Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on November 20, 2010, 02:26:40 pm
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Here is the nightly for Windows on 20 Nov 2010 - Revision 6758
Group: Inferno
fso-WIN-Inferno-20101120_r6758.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101120_r6758.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101120_r6758.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20101120_r6758.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101120_r6758.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101120_r6758.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20101120_r6758.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101120_r6758.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101120_r6758.md5)
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r6753 | Echelon9 | 2010-11-20 02:25:16 -0600 (Sat, 20 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/network/multiutil.cpp
M /trunk/fs2_open/code/object/objectdock.cpp
M /trunk/fs2_open/code/object/parseobjectdock.cpp
M /trunk/fs2_open/code/parse/lua.cpp
M /trunk/fs2_open/code/parse/parselo.cpp
M /trunk/fs2_open/code/scramble/scramble.cpp
M /trunk/fs2_open/code/ship/shipfx.cpp
Fix a few malloc/vm_malloc changes to properly track memory usage; fix a potential NULL dereference in parse/lua.cpp
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r6754 | Echelon9 | 2010-11-20 06:22:03 -0600 (Sat, 20 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/aicode.cpp
M /trunk/fs2_open/code/bmpman/bmpman.cpp
M /trunk/fs2_open/code/globalincs/pstypes.h
M /trunk/fs2_open/code/graphics/gropenglbmpman.cpp
M /trunk/fs2_open/code/mission/missioncampaign.cpp
M /trunk/fs2_open/code/missionui/missionshipchoice.cpp
M /trunk/fs2_open/code/missionui/missionweaponchoice.cpp
M /trunk/fs2_open/code/network/multilag.cpp
M /trunk/fs2_open/code/network/multimsgs.cpp
M /trunk/fs2_open/code/object/collideshipship.cpp
M /trunk/fs2_open/code/object/objectsnd.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
M /trunk/fs2_open/code/playerman/playercontrol.cpp
M /trunk/fs2_open/code/radar/radar.cpp
M /trunk/fs2_open/code/radar/radarorb.cpp
M /trunk/fs2_open/code/ship/shipfx.cpp
M /trunk/fs2_open/code/starfield/starfield.cpp
Fix a range of potential NULL dereferences
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r6755 | Echelon9 | 2010-11-20 09:10:14 -0600 (Sat, 20 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/cutscene/cutscenes.cpp
Fix: Invalid data: accessing 'Text_line_size', the readable size is '80' bytes, but '4194244' bytes might be read; Invalid data: accessing 'Text_lines', the readable size is '80' bytes, but '4194244' bytes might be read
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r6756 | Echelon9 | 2010-11-20 10:25:33 -0600 (Sat, 20 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/aicode.cpp
Fix: Use of swp->current_secondary_bank when equal to -1 as an array index. Very broken.
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r6757 | Echelon9 | 2010-11-20 11:27:45 -0600 (Sat, 20 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/sexp.cpp
Corrected sprintf format, as 'Changed from 'int' to 'float' by Zacam 10/2010'
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r6758 | Echelon9 | 2010-11-20 12:45:34 -0600 (Sat, 20 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/lua.cpp
Fix: Local declaration of 'num_lines' hides declaration of the same name in outer scope.
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I am getting an error with the build that was not in 6748. The game stops and I get the following error message:
Verify Failure: Swp-> Current_Secondary_bank >= 0&& Swp-> Current_Secondary_bank < MAX_SHIP_SECONDARY_BANKS
I am currently playing TVWP and have not had any problems until I went from 6748 INF SSE2 to 6758 Inf SSE2
[attachment deleted by admin]
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I am getting an error with the build that was not in 6748. The game stops and I get the following error message:
Verify Failure: Swp-> Current_Secondary_bank >= 0&& Swp-> Current_Secondary_bank < MAX_SHIP_SECONDARY_BANKS
I am currently playing TVWP and have not had any problems until I went from 6748 INF SSE2 to 6758 Inf SSE2
Hi Macfe,
Could you please confirm two things?
1. Had any of your secondary weapons run out of ammo at that time of the crash?
2. What platform do you play on? From your title, is it a Mac?
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I'm Playing on windows vista. None of my secondaries had run out of ammo at the time. I am having the same problem with with TBP so I'm assuming it's not mod related.
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I'm pretty sure current secondary can be set to -1 at times Echelon9. I don't know if that new Verify is correct.
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Well, all that needs to be done there is to make sure that we only use it as an array index if it is valid; No need to bother the user by crashing.
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Well, all that needs to be done there is to make sure that we only use it as an array index if it is valid; No need to bother the user by crashing.
It is used as an array index in ~4 spots within aicode.cpp. So if it can be set to -1, then we'll need to be guarding it in each spot.
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Yeah, especially since I think it's always -1 if a ship doesn't have any secondary banks too. It should be guarded against then, not crash out.