LoLJester Posted June 25, 2019 Share Posted June 25, 2019 Hello,I have a crash in: bool SFX3DObject::containsPoint( const F32 point[ 3 ] ) const { return mObject->containsPoint( ( reinterpret_cast< const Point3F >( &point[ 0 ] ) ) ); } in T3D\sfx\sfx3DWorld.cpp. mObject seems to be the culprit.I have several missions, and this crash only happens with one of the missions.What's strange is that the crash does not happen when I disconnect from the said mission and destroy the server, but when I enter another mission.I thought that it might be the amount of objects in the level, but I have levels twice as big with no crash.And it doesn't seem to be one thing, because if I remove more than half of the objects from the level, there is no crash.mObject is part of Vector< Scope > mScopeStack; //A top-down ordering of all objects that are currently in scope. All scene objects that get into the camera's scope are added to mScopeStack in _onScopeIn().Looking at mObject when exiting other levels, mObject contains a list of scene objects currently in scope/view. When I exit this specific level, mObject still contains a lot of the scene objects currently in view except the top value of the stack seems to be empty, hence the crash.Any thoughts? Quote Link to comment Share on other sites More sharing options...
Duion Posted June 26, 2019 Share Posted June 26, 2019 I'm always a fan of workarounds, I would try to redo the mission and see if the problem still exists. Maybe create a blank mission and add the content of your bugged mission into it, part by part and see what makes the error occur. "SFX3DObject" sounds like the issue is related to sounds, so it should be pretty easy to find the object causing the crash then. Quote Link to comment Share on other sites More sharing options...
LoLJester Posted June 26, 2019 Author Share Posted June 26, 2019 Thanks for the suggestion, Duion. I tried that, but it seems the problem is related to this: http://www.garagegames.com/community/forums/viewthread/129864 Quote Link to comment Share on other sites More sharing options...
Duion Posted June 26, 2019 Share Posted June 26, 2019 I don't even know what an SFXSpace is are those regular sound emitters? Since I cannot find anything else in the editor. Quote Link to comment Share on other sites More sharing options...
LoLJester Posted June 27, 2019 Author Share Posted June 27, 2019 From what I've gathered, SFXSpace is the sound space around the client's camera (i.e. the ears.) Quote Link to comment Share on other sites More sharing options...
Duion Posted June 27, 2019 Share Posted June 27, 2019 Easiest way would probably be if you could send the model, so I or someone else can look at it, otherwise I can just guess. Do you have custom code or is it stock Torque3D ? Quote Link to comment Share on other sites More sharing options...
LoLJester Posted June 28, 2019 Author Share Posted June 28, 2019 Like I mentioned above, the problem is fixed. Thanks to OTHG_Mars on Discord, the link I posted above points to a fix to this issue.Thanks again. Quote Link to comment Share on other sites More sharing options...
Happenstance Posted June 28, 2019 Share Posted June 28, 2019 I'd suggest submitting a PR with this fix as well. Looks like the fix slipped through the cracks during the GarageGames days. Quote Link to comment Share on other sites More sharing options...
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