Crash Offsets
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Seems to be loadout problem when space object respawns.
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OutCast wrote:
adoxa wrote:
common.dll
0005e010 - part of function Fuse::UnBurn, if that helpsfirst - probably caused by faulty fuse we had in our cruisers. it crashed several times during tests when nanobots were used while fuse being already ignited.
^^@Outcast
Did you ever identify a fix for the fuse? We’re using the default fuses found in the jflp files and are experiencing exactly what you’re describing here. When a player with a Kusari Destroyer dies, if the player hits the regens while dying the server crashes.I’m looking at the fuses and nothing is jumping out at me as being an obvious error such as a faulty reference.
R
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Bump.
Anyone have a fix for this glitch? -
Concerting Kusari Deastroyer and shield - seems to be sur does not have hardpoints which cmp has
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confused face*
Our capital ships do not have shields… Or does that matter?
The problem is when a player flying the kusari destroyer uses nanobots while in the death sequence. It’s specific to the Kusari destroyer. -
Maybe try to dump the cargo 1st with the death fuse
and make ‘the rest’ happen a little later. -
hmmm…
not a fix, but a workaround.
At least it’ll keep the server from dumping.I’ll give it a shot.
Thx.
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The previous post was made on… 7th February 2013! :?
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I think this may be flhook related maybe at some server stop/restart point …
Problem Event Name: APPCRASH Application Name: flserver.exe Application Version: 1.0.1254.11 Application Timestamp: 3ecbb13e Fault Module Name: StackHash_0a9e Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 6dffe28b OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
flhook 2.0.0 plugin with playercontrol, mine control, cargopod, cloak, condata and regarmor plugins
any help gratefully received ty
Solved it. ty for looking -
Just for future reference:
[c]common.dll 62555[/c]
Crash offset when docking with a tradelane that has neither a [c]prev_ring[/c] nor a [c]next_ring[/c] entry (will cause CTD, at tradelane enter).How I found it:
Was playing with tradelanes in 3 dimensions, stumbled onto the fact that trade lane ring rotation messes up in the prev direction. Removed [c]prev_ring[/c] entries, got this crash.EDIT: another one.
[c]freelancer.exe 114764[/c]
Occurs when a [c]next_ring[/c] does not reference to a tradelane ring (the player actually has to pass through this tradelane ring for a CTD to occur). -
Again for future reference:
[c]common.dll F1E32[/c]
No idea yet. Situation:
I gave a tradelane ring [c]spin = 0.01, 0, 0[/c] and bounced upon the ring. The ring started spinning very quickly. Docked at the beginning of this tradelane. Everything went normal, but when I passed through the specified tradelane ring, I was bounced back at exponential increasing speed in some other direction. A while later (when the speed already crossed the speed of light), a CTD occured with this offset.So I tested it with the Starflier having a linear drag of -30 (and setting ANOM_LIMITS_MAX_VELOCITY to a ridiculously high value), again crash when crossing speed of light, this time at another offset:
[c]common.dll F20E3[/c]
Tested it again, changed [c]ANOM_LIMITS_MAX_VELOCITY = 2997924580[/c] to 10 times the speed of light. This time crash at
[c]common.dll F20E7[/c]
Maybe speed over INT_MAX? Nope, because I changed [c]ANOM_LIMITS_MAX_VELOCITY = 2000000000[/c] to 2 billion and got the crash at [c]F20E3[/c].
Maybe distance then? Changed [c]ANOM_LIMITS_MAX_VELOCITY = 299792458[/c] back to the speed of light, this time no crash.
So, reaching speeds over the speed of light might cause a CTD (this is maybe why [c]ANOM_LIMITS_MAX_VELOCITY[/c] is there in the first place – as long as you don’t set it over the speed of light there won’t be any issue). -
The server worked steadily suddenly two days fell five times with the error library ntdll.dll :
ntdll.dll; 5.1.2600.5512; 000118ca
ntdll.dll; 5.1.2600.5512; 000109fb
ntdll.dll; 5.1.2600.5512; 00011669
ntdll.dll; 5.1.2600.5512; 000118ca
ntdll.dll; 5.1.2600.5512; 000109f9
Maybe someone knows the reason? -
Mission 8, Hiyo Cloud, Honshu System, after second fighter interception. Re-joined formation with Tekagi’s Transport, scanned its cargo, closed window.
Then I switched to Target View, CTD at [c]freelancer.exe E53ED[/c].
Dunno anything else. Re-did the experiment, this time no crash :?Anyone seen that offset before?
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Crash in Common.dll at 000f20e3
It happened because of bad thruster model, which for some reason doesn’t appear mounted on the ship(I’ve yet to find out why).
If your ship gets gets destroyed, FL will try to destroy the thruster and crash. This will probably happen with other equipment, too. -
Rare crash at [c]alchemy.dll 00701B[/c].
Was playing with jump effects and gate tunnels, created an ‘instant_jump’ jump effect. First jumped from Shikoku -> New Tokyo with instant_jump, then back to Shikoku with jump_effect_bretonia. Crash occured when switching to Universe Map.Specs:
; jump_effect_bretonia: only changed jump_background_color to 255, 0, 0 [JumpGateEffect] nickname = instant_jump glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end_rings, jumpgate_end glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5 glow_create_time = 1, 3, 5, 7, 9 jump_out_time = 1.500000 jump_out_tunnel_time = 0.5 jump_in_tunnel_time = 0.5 jump_in_time = 1 kill_time_before_done = 0.000000 jump_tunnel_effect = jumpgate_end jump_background_color = 0, 0, 0
As I said, rare crash, so does not happen every time.
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Server crash in Content.dll at 000db0f1:
It happens when you try to spawn a patrol encounter inside of a population zone that is not a patrol path.