Author Topic: Brakiri Tashkat Bug  (Read 2345 times)

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Offline Vidmaster

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Had that crash during a WIP mission:

Error: ai_find_path tring to find a path (16) that doesn't exist, on ship BI Fellitanaras
File:J:\src\cvs\fs2_open_3_6_9.final\code\ai\AiCode.cpp
Line: 3873
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_3_6_9-INF.exe 00608dd1()
    fs2_open_3_6_9-INF.exe 006096e5()
    fs2_open_3_6_9-INF.exe 004be6e0()
    fs2_open_3_6_9-INF.exe 004c0754()
    fs2_open_3_6_9-INF.exe 004c0921()
    fs2_open_3_6_9-INF.exe 0049215c()
    fs2_open_3_6_9-INF.exe 004284b3()
    fs2_open_3_6_9-INF.exe 0109fb10()
    fs2_open_3_6_9-INF.exe 0109fd2c()
    fs2_open_3_6_9-INF.exe 0109ff48()
    fs2_open_3_6_9-INF.exe 010a0164()
    fs2_open_3_6_9-INF.exe 010a059c()
    fs2_open_3_6_9-INF.exe 010a07b8()
    fs2_open_3_6_9-INF.exe 010a09d4()
    fs2_open_3_6_9-INF.exe 010a1028()
------------------------------------------------------------------


The BI Fellitanaras is a Tashkat. I think it has something to do with the beam cannons. Take a look at it. Turret 6 and 7 contain the beams but they are placed in the MIDDLE of the ship, instead in the two cannons at the wings.
I removed the beams from the subsystems now, I hope that works. I need that ship.
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Offline karajorma

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I don't think the problem is the beams. They look fine to me. And your comment about them being in the middle is rather odd. They're not. They are in the correct place as far as I can see.


The problem seems to be that FS2_Open is trying to find the 16th path for a ship with only 12 subsystems and a dock point. That's not a simple off -by-one error which suggests that something is very wrong with either the model or the code. And if someone can show me it's not the model you're using I'll take a look at the code. :)
« Last Edit: December 20, 2007, 05:13:51 am by karajorma »
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Offline IPAndrews

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And if someone can show me it's not the model you're using I'll take a look at the code. :)

I can have a look at the model this evening but if it's a bug that requires a recompile then you're out of luck. The original was compiled out of Max by IE Maverick. I have neither the original files or Max. Still let's see what my post mortem turns up.
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Offline Whitelight

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Using the same build  (fs2_open_3_6_9-INF.exe)  I can`t duplicate that bug.
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Offline Vidmaster

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removed the beams, no more crashs so far
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Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline IPAndrews

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The axis of the beam turrets is indeed set incorrectly. This is a mistake Maverick used to make now and again. Alas it's not something I can fix for reasons discussed earlier.
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Offline IPAndrews

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Ok I've sort of fixed this but it's a compromise. The team turrets have come off. As non-beam turrets seem to fire correctly. You may not be able to disable them though. The ship must remain buggy as the ship cannot be recompiled. I tried a pof->cob->pof and that route doesn't work. So this is the only fix possible.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.