View Issue Details

IDProjectCategoryLast Update
0018011Starward RogueBug - GameplayDec 22, 2015 12:50 pm
ReporterMisery Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.205 
Fixed in Version0.207 
Summary0018011: Pressure shotgun charge doesnt work
DescriptionIt wont fire if it has a charge of 1 or 2, only at charge level 0. It will still make the firing sound though.
TagsNo tags attached.

Relationships

related to 0018053 resolvedkeith.lamothe Charge shots borked? 

Activities

The Hunter

Dec 19, 2015 10:09 pm

reporter   ~0043855

Last edited: Dec 19, 2015 10:12 pm

Even stranger that it /does/ works in the room its picked up in, but stops working once you leave it.
Also when used on next floor after picking up, game spews out a fatal error:
12/20/2015 2:09:54 AM (0.205) Mem: 69,664,768 Mode: SinglePlayerOrMultiplayerHost Plat:WindowsPlayer
-----------
FixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at Flock.Create (.CombatSide Side) [0x00000] in <filename unknown>:0
  at CombatSide.GetNewFlock () [0x00000] in <filename unknown>:0
  at EntitySystem.SpawnShot (.GameEntityTypeData effectiveType, .Salvo& salvoToAddToIfPlayer) [0x00000] in <filename unknown>:0
  at BulletPatternData.DoSpawn (.EntitySystem OriginEntitySystem, Vector2 SpawnLocation, Single AngleToShotTargetDegrees, Boolean IsInitialFiring, .SystemChargeLevel TriggeringChargeLevelOrNull, .Salvo& salvoToAddToIfPlayer) [0x00000] in <filename unknown>:0
  at EntitySystem.ActuallyFireSalvo (Int32 ForcedFiringAngle, .SystemChargeLevel TriggeringChargeLevelOrNull) [0x00000] in <filename unknown>:0
  at EntitySystem.DoSystemStep (Single EffectiveDeltaTime) [0x00000] in <filename unknown>:0
  at GameEntity.DoEntityStepLogic_Ship (Single EffectiveDeltaTime) [0x00000] in <filename unknown>:0
  at CombatEncounter+<>c__DisplayClass1f.<DoCombatStep>b__f (.GameEntity entity) [0x00000] in <filename unknown>:0
  at CombatSide.DoForEntities (GameEntityCategorySet Set, .ProcessorDelegate Processor) [0x00000] in <filename unknown>:0
  at CombatEncounter+<>c__DisplayClass3e.<DoForEntities>b__3d (.CombatSide side) [0x00000] in <filename unknown>:0
  at CombatEncounter.DoForSides (.ProcessorDelegate Processor) [0x00000] in <filename unknown>:0
  at CombatEncounter.DoForEntities (GameEntityCategorySet Set, .ProcessorDelegate Processor) [0x00000] in <filename unknown>:0
  at CombatEncounter.DoCombatStep (Single EffectiveDeltaTime) [0x00000] in <filename unknown>:0
  at World.DoWorldStepLogic (Single effectiveDeltaTime, Boolean IsFirstLoop) [0x00000] in <filename unknown>:0
  at World.ProcessSimStepOnPrimaryMachineOnly (Int32 SimLoopNumber) [0x00000] in <filename unknown>:0
  at Game.ProcessSimStep () [0x00000] in <filename unknown>:0
  at ArcenMainCameraImplementations.MainUpdateLogic () [0x00000] in <filename unknown>:0
Stack Trace: at Flock.Create (.CombatSide Side) [0x00000] in <filename unknown>:0
  at CombatSide.GetNewFlock () [0x00000] in <filename unknown>:0
  at EntitySystem.SpawnShot (.GameEntityTypeData effectiveType, .Salvo& salvoToAddToIfPlayer) [0x00000] in <filename unknown>:0
  at BulletPatternData.DoSpawn (.EntitySystem OriginEntitySystem, Vector2 SpawnLocation, Single AngleToShotTargetDegrees, Boolean IsInitialFiring, .SystemChargeLevel TriggeringChargeLevelOrNull, .Salvo& salvoToAddToIfPlayer) [0x00000] in <filename unknown>:0
  at EntitySystem.ActuallyFireSalvo (Int32 ForcedFiringAngle, .SystemChargeLevel TriggeringChargeLevelOrNull) [0x00000] in <filename unknown>:0
  at EntitySystem.DoSystemStep (Single EffectiveDeltaTime) [0x00000] in <filename unknown>:0
  at GameEntity.DoEntityStepLogic_Ship (Single EffectiveDeltaTime) [0x00000] in <filename unknown>:0
  at CombatEncounter+<>c__DisplayClass1f.<DoCombatStep>b__f (.GameEntity entity) [0x00000] in <filename unknown>:0
  at CombatSide.DoForEntities (GameEntityCategorySet Set, .ProcessorDelegate Processor) [0x00000] in <filename unknown>:0
  at CombatEncounter+<>c__DisplayClass3e.<DoForEntities>b__3d (.CombatSide side) [0x00000] in <filename unknown>:0
  at CombatEncounter.DoForSides (.ProcessorDelegate Processor) [0x00000] in <filename unknown>:0
  at CombatEncounter.DoForEntities (GameEntityCategorySet Set, .ProcessorDelegate Processor) [0x00000] in <filename unknown>:0
  at CombatEncounter.DoCombatStep (Single EffectiveDeltaTime) [0x00000] in <filename unknown>:0
  at World.DoWorldStepLogic (Single effectiveDeltaTime, Boolean IsFirstLoop) [0x00000] in <filename unknown>:0
  at World.ProcessSimStepOnPrimaryMachineOnly (Int32 SimLoopNumber) [0x00000] in <filename unknown>:0
  at Game.ProcessSimStep () [0x00000] in <filename unknown>:0
  at ArcenMainCameraImplementations.MainUpdateLogic () [0x00000] in <filename unknown>:0

keith.lamothe

Dec 22, 2015 12:50 pm

administrator   ~0043890

For 0.207:

* Fixed a bug where charge weapons would not fully update when you switched to a different room, causing their charged states to not work.

Thanks :)

Also tested for the null exception when firing on the next floor, and it's not happening now either.

Issue History

Date Modified Username Field Change
Dec 17, 2015 1:10 pm Misery New Issue
Dec 19, 2015 10:09 pm The Hunter Note Added: 0043855
Dec 19, 2015 10:12 pm The Hunter Note Edited: 0043855
Dec 21, 2015 2:50 pm Chris_McElligottPark Relationship added related to 0018053
Dec 21, 2015 2:50 pm Chris_McElligottPark Assigned To => keith.lamothe
Dec 21, 2015 2:50 pm Chris_McElligottPark Status new => assigned
Dec 22, 2015 12:50 pm keith.lamothe Note Added: 0043890
Dec 22, 2015 12:50 pm keith.lamothe Status assigned => resolved
Dec 22, 2015 12:50 pm keith.lamothe Fixed in Version => 0.207
Dec 22, 2015 12:50 pm keith.lamothe Resolution open => fixed