Closed Xylemon closed 1 year ago
fhomolka wrote on 2022-02-24:
Poking around, it seems that the issues were created in [r6167] I'm not sure what exactly the issue is, but I've done some narrowing down. Related
fhomolka wrote on 2022-03-01:
I might be stating what you maintainers might already have figured out, but I did more poking around.
https://sourceforge.net/p/fteqw/code/6167/tree//trunk/engine/gl/gl_alias.c?diff=50cd141e5fcbc911dcf25cc2:6166
This change makes the crash occur.
However, I don't think [r6167] causes the issue.
R_CalcModelLighting
is called, but the e->model is null.
Following the rabbit hole backwards reveals that R_Sprite_GenerateTrisoup
(the func we're in) is called by BE_GenModelBatches
where the pointer to the entity is set.
ent = &cl_visedicts[i];
at this point, the model is already null. At least in the case of certain projectiles, like the plasma gun projectile or rocket trail (and something related to the shotgun, but I can't deduce what)
Going back to the diff, if we add another check to that already long line, checking if the model is not null, before all other checks, I can't see the difference from how it was before. I wouldn't call this a "fix", because this skips applying the colour to the entity, but hopefully provides some insight to why the issue occurs. Related
@eukara wrote on 2022-03-01:
Thank you for looking into this! I've been on a testing spree and thus just cataloguing new issues so I hadn't had the time to debug any of them. You've done a lot to of the legwork on this one so this can get patched up pretty quickly.
@eukara wrote on 2022-03-01:
Seems like Spike fixed this overnight!
fhomolka wrote on 2022-03-01:
Indeed he has. Sorry for flogging the ticket without checking beforehand
https://sourceforge.net/p/fteqw/tickets/122/
fhomolka wrote on 2022-02-19:
Fight Ranger in Q3DM1 using Skirmish mode and you'll experience a crash right away when shooting a rocket.