Author Topic: Issue in Derelict mod  (Read 1982 times)

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Issue in Derelict mod
Hello,

Having an issue with the 6th mission in Derelict (Bait and Switch) and am getting this error when the ships we are attacking are confirmed as friendly. All turn green and in about 10 seconds get a crash back to terminal with the error:

ASSERTION: "shipnum >= 0 && shipnum < MAX_SHIPS" at missionparse.cpp:6665  Arriving ship '' does not exist!

I have attached a log. Other 5 missions went without a hitch.
So something is wrong with the ship that is trying to appear correct?

Running Ubuntu 14.04 LTS

Any ideas would be appreciated.

Thanks,
Spline64

[attachment deleted by nobody]
« Last Edit: August 24, 2015, 09:35:34 pm by Spline64 »

 

Offline niffiwan

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Re: Issue in Derelict mod
Are you using the latest version of the code from github?
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: Issue in Derelict mod
Using fs2_open 3.7.2 Debug....compiled on July 1st 2015
I'll check if they have a new version out.

Thanks,
Spline64

 

Offline AdmiralRalwood

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Re: Issue in Derelict mod
Using fs2_open 3.7.2 Debug....compiled on July 1st 2015
Code: [Select]
FreeSpace 2 Open version: 3.7.3
Your log seems to think you're not using 3.7.2.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<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!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

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

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Issue in Derelict mod
I apologize...need to actually read the log before I post.

 
Re: Issue in Derelict mod
Just tried this in a windows  install  on a different computer using  version 3.7.3 and got the same error message.

Guess I've found my problem.

Thanks,
Spline64

 

Offline AdmiralRalwood

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Re: Issue in Derelict mod
Just tried this in a windows  install  on a different computer using  version 3.7.3 and got the same error message.

Guess I've found my problem.

Thanks,
Spline64
Well, that still doesn't tell us what commit your version of FSO was compiled from, whether the problem still exists in current master, and whether or not you have problems with 3.7.2 Final.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<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!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

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

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Issue in Derelict mod
Tested on Revision : 2434365
Downloaded latest build, 50Feb3e.  Same error.

Sorry, never tested 3.7.2_final on this distro.

Will compile 3.7.2 Final and let ya know
 (btw 3.7.2 Final works fine on Windows )

Spline64

 
Re: Issue in Derelict mod
Tested the following builds:

fs2_open_3.7.2  --   latest commit eb46c94d08 --  Works correctly on Ubuntu 14.04 LTS.

fs2_open_3.7.3  --   latest commit 3a5f7143a2 --  errors in 6th mission as described
fs2_open_3.7.3_debug  --  same as above

Crashing when the RedBeard and "friends" try to appear.

Looked at all models in the tech room, all are accessable

I have attached a windows log of 3.7.3 with the same commit that has the same issue.

Really trying to test the heck out of this so I understand what's going on.

Thanks,



[attachment deleted by nobody]

  

Offline Goober5000

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Crashing when the RedBeard and "friends" try to appear.

Looking at the mission in question (attached), one thing that jumps out at me is that Kidd wing is set to arrive near a member of Jolly Roger wing, but Jolly Roger is cued to arrive after Kidd wing.  This is a circular dependency, so the bug lies in the mission.  That does raise the question of how the mission ever worked in the first place though.

The problem is confounded by the fact that the Assertion error message actually mislabels the ship.  The empty ship name '' is the arrival anchor, not the arriving ship itself, and the arriving ship's name does not appear in the error message.  Even so, it doesn't make sense that the arrival anchor is an empty ship name.  It would be good to trace through a debugger and find out exactly what is going on here.

Spline64, see if the second attachment (dl1-06-fixed.fs2) fixes the problem.  Put it in your data\missions folder and remove the "-fixed" from the file name so that it's just dl1-06.fs2.

EDIT: Turns out the modified mission will not fix the problem; see next post.  It's a code bug.

[attachment deleted by nobody]
« Last Edit: September 02, 2015, 12:28:56 am by Goober5000 »

 

Offline Goober5000

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Gah.  The real, root cause of this error is someone trying to add a scripting hook for arrivals in mission_maybe_make_ship_arrive() and making a mess of it.  Time to open a Mantis or github ticket.