View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000789 | FSSCP | multiplayer | public | 2006-02-06 01:14 | 2006-03-16 23:49 |
| Reporter | WMCoolmon | Assigned To | taylor | ||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000789: model_get call fails in weapon select screen | ||||
| Description | I'm not sure what causes this; but it fails on the Assert "Assert( Polygon_models[num]->id == model_num );". I believe this may be responsible for a crash or two in the ship/weapon select screens. | ||||
| Additional Information | > fs2_open_d.exe!debug_int3(char * file=0x0085d8d0, int line=1021) Line 922 C++ fs2_open_d.exe!WinAssert(char * text=0x00889434, char * filename=0x008885e8, int linenum=3212) Line 1021 + 0x13 C++ fs2_open_d.exe!model_get(int model_num=0) Line 3212 + 0x33 C++ fs2_open_d.exe!weapon_select_do(float frametime=0.14099121) Line 3611 + 0xf C++ fs2_open_d.exe!game_do_state(int state=16) Line 8293 + 0xb C++ fs2_open_d.exe!gameseq_process_events() Line 651 + 0x14 C++ fs2_open_d.exe!game_main(char * cmdline=0x00133717) Line 8791 + 0x5 C++ fs2_open_d.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00133717, int nCmdShow=1) Line 8863 + 0x9 C++ fs2_open_d.exe!WinMainCRTStartup() Line 251 + 0x30 C kernel32.dll!7c4e87f5() ntdll.dll!77f89964() ntdll.dll!77f89964() | ||||
| Tags | No tags attached. | ||||
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I've seen this too, but it always seems to be with model_num == 0. I was wondering if it's just not getting reset to -1 like it's supposed to... and I don't think it is. Looks like it isn't getting reset when the screen is closed out and then leaves the old index in place. Easy enough to fix, but I haven't tested it yet. model_unload() never gets called on it either (also fixed). |
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Seems to be fixed now. I'll commit the next time I get the chance. |
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Sweet. :) |
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Check current CVS and double-check me on it being fixed. Unless I hear otherwise I'll assume that it is fixed and resolve this bug tomorrow. |
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* BUMP * Did the fixes help this any? |
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Sorry, I haven't gotten around to multiplayer testing this. :-/ Assigning to myself so that I'll remember. |
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Umm, just going to assume this is fixed until someone can recreate it (since I can't). |
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Fixered. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-02-06 01:14 | WMCoolmon | New Issue | |
| 2006-02-06 01:14 | WMCoolmon | Assigned To | taylor => |
| 2006-02-06 01:16 | taylor | Assigned To | => taylor |
| 2006-02-06 01:53 | taylor | Note Added: 0004671 | |
| 2006-02-09 23:50 | taylor | Note Added: 0004704 | |
| 2006-02-12 02:42 | WMCoolmon | Note Added: 0004720 | |
| 2006-02-16 04:49 | taylor | Note Added: 0004759 | |
| 2006-02-20 23:40 | taylor | Note Added: 0004852 | |
| 2006-02-21 07:24 | WMCoolmon | Assigned To | taylor => WMCoolmon |
| 2006-02-21 07:24 | WMCoolmon | Note Added: 0004876 | |
| 2006-03-16 23:49 | taylor | Note Added: 0005145 | |
| 2006-03-16 23:49 | taylor | Status | assigned => resolved |
| 2006-03-16 23:49 | taylor | Resolution | open => fixed |
| 2006-03-16 23:49 | taylor | Assigned To | WMCoolmon => taylor |
| 2006-03-16 23:49 | taylor | Note Added: 0005146 |