Author Topic: Spinning Space Stations of Doom - WiH Act3 M05  (Read 4257 times)

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Spinning Space Stations of Doom - WiH Act3 M05
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.

 

Offline MatthTheGeek

  • Captain Obvious
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Re: Spinning Space Stations of Doom - WiH Act3 M05
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
People are stupid, therefore anything popular is at best suspicious.

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Offline Rodo

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Re: Spinning Space Stations of Doom - WiH Act3 M05
aside from the error dread, that vid is quite hilarious.
el hombre vicio...

 

Offline BritishShivans

  • Jolly good supernova
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Re: Spinning Space Stations of Doom - WiH Act3 M05
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:

 

Offline The E

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Re: Spinning Space Stations of Doom - WiH Act3 M05
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.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Rodo

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Re: Spinning Space Stations of Doom - WiH Act3 M05
party pooper. :P
el hombre vicio...

 

Offline Cyborg17

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Re: Spinning Space Stations of Doom - WiH Act3 M05
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.

 

Offline An4ximandros

  • 210
  • Transabyssal metastatic event
Re: Spinning Space Stations of Doom - WiH Act3 M05
This is just a manifestation of the Great Darkness... CODETHULU! FHG'TUOB'FEQU'GHO'FIQIQ!

But seriously, Haha. :D

 
Re: Spinning Space Stations of Doom - WiH Act3 M05
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
« Last Edit: November 12, 2013, 01:36:33 pm by Lykurgos88 »