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metri
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Posts: 26 Joined: Sat Feb 14, 2009 9:01 pm
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by metri » Thu Jul 09, 2009 2:46 pm
Having max_missiles greater than 18 causes strange effects and can segfault oolite.
JensAyton
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by JensAyton » Fri Jul 10, 2009 11:08 am
This was fixed in test release 1.71 (specifically, r1283). Are you using Oolite 1.65? If so, crash reports are essentially meaningless since the game has changed a lot since then. (Test releases are available
here .)
Incidentally, the limit is actually 16. :-)
another_commander
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by another_commander » Fri Jul 10, 2009 11:10 am
I think I have located a possible cause for the problem. What I need now is a reliable way to reproduce it. Do I just set a value greater than 16 in shipdata.plist for any ship? Or in a savegame? In the second case, do you happen to have any such savegame available?
metri
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Posts: 26 Joined: Sat Feb 14, 2009 9:01 pm
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by metri » Fri Jul 10, 2009 11:38 am
Using trunk version, I'm editing shipdata.plist and after that loading old savegame.
Using 20 for max missiles will make it apper to be 16.
another_commander
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by another_commander » Fri Jul 10, 2009 11:42 am
metri wrote: Using 20 for max missiles will make it apper to be 16.
Well, that's the expected behaviour. You can have a maximum of 16 missiles so that's OK. I was more concerned with the crash scenario.
metri
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by metri » Fri Jul 10, 2009 11:49 am
Try with max_missiles=36
another_commander
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by another_commander » Fri Jul 10, 2009 12:26 pm
OK, resolved. Commiting shortly to SVN. Thanks for bringing it to our attention.
ClymAngus
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by ClymAngus » Fri Jul 10, 2009 1:49 pm
36 max missiles? I envisage a ship built around one of these: