Author Topic: Crash when offscreen indicators appear  (Read 1360 times)

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Crash when offscreen indicators appear
I've got Freespace 2 from GOG, and installed FSO 3.7.2 (rather than a release candidate) with the WXLauncher. I can launch the game on my middle monitor of three at 2560x1440 resolution, and it looks great, but as soon as the instructor's craft goes offscreen and the arrow indicators appear, FSO crashes. If I turn the ship to keep the instructor's craft in view, no crash.

Does anyone know if this relates to currently-known bugs or have any other ideas on keeping this running? FS2 on its own runs fine, though.

I've attached my fs2_open.log.

[attachment DELETED!! by Strong Bad]

 

Offline AdmiralRalwood

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Re: Crash when offscreen indicators appear
You're running a triple-monitor setup as 2560x1440 instead of 7680x1440? Putting that aside, we've had a couple other people report crashes like this with resolutions higher than ~1200 or so vertical pixels, but it doesn't leave an error in the debug log, so unless somebody catches it with a debugger, it's going to be a real pain to try and track down. You could try 5760x1080 and see if the problem goes away.
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

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<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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