Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 666maslo666 on October 03, 2013, 04:24:23 pm
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I made a little mod based on BP2 (basically added some ships and rebalanced shivan beams). I am running 3.7.1 BP build. If I try to run my test mission, ships start to disappear after a while, and altrough I can still target them, they are nowhere to be found (viewing from shows only darkness) and all the sound shuts down if one of the disappeared ships is targeted.
Debug build crapped out even sooner, at the missions start, so I am not sure the log will be useful:
http://pastebin.com/j0QKYZDq
Here is the mod (the test mission with the bug is aieiaiao.fs2:
https://www.dropbox.com/s/0vyt2o39u7y99gw/Majnemod.7z (89.5 MB)
Also, one of the medical frigates in the mission (the one that later disappears, UEM Yamanaka) appears to incorrectly approach the Karnak for docking (it takes her far longer than the other one). Is it a problem with the Karnak model?
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I got that a lot a while back with DE, thought it was something to do with ships arriving via hyperspace, but if its happening with (slightly table-altered) BP assets...
Seems like some math ****up engine side (?).
I've also had it happen to the player ship (as in, getting whisked away by the transcendant), where instead of just vanishing ship you get a black screen with the shield icons moved to the upper lefthand corner of the screen, sound stuttering (because YOU vanished)
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ASSERTION: "vm_vec_mag(plane_normal) > 0.999f && vm_vec_mag(plane_normal) < 1.001f" at vecmat.cpp:106
Hmmm... vector normalisation is broken? A stack trace could help here as the Assertion was triggered by the value of one of the unmodified inputs to the function vm_project_point_onto_plane. (It could also be memory corruption, in which case a stack trace won't help :()
Does the problem also occur with 3.7.0 DEBUG?
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Does the problem also occur with 3.7.0 DEBUG?
Where can I find 3.7.0 BP build to test it? Or do you mean regular build? I thought those should not be used with the BP mod.
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I have noticed that the corruption starts with UEM Yamanaka, as it approaches the Karnak on its convoluted (buggy?) dock path, and is approx 2 minutes from docking. Then it spreads to the ships that have something to do with it (if I order my wingmen to protect it, they also suddenly disappear).
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Looks like a propagating NaN error. I'll look into it.
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I got that a lot a while back with DE, thought it was something to do with ships arriving via hyperspace, but if its happening with (slightly table-altered) BP assets...
Seems like some math ****up engine side (?).
I've also had it happen to the player ship (as in, getting whisked away by the transcendant), where instead of just vanishing ship you get a black screen with the shield icons moved to the upper lefthand corner of the screen, sound stuttering (because YOU vanished)
Even today, it would seem that the Transcendant's influence upon FSO is great. Perhaps he is one the behind Codethulhu? :P
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Does the problem also occur with 3.7.0 DEBUG?
Where can I find 3.7.0 BP build to test it? Or do you mean regular build? I thought those should not be used with the BP mod.
Oops, sorry about that, I was talking about regular builds. You are correct, without the BP compatibility VPs you need a BP build.
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Has anyone tried the mod+mission in order to verify its not just my computer or FS setup causing the bug?
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I have determined that the problem probably lies in the PVI Karnak model I use in my mod (when I change the station for an Arcadia or Abydos the bug disappears and changing other ships has no effect). Surprising considering that the model does not appear to be buggy in game in any other way except by causing this corruption.