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Mekanism causing crash because of sound handler #5560
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… thrower sounds not actually playing
… thrower sounds not actually playing
* Fix PlayerSounds sometimes having a null player #5560, also fix flame thrower sounds not actually playing * Add todo comment and remove extra null check * Cleanup a couple checks in TickHandler * Cleanup some more tick handler methods * Only store EntityPlayer as a WeakReference for sound, and sync flamethrower users * Fix flamethrower idle sound not playing when first holding a flamethrower client side * Don't lookup the EntityPlayer object if not needed * make fade up actually fade
I've been having a similar issue, but conflicting with Immersive Vehicles (MTS). I've been unable to obtain a crash report as it completely freezes my game to the point where task manager has to get involved. I'm going to look though the logs tonight to see if I can find anything that might point towards the exact cause. The sound effects from MTS are also extremely choppy when flying near any mekanism machine blocks |
Not sure as this issue only has to do with the player sounds:
Later today there will be a release of 9.8.0 which will fix this (as well as the flamethrower). So I recommend also trying it against this version when you experiment later. |
Speaking of which version 9.8.0 was just released and should sync to the twitch client within the next couple hours. |
o guys.. I've been expierencing random crashes and it tells me that the cause is "Mekanism" and "Random things" anyone know what I could do?
https://paste.dimdev.org/heqasinoni.mccrash
err one "workaround/fix" would be in the config for the client section turn enablePlayerSounds to false and I believe that will stop it (as that should stop the sound events that are crashing from ever being fired). From the looks of it, my guess is that sometimes somehow the player it is trying to play the sounds for is null (might happen if a mob has a jetpack unsure, also unsure how the mob would get the jetpack)
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