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Combat Knife bayonet crashing #30676
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Similar issue here, tough on mode switch, i first get a pop up window saying: MinGW Runtime Assertion Assertion failed! Program: C:\Games\CDDA\cataclysm-tiles.exe Abort Retry Ignore Then on retry or abort, (you cannot ignore, window just comes instantly back up) i get the crash log (attached)
Tested on a fresh world\game\character with spawning in the items and then targeting nearby enemy and attempting to change firing mode. Shouldn't matter but, specifically i spawned an AK47, magazine and ammo for it, loaded it in, then attaching the combat knife. |
Can't reproduce anymore on official release
Default (after loading save): Note: as a side note, and unless I'm mistaken, there's no more a "cycle firing mode" menu in the firing menu (f). |
@neitsa You are correct in that using shift-f to choose mode between SA\FA\Combat knife bayonet does not crash the game. However, entering the targeting UI, by just hitting "f", and THEN changing fire-mode by just hitting "s" it will crash when it should cycle to combat knife mode. The fault here was with me not describing the exact reproducible way, as i believed the OP had done so. |
Oh ok, thanks for the precision! No problem, I wasn't sure how to cycle in the firing menu since I never use it from there. I'll test exactly as you mentioned. Thanks a lot! |
Got a repro (and this time I could see the It's an assert: Lines 44 to 47 in f4c1c1c
The stack trace:
I'll try to understand what's happening. |
From just reading the stack trace I'd guess that a combat bayonet isn't a gun and therefore Just realized that's probably pretty obvious but posting anyways cause why not. ¯\_(ツ)_/¯ |
Not at all @ifreund, it wasn't obvious to me :| Thanks a lot for posting this otherwise I'd still be digging! I'm not really sure how to fix this though... Would removing the bayonet / combat knife from the firing modes would be an acceptable patch? |
Yeah I think that cycling fire modes from the target ui should skip melee firing modes, since those can't be used from that ui afaik. The should still be part of firing modes outside of that ui though I think. |
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Great! 💯 |
intermittent heisenbug, apparently caused by bayonet style weapons intermittently returning true from |
Should be fixed by #35102. |
This issue is still reproducible in current master. |
That was completely wrong, but I found the real problem anyways. |
Describe the bug
Switching firing modes with a gun equipped with a combat knife bayonet causes a crash.
Steps To Reproduce
Expected behavior
Seems like the game is attempting to change to a "combat knife" firing mode that just doesn't work
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Craftable Gun Pack [craftgp],
DeadLeaves' Fictional Guns [FIC_Weapons],
Extended Realistic Guns [realguns],
Garden Pots [growable-pots],
Makeshift Items Mod [makeshift],
Medieval and Historic Content [Medieval_Stuff],
More Survival Tools [More_Survival_Tools],
Mythological Replicas [nw_pack],
Modular Turrets [modular_turrets],
Salvaged Robots [Salvaged_Robots],
DinoMod [DinoMod],
Alternative Map Key [alt_map_key],
Hydroponics [hydroponics],
Mutant NPCs [mutant_npcs],
Boats [boats],
Folding Parts pack [deoxymod],
Vehicle Additions Pack [blazemod],
Tanks and Other Vehicles [Tanks],
No Fungal Monsters [No_Fungi],
Classes and Scenarios Mod [more_classes_scenarios],
Classic Roguelike Classes [RL_Classes],
Safe Autodoc [safeautodoc],
StatsThroughSkills [StatsThroughSkills]
]
Additional context
first time reporting a bug ^.^
Crash log
crash.log
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