Comments (5)
I don't think we've ever tried playing it over the interwebs. We usually just play over a local network.
from emptyepsilon.
We haven't tried, but there is not a real reason why it should not work. Might be the same crash as daid/SeriousProton#6
from emptyepsilon.
Crash Report from 2015.11.13 build: (ran twice)
https://gist.github.com/kwadroke/dd5ebf388f99daa6bc79
This RPT is from a computer running Windows 8.1 32bit on Intel Atom with Intel HD Graphics card.
I have noticed if you quickly click connect when the server appears, sometimes you can connect without crashing.
from emptyepsilon.
FYI, the intresting part of the crash file is:
004EEDCF 3C8F81E9 063B1CA0 0023FB58 EmptyEpsilon.exe!getSystemEffectiveness [/home/daid/ee/EmptyEpsilon/src/spaceObjects/spaceship.cpp @ 924]
00501A17 3C8F81E9 0067875C 00677FEC EmptyEpsilon.exe!update [/home/daid/ee/EmptyEpsilon/src/spaceObjects/cpuShip.cpp @ 70]
00596B02 00000001 06394194 0023FDC4 EmptyEpsilon.exe!runMainLoop [/home/daid/ee/SeriousProton/src/engine.cpp @ 139]
00638B66 056181A8 00000032 00000001 EmptyEpsilon.exe!main [/home/daid/ee/EmptyEpsilon/src/main.cpp @ 229]
004013E0 7FFDB000 74E84170 0D731E29 EmptyEpsilon.exe!__tmainCRTStartup [/build/buildd/mingw-w64-3.1.0/build/i686-w64-mingw32-i686-w64-mingw32-crt/../../mingw-w64-crt/crt/crtexe.c @ 332]
74E84198 7FFDB000 2F451DAD 00000000 KERNEL32.DLL!@BaseThreadInitThunk@12
770332D1 FFFFFFFF 7705F08F 00000000 ntdll.dll!__RtlUserThreadStart
7703329F 004014E0 7FFDB000 00000000 ntdll.dll!__RtlUserThreadStart@8
As well as:
EmptyEpsilon.exe caused an Access Violation at location 004EEDCF in module EmptyEpsilon.exe Reading from location 000002D5.
What it says, is the function "getSystemEffectiveness" on the line "if (gameGlobalInfo->use_system_damage)" is accessing memory that it is not allowed to access. Namely, address "000002D5", which is close to 0. Meaning that "gameGlobalInfo" is not yet set.
Which, now that I think of it, makes total sense. The "gameGlobalInfo" object is send from the server to the client, but ships can be send before this. If there is a large came world, and the network connection is a bit slow. Then ships could be on the clients before the game state is complete, causing this crash. Which also explains why it only happens when there is a scenario selected already.
The fix is also easy!
from emptyepsilon.
Many thanks!
from emptyepsilon.
Related Issues (20)
- [docs] Document resource pack creation and usage
- Alpine-linux compiling HOT 9
- Package EmptyEpsilon via Flatpack and publish on Flathub HOT 9
- After building from source running fails due to no config HOT 5
- Pressing delete while at the end of a text entry box crashes the game HOT 2
- [tweak] Docking services toggles are confusing if ship doesn't have any DockClasses HOT 2
- Enhancement Request - Missile Tube Status getter HOT 1
- Joystick events not detected under netboot HOT 10
- Enemies cant aim side-mounted weapons? HOT 4
- Missile trajectory lines glitching HOT 1
- EE-2023.06.17 Navy Striker model super-sized HOT 6
- Feature: Player ship stats in ship selection screen and database HOT 7
- Linux server crashes when clients try to connect HOT 6
- [Issue] When the player ship docks at a station, it jerks
- [Scenario issue] "The Black Wall" from Dyrian HOT 8
- unexpected mass spawning of ships HOT 3
- Game won't start with current version on OpenSuSe 15.4 HOT 2
- Borderline Fever scenario error: attempt to call a number value (local '_') HOT 2
- Check
- build/MacOS Needs Update HOT 1
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