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Author Topic: Fatal Null is back...  (Read 11264 times)

Alex

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Re: Fatal Null is back...
« Reply #30 on: November 28, 2015, 10:37:43 PM »

Like I said, the game worked for several hours before crashing, and it's the first time I encountered it. If it keep coming up, I'll do some good ol fashioned tearing half my mods out and seeing if that helps until I have a better idea of what's going on. I suppose I'll just sacrifice myself and play more of this amazing game to see if I can help find that bug. Woe is me.

Thanks, appreciate it :)
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Elijah

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Re: Fatal Null is back...
« Reply #31 on: November 29, 2015, 07:05:06 AM »

Alright. Reported it here since it did give me a nice big grey box with Fatal Null when it crashed, but yeah, the bug doesn't seem to come from the same place.

Like I said, the game worked for several hours before crashing, and it's the first time I encountered it. If it keep coming up, I'll do some good ol fashioned tearing half my mods out and seeing if that helps until I have a better idea of what's going on. I suppose I'll just sacrifice myself and play more of this amazing game to see if I can help find that bug. Woe is me.

Yes I'm getting the same exact error.
I'm guessing is a AI war error, because I played without it and never had the error. As soon as I installed it, with erexelin (which you don't have, so it's not the cause of the error) it started doing this.
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Histidine

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Re: Fatal Null is back...
« Reply #32 on: November 29, 2015, 07:14:57 AM »

I have an inkling it's this code... (color changing decorative weapon)
Will look at possible workarounds when I have the time.
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Alex

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Re: Fatal Null is back...
« Reply #33 on: November 29, 2015, 10:56:52 AM »

I don't think that code could do it. It's more likely tied to campaign visuals related to individual fleet members: engine glow color, contrail color, "solar wind" effect color.
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TMPhoenix

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Re: Fatal Null is back...
« Reply #34 on: November 29, 2015, 12:48:06 PM »

I'm getting the same stack trace as Vinyl Dash. My fleet was entering hyperspace at the time. It wasn't the first time entering hyper space.
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Alex

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Re: Fatal Null is back...
« Reply #35 on: November 29, 2015, 01:04:48 PM »

Which mods do you have running? And would you mind posting the stack trace from the log?
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TMPhoenix

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Re: Fatal Null is back...
« Reply #36 on: November 29, 2015, 01:47:32 PM »

Spoiler
Stack trace:
5422007 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
   at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
   at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
At the time of the crash I was using these mods:
AI War
Common Radar
Console Commands
Interstellar Imperium
LazyLib
Leading Pip
Omnifactory
ShaderLib
Templars
Version Checker
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Histidine

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Re: Fatal Null is back...
« Reply #37 on: November 30, 2015, 03:39:07 AM »

I don't think that code could do it. It's more likely tied to campaign visuals related to individual fleet members: engine glow color, contrail color, "solar wind" effect color.
Ah. Found the problem: it crashes if a ship with no engines uses Go Dark or Emergency Burn.

Now I need a good way to make a hidden (and invulnerable) engine...
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Alex

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Re: Fatal Null is back...
« Reply #38 on: November 30, 2015, 09:37:08 AM »

Ah, thanks - fixed that up for the .1 release.
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Nerdbomb

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Re: Fatal Null is back...
« Reply #39 on: December 01, 2015, 10:05:57 AM »

I've twice been on the receiving end of a NullPointerException after (but no immediately after) completing a battle and turning my transponder back on. The first was after extended play and the second was after reloading and taking similar actions.
The error:
Spoiler
1592402 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.InvestigationEventGoodRepWithOther.pi ckMarket(InvestigationEventGoodRepWithOther.java:346)
   at com.fs.starfarer.api.impl.campaign.events.InvestigationEventGoodRepWithOther.st artEvent(InvestigationEventGoodRepWithOther.java:126)
   at com.fs.starfarer.campaign.events.CampaignEventManager.processNextEventCheck(Unknown Source)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I was running the following mods:
LazyLib
ShaderLib
Interstellar Imperium
Fleaden
Templars

Also Alex, thanks for this great game
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Alex

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Re: Fatal Null is back...
« Reply #40 on: December 01, 2015, 10:29:56 AM »

Hi, and welcome to the forum :)

Thanks for the report - this should be fixed by these investigations not being in the game in 0.7.1a.
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