetD Mission Validation: M-Unstoppable.fs2 => INVALID! -- 0x070566ec 11/21 18:18:06~ FS2NetD Mission Validation: M-T-gauntlet.fs2 => INVALID! -- 0xa78d7b43 11/21 18:18:06~ FS2NetD Mission Validation: M-S-gauntlet.fs2 => INVALID! -- 0xefd3856f 11/21 18:18:06~ FS2NetD Mission Validation: M-Rescue.fs2 => INVALID! -- 0xf6545972 11/21 18:18:06~ FS2NetD Mission Validation: m-pain.fs2 => INVALID! -- 0x2f1088db 11/21 18:18:06~ FS2NetD Mission Validation: M-ORecovery.fs2 => INVALID! -- 0x1375c4ba 11/21 18:18:06~ FS2NetD Mission Validation: M-GuardDuty.fs2 => INVALID! -- 0xf0e67b7d 11/21 18:18:06~ FS2NetD Mission Validation: M-Gate.fs2 => INVALID! -- 0xf8835b49 11/21 18:18:06~ FS2NetD Mission Validation: m-duel.fs2 => INVALID! -- 0x0fa25c34 11/21 18:18:06~ FS2NetD Mission Validation: M-ConvoyAssault.fs2 => INVALID! -- 0xbdf8d57d 11/21 18:18:06~ FS2NetD Mission Validation: MDH-04.fs2 => INVALID! -- 0x8493b0e3 11/21 18:18:06~ FS2NetD sent game server start 11/21 18:18:06~ FS2NetD sent IDENT check 11/21 18:18:07~ FS2NetD sent game server update 11/21 18:20:07~ FS2NetD sent game server update 11/21 18:21:05~ FS2NetD sent IDENT check 11/21 18:22:07~ FS2NetD sent game server update 11/21 18:24:05~ FS2NetD sent IDENT check 11/21 18:24:07~ FS2NetD sent game server update 11/21 18:26:07~ FS2NetD sent game server update 11/21 18:27:05~ FS2NetD sent IDENT check 11/21 18:28:07~ FS2NetD sent game server update 11/21 18:28:12~ Server accepted Aim (tracker id 48842) as new client 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Connect from 94.170.107.105:55006 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:12~ Got IAMHERE! 11/21 18:28:12~ New reliable connection in nw_CheckListenSocket(). 11/21 18:28:12~ Accepted TCP connection from Aim 11/21 18:28:14~ Received STATS_ALLTIME 11/21 18:28:20~ Deleting player Aim 11/21 18:28:20~ Closing socket 1 11/21 18:28:20~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:20~ FS2NetD sent game server disconnect 11/21 18:28:20~ Standalone resetting 11/21 18:28:20~ Standalone server initializing 11/21 18:28:20~ In psnet_use_protocol() 11/21 18:28:20~ Psnet : TCP broadcast 11/21 18:28:20~ Psnet using - NET_TCP 11/21 18:28:20~ multi_level_init() 11/21 18:28:20~ FS2NetD Table Check: 'mv_flak-sct.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_dbrs-sct.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_exp-sct.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_effects-sdf.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_effects-amr.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'weapons.tbl' -- INVALID (0x496b3697)! 11/21 18:28:20~ FS2NetD Table Check: 'mv_core-wep.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_effects-wep.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_assets-wep.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'railguncycle-wep.tbm' -- INVALID (0x7a7cc040)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_tech-wep.tbm' -- INVALID (0x67579f08)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_shockwave-wep.tbm' -- INVALID (0x5531990b)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_missiles-wep.tbm' -- INVALID (0xcbeed339)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_effects-wep.tbm' -- INVALID (0x55312ef1)! 11/21 18:28:20~ FS2NetD Table Check: 'fsport-aip.tbm' -- INVALID (0x82978c28)! 11/21 18:28:20~ FS2NetD Table Check: 'mv_effects-obt.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'ships.tbl' -- INVALID (0x600e339b)! 11/21 18:28:20~ FS2NetD Table Check: 'mv_effects-shp.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_core-shp.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'mv_assets-shp.tbm' -- Valid! 11/21 18:28:20~ FS2NetD Table Check: 'fsport-turretangles-shp.tbm' -- INVALID (0x43ed81b6)! 11/21 18:28:20~ FS2NetD Table Check: 'fsport-resetmodels-shp.tbm' -- INVALID (0xa609ef22)! 11/21 18:28:20~ FS2NetD Table Check: 'fsport-abtrails-shp.tbm' -- INVALID (0x1f4c101c)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_trails-shp.tbm' -- INVALID (0x8928d7e6)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_shockwave-shp.tbm' -- INVALID (0xcecb940a)! 11/21 18:28:20~ FS2NetD Table Check: 'fs1_models-shp.tbm' -- INVALID (0xbf7af065)! 11/21 18:28:22~ FS2NetD MSG: Login 'BDHR-Standalone' is valid, session ID is 42918! 11/21 18:28:22~ FS2NetD MSG: Requesting login pilot stats for 'server' ... 11/21 18:28:22~ FS2NetD MSG: Got Pilot data 11/21 18:28:22~ FS2NetD Mission Validation: stmm-12.fs2 => INVALID! -- 0xb9fc1e79 11/21 18:28:22~ FS2NetD Mission Validation: stmm-11.fs2 => INVALID! -- 0x45ea65fc 11/21 18:28:22~ FS2NetD Mission Validation: stmm-10.fs2 => INVALID! -- 0x43f8fe61 11/21 18:28:22~ FS2NetD Mission Validation: stmm-09.fs2 => INVALID! -- 0x9fef7ec1 11/21 18:28:22~ FS2NetD Mission Validation: stmm-08.fs2 => INVALID! -- 0xd4550f9d 11/21 18:28:22~ FS2NetD Mission Validation: stmm-07.fs2 => INVALID! -- 0x88dcce6e 11/21 18:28:22~ FS2NetD Mission Validation: stmm-06.fs2 => INVALID! -- 0xf21371b0 11/21 18:28:22~ FS2NetD Mission Validation: stmm-05.fs2 => INVALID! -- 0xae4548be 11/21 18:28:22~ FS2NetD Mission Validation: stmm-04.fs2 => INVALID! -- 0x837f2b7a 11/21 18:28:22~ FS2NetD Mission Validation: stmm-03.fs2 => INVALID! -- 0x21c48e19 11/21 18:28:22~ FS2NetD Mission Validation: stmm-02.fs2 => INVALID! -- 0xa8751aa4 11/21 18:28:22~ FS2NetD Mission Validation: stmm-01.fs2 => INVALID! -- 0x458a727f 11/21 18:28:22~ FS2NetD Mission Validation: mm3-06a.fs2 => INVALID! -- 0x774796f6 11/21 18:28:22~ FS2NetD Mission Validation: mm3-05a.fs2 => INVALID! -- 0xf8c9f1f2 11/21 18:28:22~ FS2NetD Mission Validation: mm3-04a.fs2 => INVALID! -- 0xf497c66b 11/21 18:28:22~ FS2NetD Mission Validation: mm3-03a.fs2 => INVALID! -- 0xbc949523 11/21 18:28:22~ FS2NetD Mission Validation: mm3-02a.fs2 => INVALID! -- 0x4ab7c834 11/21 18:28:22~ FS2NetD Mission Validation: mm3-01a.fs2 => INVALID! -- 0xb07b7803 11/21 18:28:22~ FS2NetD Mission Validation: mdumm-02.fs2 => INVALID! -- 0xc60650f4 11/21 18:28:22~ FS2NetD Mission Validation: mdumm-01.fs2 => INVALID! -- 0xeeef65e8 11/21 18:28:22~ FS2NetD Mission Validation: MDSP-05.fs2 => INVALID! -- 0x98c12aa3 11/21 18:28:22~ FS2NetD Mission Validation: MDSP-04.fs2 => INVALID! -- 0x7a4aefae 11/21 18:28:22~ FS2NetD Mission Validation: MDSP-03.fs2 => INVALID! -- 0x91186929 11/21 18:28:22~ FS2NetD Mission Validation: MDSP-02.fs2 => INVALID! -- 0x94e2a694 11/21 18:28:22~ FS2NetD Mission Validation: MDSP-01.fs2 => INVALID! -- 0x55e88171 11/21 18:28:22~ FS2NetD Mission Validation: mdmm-04.fs2 => INVALID! -- 0x28ca309e 11/21 18:28:22~ FS2NetD Mission Validation: mdmm-03.fs2 => INVALID! -- 0x2bb8ee4c 11/21 18:28:22~ FS2NetD Mission Validation: mdmm-02.fs2 => INVALID! -- 0x3c7a086a 11/21 18:28:22~ FS2NetD Mission Validation: mdmm-01.fs2 => INVALID! -- 0xcd33d04e 11/21 18:28:22~ FS2NetD Mission Validation: MDL-07.fs2 => INVALID! -- 0x072b8985 11/21 18:28:22~ FS2NetD Mission Validation: MDL-06.fs2 => INVALID! -- 0xb48528c8 11/21 18:28:22~ FS2NetD Mission Validation: MDL-05.fs2 => INVALID! -- 0xf7049ed5 11/21 18:28:22~ FS2NetD Mission Validation: MDL-04.fs2 => INVALID! -- 0x13e3d1bc 11/21 18:28:22~ FS2NetD Mission Validation: MDL-03.fs2 => INVALID! -- 0x47a2e7d3 11/21 18:28:22~ FS2NetD Mission Validation: MDL-02.fs2 => INVALID! -- 0x026d40a8 11/21 18:28:22~ FS2NetD Mission Validation: MDL-01.fs2 => INVALID! -- 0x1f38a325 11/21 18:28:22~ FS2NetD Mission Validation: MDH-07.fs2 => INVALID! -- 0xa0382639 11/21 18:28:22~ FS2NetD Mission Validation: MDH-06.fs2 => INVALID! -- 0x76d70a8f 11/21 18:28:22~ FS2NetD Mission Validation: MDH-05.fs2 => INVALID! -- 0x32e2fab0 11/21 18:28:22~ FS2NetD Mission Validation: MDH-03.fs2 => INVALID! -- 0x4b4ebcb1 11/21 18:28:22~ FS2NetD Mission Validation: MDH-02.fs2 => INVALID! -- 0x8c839ae2 11/21 18:28:22~ FS2NetD Mission Validation: MDH-01.fs2 => INVALID! -- 0xafae6755 11/21 18:28:22~ FS2NetD Mission Validation: m-va.fs2 => INVALID! -- 0xae2ed2a3 11/21 18:28:22~ FS2NetD Mission Validation: M-V-gauntlet.fs2 => INVALID! -- 0xcbaf3314 11/21 18:28:22~ FS2NetD Mission Validation: M-Unstoppable.fs2 => INVALID! -- 0x070566ec 11/21 18:28:22~ FS2NetD Mission Validation: M-T-gauntlet.fs2 => INVALID! -- 0xa78d7b43 11/21 18:28:22~ FS2NetD Mission Validation: M-S-gauntlet.fs2 => INVALID! -- 0xefd3856f 11/21 18:28:22~ FS2NetD Mission Validation: M-Rescue.fs2 => INVALID! -- 0xf6545972 11/21 18:28:22~ FS2NetD Mission Validation: m-pain.fs2 => INVALID! -- 0x2f1088db 11/21 18:28:22~ FS2NetD Mission Validation: M-ORecovery.fs2 => INVALID! -- 0x1375c4ba 11/21 18:28:22~ FS2NetD Mission Validation: M-GuardDuty.fs2 => INVALID! -- 0xf0e67b7d 11/21 18:28:22~ FS2NetD Mission Validation: M-Gate.fs2 => INVALID! -- 0xf8835b49 11/21 18:28:22~ FS2NetD Mission Validation: m-duel.fs2 => INVALID! -- 0x0fa25c34 11/21 18:28:22~ FS2NetD Mission Validation: M-ConvoyAssault.fs2 => INVALID! -- 0xbdf8d57d 11/21 18:28:22~ FS2NetD Mission Validation: MDH-04.fs2 => INVALID! -- 0x8493b0e3 11/21 18:28:22~ FS2NetD sent game server start 11/21 18:28:22~ FS2NetD sent PING 11/21 18:28:22~ FS2NetD PONG: 234 ms 11/21 18:28:23~ FS2NetD sent game server update 11/21 18:28:46~ Server accepted zedalphus (tracker id 52295) as new client 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:46~ Connect from 80.0.168.246:7808 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:46~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:47~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:47~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:28:47~ Got IAMHERE! 11/21 18:28:47~ New reliable connection in nw_CheckListenSocket(). 11/21 18:28:47~ Accepted TCP connection from zedalphus 11/21 18:28:49~ Received STATS_ALLTIME 11/21 18:29:01~ FS2NetD sent game server disconnect 11/21 18:29:01~ FS2NetD sent game server start 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:01~ FS2NetD sent game server update 11/21 18:29:05~ FS2NetD sent game server update 11/21 18:29:08~ Server accepted Aim (tracker id 48842) as new client 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Connect from 94.170.107.105:55006 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Invalid socket id passed to nw_NewReceiveReliable() -- -1 11/21 18:29:08~ Got IAMHERE! 11/21 18:29:08~ New reliable connection in nw_CheckListenSocket(). 11/21 18:29:08~ Accepted TCP connection from Aim 11/21 18:29:10~ Received STATS_ALLTIME 11/21 18:29:16~ Server performing pre-briefing data sync 11/21 18:29:16~ MULTI XFER : Could not find xfer entry for incoming data : 11/21 18:29:16~ : sig == 1 11/21 18:29:16~ : xfer header == 0 11/21 18:29:16~ : player == Aim 11/21 18:29:16~ : sending 11/21 18:29:16~ MULTI XFER : Could not find xfer entry for incoming data : 11/21 18:29:16~ : sig == 3 11/21 18:29:16~ : xfer header == 0 11/21 18:29:16~ : player == zedalphus 11/21 18:29:16~ : sending 11/21 18:30:05~ FS2NetD sent IDENT check 11/21 18:31:04~ FS2NetD sent game server update 11/21 18:32:25~ Performing post-briefing data sync 11/21 18:32:47~ Entering mission mm3-04a.fs2 11/21 18:33:04~ FS2NetD sent game server update 11/21 18:33:05~ FS2NetD sent IDENT check |
2010-11-22 04:52
|
|
|
This seems to be game breaking at least on standalones. Another crash this time the ship had 3 banks not one. |
2010-11-22 05:24
|
verify_aicode_5790b.txt (11,493 bytes)
Verify failure: swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS <no module>! KiFastSystemCallRet <no module>! WaitForSingleObject + 18 bytes <no module>! SCP_DumpStack + 354 bytes <no module>! Error + 229 bytes <no module>! ai_select_secondary_weapon + 1121 bytes <no module>! ai_choose_secondary_weapon + 601 bytes <no module>! ai_chase + 9692 bytes <no module>! ai_execute_behavior + 82 bytes <no module>! ai_frame + 2083 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 + 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=0x00ea361c, int line=1155) Line 764 C++ fs2_open_3_6_13d_INF_SSE2.exe!Error(const char * filename=0x00edf030, int line=5790, const char * format=0x00e9e3d8, ...) Line 1155 + 0x13 bytes C++ > fs2_open_3_6_13d_INF_SSE2.exe!ai_select_secondary_weapon(object * objp=0x010633b8, ship_weapon * swp=0x015aaa74, int priority1=259, int priority2=0, int wif2_priority1=0, int wif2_priority2=0) Line 5790 + 0x2f bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_choose_secondary_weapon(object * objp=0x010633b8, ai_info * aip=0x022e5750, object * en_objp=0x01063c88) Line 7667 + 0x1d bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_chase() Line 8708 + 0x19 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_execute_behavior(ai_info * aip=0x022e5750) Line 12961 + 0x5 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_frame(int objnum=24) Line 14149 + 0x9 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ai_process(object * obj=0x010633b8, int ai_index=23, float frametime=0.033996582) Line 14253 + 0x16 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!ship_process_post(object * obj=0x010633b8, float frametime=0.033996582) Line 7760 + 0x20 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all_post(object * objp=0x010633b8, float frametime=0.033996582) Line 1209 + 0x10 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all(float frametime=0.033996582) Line 1410 + 0x10 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_simulation_frame() Line 4220 + 0xf bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_frame(int paused=0) Line 4667 C++ fs2_open_3_6_13d_INF_SSE2.exe!game_do_frame() Line 5098 + 0x7 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state=2) Line 6890 C++ fs2_open_3_6_13d_INF_SSE2.exe!gameseq_process_events() Line 407 + 0x14 bytes C++ fs2_open_3_6_13d_INF_SSE2.exe!game_main(char * cmdline=0x0015232f) Line 7465 + 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 7545 + 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] - aip 0x022e5750 {ai_flags=16 shipnum=23 type=0 ...} ai_info * ai_flags 16 int shipnum 23 int type 0 int wing 1 int behavior 9 int mode 0 int previous_mode 9 int mode_time -1 int target_objnum 28 int target_signature 29 int previous_target_objnum -1 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=0x022e5788 } vec3d + stealth_velocity {xyz={...} a1d=0x022e5794 } vec3d previous_dot_to_enemy 0.00000000 float target_time 61.570984 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 0x022e57cc int [7] + ignore_new_signatures 0x022e57e8 int [7] ai_class 3 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 5157369 long + path_create_pos {xyz={...} a1d=0x022e583c } vec3d + path_create_orient {vec={...} a2d=0x022e5848 a1d=0x022e5848 } matrix mp_index 0 int path_next_check_time 0 long path_goal_dist -1 int path_subsystem_next_check 1 int submode 6 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 3988520 long submode_parm0 0 int submode_parm1 0 int next_predict_pos_time 4106747 long next_aim_pos_time 4035116 long + last_aim_enemy_pos {xyz={...} a1d=0x022e58a8 } vec3d + last_aim_enemy_vel {xyz={...} a1d=0x022e58b4 } vec3d + goals 0x022e58c0 {signature=1 ai_mode=8192 ai_submode=0 ...} ai_goal [5] active_goal 0 int goal_check_time 1 int + last_predicted_enemy_pos {xyz={...} a1d=0x022e59cc } vec3d time_enemy_in_range 10.274624 float time_enemy_near 0.00000000 float last_attack_time 4035116 long last_hit_time 0 long last_hit_quadrant 3 int last_hit_target_time 3831037 long hitter_objnum -1 int hitter_signature -1 int resume_goal_time -1 long prev_accel 1.0000000 float prev_dot_to_goal 0.00000000 float + goal_point {xyz={...} a1d=0x022e5a04 } vec3d + prev_goal_point {xyz={...} a1d=0x022e5a10 } vec3d ai_accuracy 0.55000001 float ai_evasion 20.000000 float ai_courage 20.000000 float ai_patience 20.000000 float ai_aburn_use_factor -2147483648 int ai_shockwave_evade_chance 1.1754944e-038 float ai_get_away_chance 1.1754944e-038 float ai_secondary_range_mult 1.1754944e-038 float ai_class_autoscale true bool ai_cmeasure_fire_chance 0.30000001 float ai_in_range_time 1.4000000 float ai_link_ammo_levels_maybe 60.000000 float ai_link_ammo_levels_always 80.000000 float ai_primary_ammo_burst_mult 0.00000000 float ai_link_energy_levels_maybe 60.000000 float ai_link_energy_levels_always 80.000000 float ai_predict_position_delay 98304 long ai_shield_manage_delay 4.0000000 float ai_ship_fire_delay_scale_friendly 1.4000000 float ai_ship_fire_delay_scale_hostile 2.5000000 float ai_ship_fire_secondary_delay_scale_friendly 0.60000002 float ai_ship_fire_secondary_delay_scale_hostile 1.2000000 float ai_turn_time_scale 2.2000000 float ai_glide_attack_percent 0.00000000 float ai_circle_strafe_percent 0.00000000 float ai_glide_strafe_percent 0.00000000 float ai_random_sidethrust_percent 0.00000000 float ai_stalemate_time_thresh 0.00000000 float ai_stalemate_dist_thresh 0.00000000 float ai_chance_to_use_missiles_on_plr 1 int ai_max_aim_update_delay 0.00000000 float ai_turret_max_aim_update_delay 0.00000000 float ai_profile_flags 0 int ai_profile_flags2 0 int lead_scale 0.31599501 float stay_near_distance 0.31599501 float + targeted_subsys 0x00000000 {next=??? prev=??? system_info=??? ...} ship_subsys * + last_subsys_target 0x00000000 {next=??? prev=??? system_info=??? ...} ship_subsys * targeted_subsys_parent -1 int aspect_locked_time 0.00000000 float support_ship_objnum -1 int support_ship_signature -1 int danger_weapon_objnum 1281 int danger_weapon_signature 1282 int + guard_vec {xyz={...} a1d=0x022e5ac8 } vec3d nearest_locked_object -1 int nearest_locked_distance 99999.000 float current_target_distance 0.00000000 float current_target_is_locked 0 int current_target_dist_trend 0 int current_target_speed_trend 0 int last_dist 0.00000000 float last_speed 0.00000000 float last_secondary_index 0 int last_target 0 int rearm_first_missile 1 int rearm_first_ballistic_primary 1 int rearm_release_delay 0 int afterburner_stop_time 33893332 long last_objsig_hit 29 int ignore_expire_timestamp 5157369 int warp_out_timestamp 0 int next_rearm_request_timestamp 5804722 int primary_select_timestamp 5157369 int secondary_select_timestamp 5157369 int scan_for_enemy_timestamp 5157369 int choose_enemy_timestamp 5747658 int force_warp_time 0 int shockwave_object -1 int shield_manage_timestamp 5157369 int self_destruct_timestamp -1 int ok_to_target_timestamp 5756722 int kamikaze_damage 0.00000000 float + big_attack_point {xyz={...} a1d=0x022e5b44 } vec3d + big_attack_surface_normal {xyz={...} a1d=0x022e5b50 } vec3d pick_big_attack_point_timestamp 5157369 int avoid_ship_num -1 int + avoid_goal_point {xyz={...} a1d=0x022e5b64 } vec3d avoid_check_timestamp 60989 long + big_collision_normal {xyz={...} a1d=0x022e5b74 } vec3d + big_recover_pos_1 {xyz={...} a1d=0x022e5b80 } vec3d + big_recover_pos_2 {xyz={...} a1d=0x022e5b8c } 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=0x022e5bac } vec3d lethality -1.9699980 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 aip->current_target_is_locked 0 int - swp 0x015aaa74 {num_primary_banks=1 num_secondary_banks=3 num_tertiary_banks=0 ...} ship_weapon * num_primary_banks 1 int num_secondary_banks 3 int num_tertiary_banks 0 int + primary_bank_weapons 0x015aaa80 int [3] + secondary_bank_weapons 0x015aaa8c int [4] current_primary_bank 0 int current_secondary_bank -1 int current_tertiary_bank 0 int previous_primary_bank 0 int previous_secondary_bank 0 int + next_primary_fire_stamp 0x015aaab0 int [3] + last_primary_fire_stamp 0x015aaabc int [3] + next_secondary_fire_stamp 0x015aaac8 int [4] + last_secondary_fire_stamp 0x015aaad8 int [4] next_tertiary_fire_stamp 0 int + primary_bank_ammo 0x015aaaec int [3] + primary_bank_start_ammo 0x015aaaf8 int [3] + primary_bank_capacity 0x015aab04 int [3] + primary_next_slot 0x015aab10 int [3] + primary_bank_rearm_time 0x015aab1c int [3] + secondary_bank_ammo 0x015aab28 int [4] + secondary_bank_start_ammo 0x015aab38 int [4] + secondary_bank_capacity 0x015aab48 int [4] + secondary_next_slot 0x015aab58 int [4] + secondary_bank_rearm_time 0x015aab68 int [4] tertiary_bank_ammo 0 int tertiary_bank_start_ammo 0 int tertiary_bank_capacity 0 int tertiary_bank_rearm_time 0 int last_fired_weapon_index 1532 int last_fired_weapon_signature 1533 int detonate_weapon_time 60819 int ai_class 3 int flags 0 int + primary_animation_position 0x015aab9c "" unsigned char [3] + secondary_animation_position 0x015aab9f "" unsigned char [4] + primary_animation_done_time 0x015aaba4 int [3] + secondary_animation_done_time 0x015aabb0 int [4] + burst_counter 0x015aabc0 int [7] + external_model_fp_counter 0x015aabdc int [7] swp->current_secondary_bank -1 int |
|
Changed to be a simple guard instead of a verify. Should not crash now. |
|
Haven't seen another instance. Should we resolve? |
|
Agreed. |
Date Modified | Username | Field | Change |
---|---|---|---|
2010-11-22 04:27 | FUBAR-BDHR | New Issue | |
2010-11-22 04:27 | FUBAR-BDHR | Status | new => assigned |
2010-11-22 04:27 | FUBAR-BDHR | Assigned To | => Sushi_CW |
2010-11-22 04:27 | FUBAR-BDHR | File Added: verify_aicode_5790.txt | |
2010-11-22 04:51 | FUBAR-BDHR | File Added: multi_2342.log | |
2010-11-22 04:52 | FUBAR-BDHR | File Added: fs2_open_2342.rar | |
2010-11-22 05:24 | FUBAR-BDHR | Note Added: 0012479 | |
2010-11-22 05:24 | FUBAR-BDHR | File Added: verify_aicode_5790b.txt | |
2010-11-22 05:25 | FUBAR-BDHR | Priority | normal => high |
2010-11-22 07:04 | The_E | Note Added: 0012480 | |
2010-11-24 07:12 | FUBAR-BDHR | Note Added: 0012484 | |
2010-11-24 08:59 | The_E | Note Added: 0012486 | |
2010-11-24 09:00 | The_E | Status | assigned => resolved |
2010-11-24 09:00 | The_E | Fixed in Version | => 3.6.13 |
2010-11-24 09:00 | The_E | Resolution | open => fixed |