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Troubleshooting / Crash at end of UFO recovery: DebriefingState::prepareDebriefing() crashes
« on: October 30, 2014, 11:01:27 pm »
As the Thread title says, I'm experiencing a strange "bug".
I'm ending a crashed UFO recovery (UFO map from "YetMoreUFOs" mod, terrain map from Hobbe's "Terrain Pack" mod), and it crashed during DebriefingState::prepareDebriefing() at line 486 of DebriefingState.cpp
The funny thing is that it should NOT traverse this code branch since it's a UFO recovery and I have a skyranger in battlescape, and so I think that afterall it's okay that in this situation it crashes.
Attached my savefile, for anyone that woudl like to have a look.
EDIT: firing at the last surviving snakeman shoudl yield a kill and then the crash.
Thanks for any help at what I should do to not scrap the entire UFO recovery.
Cheers.
Pkrcel
I'm ending a crashed UFO recovery (UFO map from "YetMoreUFOs" mod, terrain map from Hobbe's "Terrain Pack" mod), and it crashed during DebriefingState::prepareDebriefing() at line 486 of DebriefingState.cpp
Code: [Select]
for (std::vector<BaseFacility*>::iterator k = base->getFacilities()->begin(); k != base->getFacilities()->end();)
{
https:// this facility was demolished
if (battle->getModuleMap()[(*k)->getX()][(*k)->getY()].second == 0) https://**** CRASHES HERE operator[] returns invalid
{
base->destroyFacility(k);
}
else
{
++k;
}
}
The funny thing is that it should NOT traverse this code branch since it's a UFO recovery and I have a skyranger in battlescape, and so I think that afterall it's okay that in this situation it crashes.
Attached my savefile, for anyone that woudl like to have a look.
EDIT: firing at the last surviving snakeman shoudl yield a kill and then the crash.
Thanks for any help at what I should do to not scrap the entire UFO recovery.
Cheers.
Pkrcel