Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: Lykurgos88 on November 12, 2013, 07:08:05 am

Title: Spinning Space Stations of Doom - WiH Act3 M05
Post by: Lykurgos88 on November 12, 2013, 07:08:05 am
Ok, this might be a game breaking bug in the mission "Her Finest Hour". As soon as the game starts, some ships and stations start to spin and warp around, destroying smaller ships and failing the mission soon after. Same kind of spinning happened too in the "Everything is permitted" mission, but it wasn't as bad and I managed to scan the Comm of the station to get encryption code, even though the whole thing was moving all the time.

But this one is just impossible to beat. I can't do anything before Carthage escapes.

See the madness here:


My parameters:

Code: [Select]
D:\Pelit\Freespace 2\fs2_open_3_7_1_SSE2_BP.exe -mod blueplanet2,blueplanet,mediavps_3612 -missile_lighting
-3dshockwave -post_process -soft_particles -fxaa -targetinfo -rearm_timer -ballistic_gauge -ship_choice_3d
-weapon_choice_3d -3dwarp -warp_flash -snd_preload -ambient_factor 75 -spec_exp 11 -spec_point 0.6 -spec_static
0.8 -spec_tube 0.4 -ogl_spec 60

Playing FS open with fresh gog.com install. The rig consists of Core i7 920, 6 GB DDR3, Geforce GTX 770.
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: MatthTheGeek on November 12, 2013, 07:16:38 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: Rodo on November 12, 2013, 08:35:16 am
aside from the error dread, that vid is quite hilarious.
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: BritishShivans on November 12, 2013, 08:53:05 am
It is. I thought the spinning stuff was fixed, but apparently it isn't. And TBH - unless the SCP team cannot absolutely preserve the bug in a way that lets us keep it without breaking the game/breaking other things - I want to see it stay. It's hilarious to watch.  :lol:
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: The E on November 12, 2013, 09:13:52 am
It is. I thought the spinning stuff was fixed, but apparently it isn't. And TBH - unless the SCP team cannot absolutely preserve the bug in a way that lets us keep it without breaking the game/breaking other things - I want to see it stay. It's hilarious to watch.  :lol:

Yeah, that is not going to happen.
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: Rodo on November 12, 2013, 09:31:55 am
party pooper. :P
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: Cyborg17 on November 12, 2013, 11:04:49 am
I saw this in Cardinal Spear yesterday.  It happened with a fighter and a sentry gun.  I think my exe is around r9989, but I'm not 100% sure.  I'll post a log when I get home.
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: An4ximandros on November 12, 2013, 12:19:40 pm
This is just a manifestation of the Great Darkness... CODETHULU! FHG'TUOB'FEQU'GHO'FIQIQ!

But seriously, Haha. :D
Title: Re: Spinning Space Stations of Doom - WiH Act3 M05
Post by: Lykurgos88 on November 12, 2013, 01:28:18 pm
The debug version crashes as soon as the mission starts. The error seems to be the same as in the other thread (taken from log-file):

Code: [Select]
ASSERTION: "dock_list == NULL" at object.cpp:157
 dock_list should have been cleared already!
Int3(): From d:\fso\scp bp\code\globalincs\windebug.cpp at line 1040

This spinning and warping seems to affect ONLY stations and ships that are in the "Docked" state, so there must be some correlation here with the odd behaviour.

EDIT: Here is a longer version as well directly taken from the debugger:

Code: [Select]
Assert: dock_list == NULL
File: object.cpp
Line: 157
dock_list should have been cleared already!

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! WinAssert + 238 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! object::clear + 381 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! obj_init + 85 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! game_level_init + 266 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! game_start_mission + 102 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! game_enter_state + 561 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! gameseq_set_state + 303 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! gameseq_process_events + 149 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! WinMain + 328 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! __tmainCRTStartup + 296 bytes
fs2_open_3_7_1_BP_SSE2-DEBUG.exe! WinMainCRTStartup + 13 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes