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IDProjectCategoryView StatusDate SubmittedLast Update
0001159Zandronum[All Projects] Bugpublic2012-11-02 09:212018-09-30 21:09
Reporterunknownna 
Assigned ToTorr Samaho 
PrioritynormalSeveritycrashReproducibilitysometimes
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version1.0 
Target VersionFixed in Version1.1 
Summary0001159: Random Futur War crash online
DescriptionI tried this mod for the first time today and it crashed during a final-boss battle.
Additional Information'http://sickedwick.net/wads/futur_war_source_2.0_betav4.2.zip [^]'
'http://sickedwick.net/wads/futur_war_source_music_2.0_betav4.zip [^]'
Attached Fileszip file icon CrashReport.zip [^] (18,251 bytes) 2012-11-02 09:21
zip file icon CrashReport_02.zip [^] (18,402 bytes) 2012-11-03 09:17
zip file icon CrashReport_03.zip [^] (18,117 bytes) 2012-11-03 09:25

- Relationships

-  Notes
User avatar (0005282)
unknownna (updater)
2012-11-02 09:24

There's a lot of stuff going on in this mod. It also froze during another final-boss battle, but it affected every player on the server.
User avatar (0005287)
unknownna (updater)
2012-11-03 09:16
edited on: 2012-11-03 09:25

And here's another crash report. It didn't crash during a final-boss battle this time.

Edit:

And another one. This time it crashed before I picked up a guard sphere.

User avatar (0005298)
Torr Samaho (administrator)
2012-11-03 20:02

All three crash logs point to A_MStaffTrack and to a potentially missing NULL pointer check. Please test if this still crashes.
User avatar (0005303)
unknownna (updater)
2012-11-03 20:31

I went through all the DECORATE lumps and found only 1 instance of A_MStaffTrack being called. Here's the actor:

actor seekerRocket : MageStaffFX2
{
    Radius 12
    Height 8
    Speed 100
    Damage 20
    Projectile
        +EXTREMEDEATH
    +ROCKETTRAIL
    +SEEKERMISSILE
    DeathSound "DSQKLDTH"
        DamageType "CloneSeekerMissile"
        Decal BigScorch
    States
    {
    Spawn:
        QROK A 0 A_CustomMissile("seekerRockTrail",0,0,0,0)
        QROK A 0 A_BishopMissileWeave
    QROK A 0 Bright A_MStaffTrack
    QROK A 1 bright A_SeekerMissile(80,90)
    Loop
    Death:
        TNT1 AA 0 A_SpawnItemEx("ExplosionMainLarge",random(-32,32),random(-32,32),random(-5,15), 0, 0, 0, 0, 128, 0)
    EXP3 A 2 Bright A_Explode(200,200)
    NULL A 0 A_SpawnItem("ExtraExplosion")
    EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
    Stop
    }
}

And here are the 2 actors that use the seekerRocket actor:

Actor SeekerBazooka : FuturWeapon 10088
{
  //$Category Weapons
  scale 0.75
  radius 20
  height 16
  inventory.pickupmessage "You got a Seeker BAZOOKA!"
  Weapon.PreferredSkin "CloneBazooka"
  weapon.selectionorder 2500
  weapon.kickback 100
  weapon.ammotype "DevRocketAmmo"
  weapon.ammouse 1
  weapon.ammogive 4
  +WEAPON.EXPLOSIVE
  //+WEAPON.NOAUTOFIRE
  states
  {
   Ready:
      TNT1 A 0 A_TakeInventory("Throwing3rdFire",1)
         RPGA A 0 A_JumpIfInventory("ThrowingfragGrenade",1,"FragGrenade")
         RPGA A 0 A_JumpIfInventory("ThrowingionGrenade",1,"IonGrenade")
         RPGA A 0 A_JumpIfInventory("ThrowingsmokGrenade",1,"SmokGrenade")
TNT1 A 0 A_JumpIfInventory("ThrowingDecoyGrenade",1,"DecoyGrenade")
TNT1 A 0 A_JumpIfInventory("ThrowingFireGrenade",1,"FireGrenade")
         RPGA A 1 A_WeaponReady
         loop
Deselect:
        RPGA A 1 A_Lower
    NULL AA 0 A_LOWER
        loop
 Select:
        RPGA A 1 A_Raise
    NULL AA 0 A_RAISE
        loop
  Fire:
        RPGA A 1
    NULL A 0 A_PlayWeaponSound("SEEKLAUNCH")
        RPGA B 2 bright A_FireCustomMissile ("SeekerRocket",0,1,9,-2)
        RPGA C 2 bright
    RPGA DEFEDHG 2
    RPGA A 8
    RPGA A 0 A_PlayWeaponSound("RPGOPN")
    RPGA IJKLM 2
    RPGA M 7
    RPGA A 0 A_PlayWeaponSound("RPGLAD")
    RPGA NOON 2
    RPGA M 7
    RPGA A 0 A_PlayWeaponSound("RPGOCLS")
    RPGA MLKJI 2
    RPGA A 4
    Goto ready
   Fire:
        RPGA A 1
    NULL A 0 A_PlayWeaponSound("SEEKLAUNCH")
        RPGA B 2 bright A_FireCustomMissile ("SeekerRocket",0,1,9,-2)
        RPGA C 2 bright
    RPGA DEFEDHG 2
    RPGA A 8
    RPGA A 0 A_PlayWeaponSound("RPGOPN")
    RPGA IJKLM 2
    RPGA M 7
    RPGA A 0 A_PlayWeaponSound("RPGLAD")
    RPGA NOON 2
    RPGA M 7
    RPGA A 0 A_PlayWeaponSound("RPGOCLS")
    RPGA MLKJI 2
    RPGA A 4
    Goto ready
 Spawn:
        RPGA Z -1
    Stop
  }
}


ACTOR CloneSoldierSeekerBazooka : ThebaseMonsterCloneSoldier 13011
{
    States
    {
    Spawn:
        PL5S A 4 A_Look
        Loop
          See:
                PL5S A 0 A_JumpIf(waterlevel == 3, "ExitWater")
                PL5S A 0 A_JumpIf(waterlevel == 2, "ExitWater")
                PL5S A 0 A_JumpIf(waterlevel == 1, "ExitWater")
                PL5S A 0 NoiseAlert (0, 0)
                PL5S ABCD 4 A_Chase
                loop
       Distance:
        PL5S A 10 A_Recoil (15)
        Goto See
    Missile:
                PL5S E 4 A_JumpIfCloser(280,"Missile1")
                PL5S EEE 4 A_FaceTarget
                PL5S E 0 A_PlayWeaponSound("SEEKLAUNCH")
        PL5S F 6 A_CustomMissile ("seekerRocket",32, 0, 0, 0, 0)
                PL5S EEEE 4 A_FaceTarget
                PL5S A 0 A_PlayWeaponSound("RPGLAD")
        PL5S EEEEE 2 A_FaceTarget
                PL5S E 7 A_FaceTarget
                PL5S E 0 A_PlayWeaponSound("RPGOCLS")
                PL5S EEEE 2 A_FaceTarget
                PL5S E 7 A_FaceTarget
            PL5S A 0 A_PlayWeaponSound("RPGOPN")
        PL5S EEEE 2 A_FaceTarget
        PL5S A 5
        Goto See
        Missile1:
                PLA2 A 0 A_Jump(70,"Distance")
                PLA2 E 4 A_FaceTarget
                PLA2 F 0 A_PlaySound("weapons/boltfire")
        PLA2 F 6 A_CustomMissile ("PlasmaBolterShot1", 40, 0, 0)
                PLA2 E 4 A_FaceTarget
                PLA2 F 0 A_PlaySound("weapons/boltfire")
        PLA2 F 6 A_CustomMissile ("PlasmaBolterShot1", 40, 0, 0)
                PLA2 E 4 A_FaceTarget
                PLA2 F 0 A_PlaySound("weapons/boltfire")
        PLA2 F 6 A_CustomMissile ("PlasmaBolterShot1", 40, 0, 0)
                PLA2 A 5
        Goto see
    Pain:
        PL5S G 4
        PL5S G 4 A_Pain
        Goto See
    Death:
        PL5S H 10
        PL5S I 10 A_Scream
        PL5S J 10 A_NoBlocking
        PL5S KLM 10
                PL5S N 650
       DeathFade:
                PL5S N 2 A_FadeOut(0.1)
                Loop
    }
}
User avatar (0005304)
Torr Samaho (administrator)
2012-11-03 20:51

Then most likely those were causing the crashes. Does the new binary I linked above still crash?
User avatar (0005306)
unknownna (updater)
2012-11-03 21:33

You're right. I think the new binary fixed the issue since I couldn't make it crash in the new binary no matter how hard I tried.
User avatar (0005319)
Dusk (developer)
2012-11-05 22:54

With unknownna's comment, I'm marking this as fixed.

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- Issue History
Date Modified Username Field Change
2012-11-02 09:21 unknownna New Issue
2012-11-02 09:21 unknownna File Added: CrashReport.zip
2012-11-02 09:24 unknownna Note Added: 0005282
2012-11-03 09:16 unknownna Note Added: 0005287
2012-11-03 09:17 unknownna File Added: CrashReport_02.zip
2012-11-03 09:17 unknownna Reproducibility have not tried => random
2012-11-03 09:25 unknownna Note Edited: 0005287 View Revisions
2012-11-03 09:25 unknownna File Added: CrashReport_03.zip
2012-11-03 20:02 Torr Samaho Note Added: 0005298
2012-11-03 20:02 Torr Samaho Assigned To => Torr Samaho
2012-11-03 20:02 Torr Samaho Status new => needs testing
2012-11-03 20:31 unknownna Note Added: 0005303
2012-11-03 20:51 Torr Samaho Note Added: 0005304
2012-11-03 21:33 unknownna Note Added: 0005306
2012-11-03 22:10 unknownna Reproducibility random => sometimes
2012-11-05 22:54 Dusk Note Added: 0005319
2012-11-05 22:54 Dusk Status needs testing => resolved
2012-11-05 22:54 Dusk Resolution open => fixed
2012-11-10 22:22 unknownna Status resolved => feedback
2012-11-10 22:22 unknownna Resolution fixed => reopened
2012-11-10 22:23 unknownna Status feedback => resolved
2012-11-10 22:23 unknownna Resolution reopened => fixed
2012-11-10 22:23 unknownna Fixed in Version => 1.1
2018-09-30 21:09 Blzut3 Status resolved => closed






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