View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000444 | FS Upgrade Project (Media VPs) | Mission Related | public | 2009-09-29 16:50 | 2010-01-22 00:34 |
Reporter | The E | Assigned To | The E | ||
Priority | normal | Severity | crash | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.10 | ||||
Target Version | Fixed in Version | 3.6.11 | |||
Summary | 0000444: Loop2-2 crashes debug | ||||
Description | Assert: p_objp->callsign_index >= 0 File: missionparse.cpp Line: 2473 ntdll.dll! KiFastSystemCallRet kernel32.dll! WaitForSingleObjectEx + 67 bytes kernel32.dll! WaitForSingleObject + 18 bytes fs2_open_3_6_11d.exe! SCP_DumpStack + 260 bytes fs2_open_3_6_11d.exe! WinAssert + 208 bytes fs2_open_3_6_11d.exe! parse_object + 930 bytes fs2_open_3_6_11d.exe! parse_objects + 192 bytes fs2_open_3_6_11d.exe! parse_mission + 515 bytes fs2_open_3_6_11d.exe! parse_main + 459 bytes fs2_open_3_6_11d.exe! mission_load + 215 bytes fs2_open_3_6_11d.exe! game_start_mission + 169 bytes fs2_open_3_6_11d.exe! game_enter_state + 482 bytes fs2_open_3_6_11d.exe! gameseq_set_state + 310 bytes fs2_open_3_6_11d.exe! game_process_event + 242 bytes fs2_open_3_6_11d.exe! gameseq_process_events + 152 bytes fs2_open_3_6_11d.exe! game_main + 728 bytes fs2_open_3_6_11d.exe! WinMain + 330 bytes fs2_open_3_6_11d.exe! __tmainCRTStartup + 358 bytes fs2_open_3_6_11d.exe! WinMainCRTStartup + 15 bytes kernel32.dll! BaseThreadInitThunk + 18 bytes ntdll.dll! RtlProcessFlsData + 211 bytes ntdll.dll! RtlProcessFlsData + 166 bytes | ||||
Additional Information | I'll try to track this down further and fix it | ||||
Tags | No tags attached. | ||||
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Crashes with current SVN as well, using a 5615 nightly. |
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REopened to add note: When assigning callsigns, FRED puts a section like this: #Callsigns: $Callsign: Snipes $Callsign: Xinny $Callsign: Zero #end After the #Alternate Types and before the #Players sections. Leaving it out will cause debug to fail; regular builds will just ignore the set callsign. |
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Fixed in svn 233. |
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Yes, it is. |
Date Modified | Username | Field | Change |
---|---|---|---|
2009-09-29 16:50 | The E | New Issue | |
2009-09-29 16:50 | The E | Status | new => assigned |
2009-09-29 16:50 | The E | Assigned To | => Zacam |
2009-09-29 16:51 | The E | Assigned To | Zacam => The E |
2009-09-29 17:01 | The E | Note Added: 0000342 | |
2009-09-29 17:37 | The E | Status | assigned => resolved |
2009-09-29 17:41 | The E | Note Added: 0000343 | |
2009-09-29 17:41 | The E | Status | resolved => feedback |
2009-09-29 17:41 | The E | Resolution | open => reopened |
2009-09-29 17:45 | The E | Note Added: 0000344 | |
2010-01-22 00:34 | The E | Note Added: 0000424 | |
2010-01-22 00:34 | The E | Status | feedback => resolved |
2010-01-22 00:34 | The E | Fixed in Version | => 3.6.11 |
2010-01-22 00:34 | The E | Resolution | reopened => fixed |