When firing b/b into the front of a target ship (1.0 power version of ship I'm working on) the game will process the first few ticks and then freeze. Process remains active after closing the game, requiring task manager to close. Ships are available for testing in this download: http://www.mediafire.com/file/atfnaezffe5h3e4/SkubTest.zip
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.201.06x
- Category
- Control Block System: Weapons
- First occurrence (version)
- 0.201.003
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- uncertain
- Apply large amounts of acid damage to your target
- Make sure the target has systems with integrity, so that cause integrity explosions
- OR Apply a lot of missile and acid damage at the same time to your target
should eventually run into a point where damage refuses to apply.
-validated- & -confirmed-
Acid damage and explosion damage doesn't like to co-exist on the same blocks. Easy enough to encounter by using a high damage acid weapon such as a death beam (up the damage in the config if needed) and shooting at a target with systems to cause integrity explosions.
[2018-04-22 22:44:34] Exception: tried to remove controller: Explosive Effect Module(421): ModuleMap [all=(ActivationElementManager: TYPE_ALL), signal=(ActivationElementManager: TYPE_ALL), railTrack=(RailSpeedElementManager: TYPE_RAIL_TRACK)] for Ship[Striker Class_1524429851490](220) [2018-04-22 22:44:34] Exception: tried to remove controller: Explosive Effect Module(421): ModuleMap [all=(ActivationElementManager: TYPE_ALL), signal=(ActivationElementManager: TYPE_ALL), railTrack=(RailSpeedElementManager: TYPE_RAIL_TRACK)] for Ship[Striker Class_1524429851490](220) [2018-04-22 22:44:34] [SERVER][UPDATE] WARNING: object local update of Ship[Striker Class_1524429851490](220) took 64 [2018-04-22 22:44:34] [SERVER][UPDATE] WARNING: object local update of 14 objects took 66 [2018-04-22 22:44:34] [ControlElementMap] RemoveControlBlock: REMOVED CACHE: 154619871249 ---> null; {} [2018-04-22 22:44:34] [ControlElementMap] RemoveControlBlock: REMOVED CACHE: 167504838672 ---> null; {} [2018-04-22 22:44:34] [ControlElementMap] RemoveControlBlock: REMOVED CACHE: 167504773137 ---> null; {} [2018-04-22 22:44:34] Exception in thread "pool-2-thread-29" [2018-04-22 22:44:34] java.lang.NullPointerException: Exception: REQUESTED TYPE 0 IS NULL [2018-04-22 22:44:34] at org.schema.game.common.data.element.ElementKeyMap.getInfo(ElementKeyMap.java:788) [2018-04-22 22:44:34] at org.schema.game.common.data.element.ElementKeyMap.convertToFullHP(ElementKeyMap.java:1803) [2018-04-22 22:44:34] at org.schema.game.common.data.explosion.ExplosionCubeConvexBlockCallback.update(ExplosionCubeConvexBlockCallback.java:64) [2018-04-22 22:44:34] at org.schema.game.common.data.explosion.ExplosionCollisionSegmentCallback.updateCallbacks(ExplosionCollisionSegmentCallback.java:119) [2018-04-22 22:44:34] at org.schema.game.common.data.explosion.ExplosionRunnable.run(ExplosionRunnable.java:295) [2018-04-22 22:44:34] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142) [2018-04-22 22:44:34] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617) [2018-04-22 22:44:34] at java.lang.Thread.run(Thread.java:745)
full logs:
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Related Objects
Event Timeline
-validated- & -confirmed-
Acid damage and explosion damage doesn't like to co-exist on the same blocks. Easy enough to encounter by using a high damage acid weapon such as a death beam (up the damage in the config if needed) and shooting at a target with systems to cause integrity explosions.
[2018-04-22 22:44:34] Exception: tried to remove controller: Explosive Effect Module(421): ModuleMap [all=(ActivationElementManager: TYPE_ALL), signal=(ActivationElementManager: TYPE_ALL), railTrack=(RailSpeedElementManager: TYPE_RAIL_TRACK)] for Ship[Striker Class_1524429851490](220) [2018-04-22 22:44:34] Exception: tried to remove controller: Explosive Effect Module(421): ModuleMap [all=(ActivationElementManager: TYPE_ALL), signal=(ActivationElementManager: TYPE_ALL), railTrack=(RailSpeedElementManager: TYPE_RAIL_TRACK)] for Ship[Striker Class_1524429851490](220) [2018-04-22 22:44:34] [SERVER][UPDATE] WARNING: object local update of Ship[Striker Class_1524429851490](220) took 64 [2018-04-22 22:44:34] [SERVER][UPDATE] WARNING: object local update of 14 objects took 66 [2018-04-22 22:44:34] [ControlElementMap] RemoveControlBlock: REMOVED CACHE: 154619871249 ---> null; {} [2018-04-22 22:44:34] [ControlElementMap] RemoveControlBlock: REMOVED CACHE: 167504838672 ---> null; {} [2018-04-22 22:44:34] [ControlElementMap] RemoveControlBlock: REMOVED CACHE: 167504773137 ---> null; {} [2018-04-22 22:44:34] Exception in thread "pool-2-thread-29" [2018-04-22 22:44:34] java.lang.NullPointerException: Exception: REQUESTED TYPE 0 IS NULL [2018-04-22 22:44:34] at org.schema.game.common.data.element.ElementKeyMap.getInfo(ElementKeyMap.java:788) [2018-04-22 22:44:34] at org.schema.game.common.data.element.ElementKeyMap.convertToFullHP(ElementKeyMap.java:1803) [2018-04-22 22:44:34] at org.schema.game.common.data.explosion.ExplosionCubeConvexBlockCallback.update(ExplosionCubeConvexBlockCallback.java:64) [2018-04-22 22:44:34] at org.schema.game.common.data.explosion.ExplosionCollisionSegmentCallback.updateCallbacks(ExplosionCollisionSegmentCallback.java:119) [2018-04-22 22:44:34] at org.schema.game.common.data.explosion.ExplosionRunnable.run(ExplosionRunnable.java:295) [2018-04-22 22:44:34] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142) [2018-04-22 22:44:34] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617) [2018-04-22 22:44:34] at java.lang.Thread.run(Thread.java:745)
full logs:
I'm still getting crashes from weapons fire but I'm not sure if it's related. Logs attached.