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bckobayashimaru.de • View topic - Warp-Intercept of a wrack, while exploding, crash the game

bckobayashimaru.de

Bridge Commander Kobayashi Maru Project
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PostPosted: Sat Feb 22, 2014 7:11 am 
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I have just found a funny bug in the game.

When you insert a decoy in the game or a probe may crash the game under certain circumstances. If AI ships are available and this fire on the decoy or the probe with torpedoes, they are accelerated enormously (millions of kph). Now the AI followed the fast wreck with Warp-intercept. In the moment when it will explode and taken out of the game, the game just crashes.


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PostPosted: Tue May 06, 2014 10:05 pm 
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Attachments:
WarpIntercept.py [15.66 KiB]
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PostPosted: Thu May 08, 2014 6:55 pm 
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PostPosted: Thu May 08, 2014 11:14 pm 
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The reduction in the distance I have done because of the flow of the game. I felt 900 km as a bit too much. This has nothing to do with the crash problem.

I don't know which line exactly causes the crash. But if you set the target Object to None while its dying, the game doesn't crash anymore. The Warp-Intercept breaks if target is dying.

Without the changes, you get a crash to the desktop when the target disappears.

History:

I played for weeks the Galaxy Charts mod. Whenever my fleet entered the system "Red Giant" and has fought there against an opponent, the game crashed. I then looked at the fight.
In the system there is a red giant. If the GravityFX-Mod is enabled, this generates a strong attraction. If a spaceship loses its impulse engines, it is accelerated enormously by gravity and falls into the star. The AI ​​is pursuing the driving space ship which is so fast at some point that the AI enables ​​the Warp Intercept. (because the distance increases to more than 900 km) When the spaceship crashes into the star, it explodes. The AI ​​of the pursuer is at the moment still in the Warp-intercept. When the dying wreck is removed from the game, there is a crash to the desktop. This crash is triggered directly by the stbc.exe so by the C + + component.

As an experienced programmer, I immediately suspected that something is "None", which should not be "None". In the specific case the target object.

The sample with the probe from the first post was an experiment. I have tried to artificially recreate the situation. The effect is the same. It lies on the Warp intercept. The crash occurs whenever the target disappears, while the warp intercept is active.


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PostPosted: Fri May 09, 2014 7:50 am 
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Thank you, I have committed your change.

The reason why I asked for the line:
The crash probably is one of the pObject.DoSomethingCalls().

The same crash might also occur in other places, if we have the exact call that crashes then we can locate this call in all the others files and so try to prevent the crash everywhere.

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