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Crash issue related to PocoHud #31

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Malidictus opened this issue Oct 26, 2015 · 5 comments
Closed

Crash issue related to PocoHud #31

Malidictus opened this issue Oct 26, 2015 · 5 comments

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@Malidictus
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I know this isn't BLT-specific, but I'm listing it for completeness' sake. Crashed out of nowhere. Got the following crash report:


Application has crashed: C++ exception
mods/PocoHud3/poco/Hud3.lua:150: attempt to index a nil value

SCRIPT STACK


Callstack:

     payday2_win32_release  (???)     ???                                                 
     payday2_win32_release  (???)     ???                                                 
     payday2_win32_release  (???)     ???                                                 

Current thread: Main


System information:
Application version : 1.41.6
CPU : Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (4 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 10.0
GPU : NVIDIA GeForce GTX 780 / nvd3dum.dll[10.18.13.5560]
Language : @ID94cca2fdaccfc2cd@
Memory : 416321 0MB
OS : 6.1.7601 (Service Pack 1) 0x100-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded

Sound : CREATIVE (Speakers (Sound Blaster Audigy Fx))

What's in there is a simple function that I'm not really clear on the... Function of:

function TPocoHud3:AddDmgPopByUnit(sender,unit,offset,damage,death,head,dmgType)
if unit and alive(unit) then
local isPlayer = unit:base().upgrade_value
if not isPlayer then -- this filters PlayerDrama related events out when hosting a game
self:AddDmgPop(sender,self:_pos(unit),unit,offset,damage,death,head,dmgType)
end
end
end

@SirWaddles
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Yea, I'm guessing this is to do with the crimefest lua changes. PocoHUD will have to be updated.

@Malidictus
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I suck at text formatting on GitHub... Yeah, this is a Poco issue, and I've already posted it to PocoMods, as well. I'm just hoping it's something I can disable temporarily. Thank you for the reply :)

@MarcoTheDingo
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That's interesting because I'm running PocoHud without an issue on the newest version. Could there be a setting that's causing it?

@Malidictus
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We sort of tracked the issue down to the Aftershock truck, which I believe is what caused my own crash - another player attempted to drive it and crashed me out. Someone else reported seeing this with the Meltdown forklifts. Seems to be vehicle-related. My blind guess is Poco is attempting to parse vehicles as players and crashing when they don't have the necessary functions or some such. Poco's maker suggested a few temp fixes for the moment, specifically replacing:

local isPlayer = unit:base().upgrade_value

with:

local unitTweak = unit and alive(unit) and unit:base()._tweak_table

but others are reporting crashes in other places with this fix. I've not run vehicle-centric maps since then - I didn't think of it.

@JamesWilko
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This is a PocoHud issue, not a BLT issue. Report it on the PocoHud GitHub instead.

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4 participants