Author Topic: Assertion failed and crash with many ships docked together  (Read 1530 times)

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Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Assertion failed and crash with many ships docked together
Hello oh masters of support and code,

This humble FREDder has once again succumbed to the darkness of error messages, and seeks to suckle from the teat of wisdom so that this one may continue FREDding unimpeded. This one has set up a mission with a particular cruiser that has six dockpoints. It is this one's intention to have the cruiser arrive with five of those dockpoints occupied by fighters, which will then proceed to undock from the cruiser and deploy into the battlefield. After much help from Master Sushi, this one set up his objecttypes so that this one's fighters were able to accept the undock goal via SEXP. This one attempted to test the mission, and encountered the following assertion failure during mission load:
Code: [Select]
Assert: (pobjp->flags & P_SF_DOCK_LEADER)
File: missionparse.cpp
Line: 1715

ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_13d_INF_SSE2.exe! WinAssert + 208 bytes
fs2_open_3_6_13d_INF_SSE2.exe! parse_create_object + 102 bytes
fs2_open_3_6_13d_INF_SSE2.exe! parse_wing_create_ships + 1417 bytes
fs2_open_3_6_13d_INF_SSE2.exe! post_process_ships_wings + 469 bytes
fs2_open_3_6_13d_INF_SSE2.exe! post_process_mission + 49 bytes
fs2_open_3_6_13d_INF_SSE2.exe! parse_mission + 1531 bytes
fs2_open_3_6_13d_INF_SSE2.exe! parse_main + 449 bytes
fs2_open_3_6_13d_INF_SSE2.exe! mission_load + 215 bytes
fs2_open_3_6_13d_INF_SSE2.exe! game_start_mission + 184 bytes
fs2_open_3_6_13d_INF_SSE2.exe! game_enter_state + 462 bytes
fs2_open_3_6_13d_INF_SSE2.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_13d_INF_SSE2.exe! game_process_event + 242 bytes
fs2_open_3_6_13d_INF_SSE2.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_13d_INF_SSE2.exe! game_main + 782 bytes
fs2_open_3_6_13d_INF_SSE2.exe! WinMain + 330 bytes
fs2_open_3_6_13d_INF_SSE2.exe! __tmainCRTStartup + 322 bytes
fs2_open_3_6_13d_INF_SSE2.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Prior to this, a warning was generated by FSO notifying this one that multiple dock leaders were present, and that it would set the cruiser as the sole leader. Having glanced at the relevant code, this one speculates that the attempt to set the cruiser as the sole dock leader was unsuccessful, as the assertion checked that the function in which it was contained was being called only for dock leaders. However, this one's experience with the code is pitifully brief, and it only offers this speculation as a possibility.

This one seeks guidance on what to do about this error. Oh masters of the code, this one implores your help, craving your short, terse words of simultaneous admonishment and reparation. This one stands before you, pitiful, thirsting for advice. This one can only offer you that most despised yet most useful document: the fs2_open.log
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -fov 0.4
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod project_one,fsport_mediavps,fsport,mediavps_3612
  -no_set_gamma
  -fullscreen_window
Building file index...
Found root pack 'C:\Games\FreeSpace2\fsport_mediavps\mv_fsport.vp' with a checksum of 0xb5009f03
Found root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x2d27b494
Found root pack 'C:\Games\FreeSpace2\fsport\fsport3_2.vp' with a checksum of 0xfd80cf91
Found root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x39438fdb
Found root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0x060994cb
Found root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0xac31d566
Found root pack 'C:\Games\FreeSpace2\fsport\tango_hi_fs1.vp' with a checksum of 0x44e81e9f
Found root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\project_one\' ... 142 files
Searching root 'C:\Games\FreeSpace2\fsport_mediavps\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\fsport_mediavps\mv_fsport.vp' ... 291 files
Searching root 'C:\Games\FreeSpace2\fsport\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' ... 160 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport3_2.vp' ... 794 files
Searching root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1229 files
Searching root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' ... 85 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_hi_fs1.vp' ... 33 files
Searching root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 251 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 30 roots and 18127 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: Digital Audio (S/PDIF) (High De
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 9600 GT/PCI/SSE2
  OpenGL Version   : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'p1-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'p1-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'p1-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'p1-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'p1-shp.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 448
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0x33c109fb, IBX checksum: 0xd66d8c14 -- "fighter04.pof"
Frame  0 too long!!: frametime = 0.643 (0.643)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.703 (0.703)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 98 frames at 30 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'p1_m2'
Starting mission message count : 178
Ending mission message count : 179
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
WARNING: "There are multiple dock leaders in the docking group containing the leader Innova!  Setting Innova as the sole leader..." at missionparse.cpp:5990
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0x33c109fb, IBX checksum: 0xd66d8c14 -- "fighter04.pof"
Loading model 'cargo03.pof'
IBX: Found a good IBX to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0xb7a1f16d -- "cargo03.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x5ab783e1 -- "cargo02.pof"
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
Loading model 'GunPlatform01.pof'
IBX: Found a good IBX to read for 'GunPlatform01.pof'.
IBX-DEBUG => POF checksum: 0xa6ffd8a3, IBX checksum: 0x0443849a -- "GunPlatform01.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01c' is detail level 2 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02c' is detail level 2 of 'turret02a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Submodel 'turret02b-destroyed' is detail level 1 of 'turret02a-destroyed'
Loading model 'pfighter01.pof'
IBX: Found a good IBX to read for 'pfighter01.pof'.
IBX-DEBUG => POF checksum: 0xc718f51f, IBX checksum: 0xfa5e4b33 -- "pfighter01.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01d' is detail level 3 of 'thruster01a'
Loading model 'innova.pof'
IBX: Found a good IBX to read for 'innova.pof'.
IBX-DEBUG => POF checksum: 0xba1b5ceb, IBX checksum: 0x72b0b47b -- "innova.pof"
Submodel 'hull2b' is detail level 1 of 'hull2a'
Loading model 'Angel.pof'
IBX: Found a good IBX to read for 'Angel.pof'.
IBX-DEBUG => POF checksum: 0x69f29dc8, IBX checksum: 0xad3560df -- "Angel.pof"
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xee515f57, IBX checksum: 0xa43832eb -- "cruiser02.pof"
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Loading model 'fighter02.pof'
IBX: Found a good IBX to read for 'fighter02.pof'.
IBX-DEBUG => POF checksum: 0x0649f342, IBX checksum: 0x89072ca9 -- "fighter02.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
ASSERTION: "(pobjp->flags & P_SF_DOCK_LEADER)" at missionparse.cpp:1715
Int3(): From c:\games\freespace2\fs2_open\code\globalincs\windebug.cpp at line 902

If you need more information or tests, just say the word.

CommanderDJ
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Zacam

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Re: Assertion failed and crash with many ships docked together

As I'm pretty sure this might require custom assets which nobody else would have, do you think you could replicate the situation with adding some docking points to a "Retail" (or MediaVP) model and implementing the same set up with "Retail" like assets to see if it still happens there and if so, then share said mission setup for validation by others?

It will also help us in knowing -how- you are going about setting this up. It wouldn't be the first time that FRED allows something that FSO doesn't like, but it -is- passing strange that it would happen.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys