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[Fixed][1.30] Hexen: crash when taking 4th weapon piece

Wed, 04 Mar 2009 22:33:07

Crimson Wizard

In Hexen, if player already has a 4th weapon and take a piece of 4th weapon, a message will appear telling that weapon "is assembled", then game will crash. NOTE: It happens only if both mana values are low enough. About 150 or less. Looks like it is connected with how much mana weapon piece gives.
- (linespec.PlayerEx.SetWeapon)
- VObject::ExecuteFunction
- (linespec.Inventory.A_Lower)
- VBasePlayer::SetViewState
- VObject::ExecuteFunction
- (linespec.PlayerEx.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object
Wed, 17 Jun 2009 00:31:10


I've had that happen when taking the head piece when I already have the head piece of the blood scourge in hexen. The area where the magic bridge is that leads to two places, one with a teleport. I think Griffin Chapel.
Sun, 13 Jun 2010 07:45:52


I can confirm this bug persists in 1.31 ! Usually it doesn't happen, but once per several tries (roughly) it does. Sometimes it's a piece I don't have, sometimes it's after I already assembled the weapon and find spare parts.
Reference not set to an instance of an object
Would running with -debug yield more information ?
Sun, 13 Jun 2010 15:39:44


Yes, it should at least give a stack trace, to make it easier to determine where the problem is ocurring <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 13 Jun 2010 18:43:33


Log: Loading "1"
Log: PLAYER left the game

Dev: Spawning server map02
Log: GB: Map goes from (-3768,-3456) to (2496,3904)

Log: GB: Creating Segs...

Log: ---------------------------------------
Dev: 0 subdivides
Dev: 0 seg subdivides
Dev: 0k light mem
Dev: Client level loaded
Log: >noclip
Log: No Clipping Mode OFF
Log: Sys_Error: Reference not set to an instance of an object
Log: - RunFunction
Log: - (linespec.PlayerEx.SetWeapon 19)
Log: - RunFunction
Log: - (linespec.Inventory.A_Lower 205)
Log: - VObject::ExecuteFunction
Log: - (linespec.Inventory.A_Lower)
Log: - VBasePlayer::SetViewState
Log: - RunFunction
Log: - (engine.BasePlayer.AdvanceViewStates 0)
Log: - RunFunction
Log: - (linespec.PlayerEx.MovePsprites 2)
Log: - RunFunction
Log: - (linespec.PlayerEx.PlayerTick 781)
Log: - VObject::ExecuteFunction
Log: - (linespec.PlayerEx.PlayerTick)
Log: - SV_RunClients
Log: - SV_Ticker
Log: - ServerFrame
Log: - Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: PLAYER left the game
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown

stack 0 0x831eb49 frame 0 0xbf8fc538
stack 1 0xb7a01455 frame 1 0xbf8fc578
stack 2 0x80c0d81 frame 2 0xbf8fc5e8

ERROR: Reference not set to an instance of an object
I hope this helps. Note I had to disable noclip because "Bridge" (floating sparks) doesn't like cheaters ! <!-- s;-) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";-)" title="Wink" /><!-- s;-) -->
Mon, 14 Jun 2010 16:37:44


Try this test wad (Hexen, MAP01), it appears to crash for me after the 4th or 5th weapon piece.
Fri, 25 Jun 2010 23:57:19



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