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Can happen anytime but it appears on level t3_byss crashes often during playing.
Stack trace (when playing on t3_byss):
#0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1 0x00007ffff790f859 in __GI_abort () at abort.c:79
#2 0x00007ffff790f729 in __assert_fail_base (fmt=0x7ffff7aa5588 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n", assertion=0x7fffcac5c6dc "is_used(i)",
file=0x7fffcac5c6a0 "openjk/code/game/../Ratl/handle_pool_vs.h", line=151, function=<optimized out>) at assert.c:92
#3 0x00007ffff7920fd6 in __GI___assert_fail (assertion=0x7fffcac5c6dc "is_used(i)", file=0x7fffcac5c6a0 "openjk/code/game/../Ratl/handle_pool_vs.h", line=151,
function=0x7fffcac5c5e8 "ratl::handle_pool_base<T>::TTValue& ratl::handle_pool_base<T>::operator[](int) [with T = ratl::storage::value_semantics<CTroop, 100>; ratl::handle_pool_base<T>::TTValue = CTroop]") at assert.c:101
#4 0x00007fffca9a4e8d in ratl::handle_pool_base<ratl::storage::value_semantics<CTroop, 100> >::operator[](int) () from openjk/build/jagamex86_64.so
#5 0x00007fffca9a190b in Trooper_Think(gentity_s*) () from openjk/build/jagamex86_64.so
#6 0x00007fffca9a1f63 in NPC_BehaviorSet_Trooper(int) () from openjk/build/jagamex86_64.so
#7 0x00007fffcaac18bc in NPC_RunBehavior(int, int) () from openjk/build/jagamex86_64.so
#8 0x00007fffcaac1c7f in NPC_ExecuteBState(gentity_s*) () from openjk/build/jagamex86_64.so
#9 0x00007fffcaac2872 in NPC_Think(gentity_s*) () from openjk/build/jagamex86_64.so
#10 0x00007fffcaa228ef in GEntity_ThinkFunc(gentity_s*) () from openjk/build/jagamex86_64.so
#11 0x00007fffcaa2f9f0 in G_RunThink(gentity_s*) () from openjk/build/jagamex86_64.so
#12 0x00007fffcaa3233c in G_RunFrame(int) () from openjk/build/jagamex86_64.so
#13 0x00005555555db2a4 in SV_Frame(int, float) ()
#14 0x00005555555b15ad in Com_Frame() ()
#15 0x000055555562b1d6 in main ()
The game crashes during playing.
The same error always happens if I save the game on vjun1in the acid rain (it is important) and then I try to load the game. The program crashes before the progress bar appears during loading. The stack trace for the assertion error:
#0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1 0x00007ffff790f859 in __GI_abort () at abort.c:79
#2 0x00007ffff790f729 in __assert_fail_base (fmt=0x7ffff7aa5588 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n", assertion=0x7fffca8ee6dc "is_used(i)",
file=0x7fffca8ee6a0 "openjk/code/game/../Ratl/handle_pool_vs.h", line=151, function=<optimized out>) at assert.c:92
#3 0x00007ffff7920fd6 in __GI___assert_fail (assertion=0x7fffca8ee6dc "is_used(i)", file=0x7fffca8ee6a0 "openjk/code/game/../Ratl/handle_pool_vs.h", line=151,
function=0x7fffca8ee5e8 "ratl::handle_pool_base<T>::TTValue& ratl::handle_pool_base<T>::operator[](int) [with T = ratl::storage::value_semantics<CTroop, 100>; ratl::handle_pool_base<T>::TTValue = CTroop]") at assert.c:101
#4 0x00007fffca636e8d in ratl::handle_pool_base<ratl::storage::value_semantics<CTroop, 100> >::operator[](int) () from openjk/build/jagamex86_64.so
#5 0x00007fffca63390b in Trooper_Think(gentity_s*) () from openjk/build/jagamex86_64.so
#6 0x00007fffca633f63 in NPC_BehaviorSet_Trooper(int) () from openjk/build/jagamex86_64.so
#7 0x00007fffca7538bc in NPC_RunBehavior(int, int) () from openjk/build/jagamex86_64.so
#8 0x00007fffca753c7f in NPC_ExecuteBState(gentity_s*) () from openjk/build/jagamex86_64.so
#9 0x00007fffca754872 in NPC_Think(gentity_s*) () from openjk/build/jagamex86_64.so
#10 0x00007fffca6b48ef in GEntity_ThinkFunc(gentity_s*) () from openjk/build/jagamex86_64.so
#11 0x00007fffca6c19f0 in G_RunThink(gentity_s*) () from openjk/build/jagamex86_64.so
#12 0x00007fffca6c433c in G_RunFrame(int) () from openjk/build/jagamex86_64.so
#13 0x00005555555db2a4 in SV_Frame(int, float) ()
#14 0x00005555555b15ad in Com_Frame() ()
#15 0x000055555562b1d6 in main ()
What did you expect to happen instead?
The game should not crash.
The text was updated successfully, but these errors were encountered:
Thanks, then I will remove the assert if you think it is not needed anymore. I thouht that the code is not functioning properly on my system as there is a good reason for that assert to be there.
I didn't say it was for sure not needed. But you shouldn't be playing with debug on a normal play. If it crashes without the assert or release compile then it is definitely needed
Reporting a bug? Please make sure you've given the following information - thanks!
Operating system and version:
Ubuntu 20.04.4 LTS
Is this for single player or multiplayer?
Single player
Description of the bug (and if possible, steps to reproduce the bug):
Can happen anytime but it appears on level
t3_byss
crashes often during playing.Stack trace (when playing on
t3_byss
):The game crashes during playing.
The same error always happens if I save the game on
vjun1
in the acid rain (it is important) and then I try to load the game. The program crashes before the progress bar appears during loading. The stack trace for the assertion error:What did you expect to happen instead?
The game should not crash.
The text was updated successfully, but these errors were encountered: