View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0018011 | Starward Rogue | Bug - Gameplay | Dec 17, 2015 1:10 pm | Dec 22, 2015 12:50 pm | |
Reporter | Misery | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.205 | ||||
Fixed in Version | 0.207 | ||||
Summary | 0018011: Pressure shotgun charge doesnt work | ||||
Description | It wont fire if it has a charge of 1 or 2, only at charge level 0. It will still make the firing sound though. | ||||
Tags | No tags attached. | ||||
related to | 0018053 | resolved | keith.lamothe | Charge shots borked? |
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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 |
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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. |
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 |