Crash Offsets
-
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?
-
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.
-
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. -
Found something again, this time in Freelancer.exe at 0x00058000.
It happens when a player has got an item equipped that no longer exists, e. g. the weapon was deleted.
-
As a follow up on the savegame thread I confirmed the crash of Freelancer.exe in Common.dll at 0x000c22fe. It happens when you try to load a save game that contains a reputation to a faction that doesn’t exist in initialworld.ini
-
Found something again, in Common.dll at 0x000aa91a.
It happens when you try to buy a ship which contains an invalid item in its package. E.g the nickname of the engine does not exist.
I found another crash in alchemy.dll at 0x0001f3a6.
It happens when the <pairs>of an effect use numbers that do not exist in the <fx>part of the effect.Crash in Content.dll at 0x00055727:
This crash happens when an encounter is spawned that contains more permutation lines than formations</fx></pairs> -
Running into 0x00017f38 on server.dll and a bit stumped. It seems to be related to Lane Hacker spawns on trade lanes in Kepler as the server goes down very consistently there throwing out this offset in Event Viewer and I’ve not seen a single one after several hours of trying to reproduce this crash consistently.
Anyone run into anything like this before or have any ideas what exactly might be causing this?
-
I thought this too, but reverting to the vanilla loadouts.ini file didn’t fix the problem and the crash persisted.
However, with the mod off, a vanilla server runs just fine. Are there other files I should look in to identify what’s causing this?
EDIT: Just had the same crash approaching a tradelane outside Manhattan, vanilla loadouts.ini file (with the mod on) and all. Doesn’t seem to be Lane Hacker specific.
-
I’m pretty confident it’s a ship loadout - the crash occurs after [c]Loadout::Get[/c] (presumably returning [c]NULL[/c]), called when a ship is created ([c]int pub::SpaceObj::Create(UINT &,const pub::SpaceObj::ShipInfo &)[/c]). Perhaps there’s a typo in a ship? Nothing in the spew?
-
I think I had some issues once relating to a pilot somehow. Might want to get rid of all loadouts for all your encounters and see if the problem persists. If it does, look at your pilots.
If the problem goes away, start adding loadouts back in until the crashes resume.
-
As loadouts.ini is clean I can only assume its a typo in an encounter. Wouldn’t this cause output in flspew though?
I’ll take a bit of time to pull the mod apart and check for typos and report back.
-
Fixed this, but I have a new problem! The server app silently crashes on start (but only on my local machine) Offset is 0x00001c54 in flserver.exe. It doesn’t seem consistent either. Sometimes it starts, sometimes it crashes:
Faulting application name: FLServer.exe, version: 1.35.1254.11, time stamp: 0x3ecbb13e Faulting module name: jflp.dll, version: 1.2.0.3, time stamp: 0x5d9fe6dd Exception code: 0xc0000005 Fault offset: 0x00001c54 Faulting process ID: 0xec4 Faulting application start time: 0x01d5e0d19a65c16e Faulting application path: C:\Program Files (x86)\Microsoft Games\Freelancer\EXE\FLServer.exe Faulting module path: C:\Program Files (x86)\Microsoft Games\Freelancer\EXE\jflp.dll Report ID: 6e4291ec-560f-49ab-a349-6bf8a0fcee33 Faulting package full name: Faulting package-relative application ID: