[1.33] Strife, Reference not set to an instance of an object

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[1.33] Strife, Reference not set to an instance of an object

Postby neek » 05 Oct 2011 07:37

Downloaded 1.33 tarball, built and ran on Fedora 15 linux. Ran with retail Strife. Got into first mission (Sanctuary), having successfully killed guards with both fists and crossbow before. Reached the point where you go up a lift to kill two guards next to each other, outside the mission target's little room. Every time I fire, and possibly kill, the first guard, this error occurs.

Code: Select all
Adding /usr/local/share/vavoom/basev/common/basepak.pk3
adding /opt/games/dos/STRIFE//strife1.wad
adding /opt/games/dos/STRIFE//voices.wad
Adding /usr/local/share/vavoom/basev/strife/basepak.pk3
Strife textures detected
Strife textures detected
Host name: uberneek.workgroup
My IP address: 127.0.0.1
UDP Initialised
TCP/IP address 127.0.0.1
Parsing DECORATE definition files
Processing DECORATE scripts
Unsupported flag oldradiusdmg in BossBrain
Unsupported flag fixmapthingpos in KlaxonWarningLight
Post-procesing
Selected SDL sound device
Configured audio device
Driver: pulse
Freqency: 44100
Channels: 2
Format: 8010
Selected SDL midi device
Selected Linux CD audio device
CD_Init: open of "/dev/cdrom" failed (123)
Using 16 voices
Selected SDL OpenGL rasteriser device
Parsing effect defs
No such sprite alco
No such sprite alco
Executing startup.vs
Executing default.cfg
Executing config.cfg
Can't find autoexec.cfg
Stencil buffer available
800x600x32.
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: Quadro NVS 510M/PCI/SSE2
GL_VERSION: 2.1.2 NVIDIA 280.13
GL_EXTENSIONS:
- GL_ARB_color_buffer_float
- GL_ARB_copy_buffer
- GL_ARB_depth_clamp
- GL_ARB_depth_texture
- GL_ARB_draw_buffers
- GL_ARB_ES2_compatibility
- GL_ARB_explicit_attrib_location
- GL_ARB_fragment_program
- GL_ARB_fragment_program_shadow
- GL_ARB_fragment_shader
- GL_ARB_framebuffer_object
- GL_ARB_get_program_binary
- GL_ARB_half_float_pixel
- GL_ARB_half_float_vertex
- GL_ARB_imaging
- GL_ARB_map_buffer_range
- GL_ARB_multisample
- GL_ARB_multitexture
- GL_ARB_occlusion_query
- GL_ARB_occlusion_query2
- GL_ARB_pixel_buffer_object
- GL_ARB_point_parameters
- GL_ARB_point_sprite
- GL_ARB_provoking_vertex
- GL_ARB_robustness
- GL_ARB_sampler_objects
- GL_ARB_separate_shader_objects
- GL_ARB_shader_objects
- GL_ARB_shading_language_100
- GL_ARB_shading_language_include
- GL_ARB_shadow
- GL_ARB_texture_border_clamp
- GL_ARB_texture_compression
- GL_ARB_texture_cube_map
- GL_ARB_texture_env_add
- GL_ARB_texture_env_combine
- GL_ARB_texture_env_crossbar
- GL_ARB_texture_env_dot3
- GL_ARB_texture_float
- GL_ARB_texture_mirrored_repeat
- GL_ARB_texture_non_power_of_two
- GL_ARB_texture_rectangle
- GL_ARB_texture_rg
- GL_ARB_texture_swizzle
- GL_ARB_timer_query
- GL_ARB_transpose_matrix
- GL_ARB_vertex_array_bgra
- GL_ARB_vertex_array_object
- GL_ARB_vertex_buffer_object
- GL_ARB_vertex_program
- GL_ARB_vertex_shader
- GL_ARB_window_pos
- GL_ATI_draw_buffers
- GL_ATI_texture_float
- GL_ATI_texture_mirror_once
- GL_S3_s3tc
- GL_EXT_texture_env_add
- GL_EXT_abgr
- GL_EXT_bgra
- GL_EXT_blend_color
- GL_EXT_blend_equation_separate
- GL_EXT_blend_func_separate
- GL_EXT_blend_minmax
- GL_EXT_blend_subtract
- GL_EXT_compiled_vertex_array
- GL_EXT_Cg_shader
- GL_EXT_depth_bounds_test
- GL_EXT_direct_state_access
- GL_EXT_draw_range_elements
- GL_EXT_fog_coord
- GL_EXT_framebuffer_blit
- GL_EXT_framebuffer_multisample
- GL_EXT_framebuffer_object
- GL_EXT_gpu_program_parameters
- GL_EXT_multi_draw_arrays
- GL_EXT_packed_depth_stencil
- GL_EXT_packed_pixels
- GL_EXT_pixel_buffer_object
- GL_EXT_point_parameters
- GL_EXT_provoking_vertex
- GL_EXT_rescale_normal
- GL_EXT_secondary_color
- GL_EXT_separate_shader_objects
- GL_EXT_separate_specular_color
- GL_EXT_shadow_funcs
- GL_EXT_stencil_two_side
- GL_EXT_stencil_wrap
- GL_EXT_texture3D
- GL_EXT_texture_compression_dxt1
- GL_EXT_texture_compression_s3tc
- GL_EXT_texture_cube_map
- GL_EXT_texture_edge_clamp
- GL_EXT_texture_env_combine
- GL_EXT_texture_env_dot3
- GL_EXT_texture_filter_anisotropic
- GL_EXT_texture_format_BGRA8888
- GL_EXT_texture_lod
- GL_EXT_texture_lod_bias
- GL_EXT_texture_mirror_clamp
- GL_EXT_texture_object
- GL_EXT_texture_sRGB
- GL_EXT_texture_swizzle
- GL_EXT_timer_query
- GL_EXT_vertex_array
- GL_EXT_vertex_array_bgra
- GL_EXT_x11_sync_object
- GL_EXT_import_sync_object
- GL_IBM_rasterpos_clip
- GL_IBM_texture_mirrored_repeat
- GL_KTX_buffer_region
- GL_NV_alpha_test
- GL_NV_blend_minmax
- GL_NV_blend_square
- GL_NV_complex_primitives
- GL_NV_copy_depth_to_color
- GL_NV_depth_clamp
- GL_NV_fbo_color_attachments
- GL_NV_fence
- GL_NV_float_buffer
- GL_NV_fog_distance
- GL_NV_fragdepth
- GL_NV_fragment_program
- GL_NV_fragment_program_option
- GL_NV_fragment_program2
- GL_NV_framebuffer_multisample_coverage
- GL_NV_half_float
- GL_NV_light_max_exponent
- GL_NV_multisample_filter_hint
- GL_NV_occlusion_query
- GL_NV_packed_depth_stencil
- GL_NV_pixel_data_range
- GL_NV_point_sprite
- GL_NV_primitive_restart
- GL_NV_register_combiners
- GL_NV_register_combiners2
- GL_NV_texgen_reflection
- GL_NV_texture_barrier
- GL_NV_texture_compression_vtc
- GL_NV_texture_env_combine4
- GL_NV_texture_expand_normal
- GL_NV_texture_lod_clamp
- GL_NV_texture_rectangle
- GL_NV_texture_shader
- GL_NV_texture_shader2
- GL_NV_texture_shader3
- GL_NV_vertex_array_range
- GL_NV_vertex_array_range2
- GL_NV_vertex_program
- GL_NV_vertex_program1_1
- GL_NV_vertex_program2
- GL_NV_vertex_program2_option
- GL_NV_vertex_program3
- GL_NVX_conditional_render
- GL_OES_depth24
- GL_OES_depth32
- GL_OES_depth_texture
- GL_OES_element_index_uint
- GL_OES_fbo_render_mipmap
- GL_OES_get_program_binary
- GL_OES_mapbuffer
- GL_OES_packed_depth_stencil
- GL_OES_rgb8_rgba8
- GL_OES_standard_derivatives
- GL_OES_texture_3D
- GL_OES_texture_float
- GL_OES_texture_float_linear
- GL_OES_texture_half_float
- GL_OES_texture_half_float_linear
- GL_OES_texture_npot
- GL_OES_vertex_array_object
- GL_OES_vertex_half_float
- GL_SGIS_generate_mipmap
- GL_SGIS_texture_lod
- GL_SGIX_depth_texture
- GL_SGIX_shadow
- GL_SUN_slice_accum
Maximum texture size: 4096
Found GL_ARB_multitexture...
Multitexture extensions found.
Max texture units: 4
Max anisotropy 16.000000
Clamp to edge extension found.
Found GL_ARB_vertex_shader, GL_ARB_fragment_shader...
Shader extensions found.
Shading language version: 1.20 NVIDIA via Cg compiler
Max texture image units: 16
Max vertex uniform components: 1024
Max varying floats: 32
Max vertex attribs: 16
Max fragment uniform components: 2048
Found OpenGL 2.0 separate stencil methods
Found GL_ARB_depth_clamp...
Found GL_EXT_stencil_wrap...
Found GL_ARB_vertex_buffer_object...
Vertex buffer object extensions found.
Found GL_EXT_draw_range_elements...
Draw range elements extensions found.

Reference not set to an instance of an object


The error doesn't seem connected with a specific frame of the guard's death animation. Sometimes I simply have to go up the lift and see the two guards for it to crash. Other times I'm in the middle of firing at the first guard. Other times I've just killed the first guard. I presume there's some trigger being set off, possibly related to the mission target in his room?

I also fetched SVN trunk and tried with it, but it fails to even load the game. I presume this is a known problem with the code on trunk. I'll post a separate bug report for that if you like?

Nick
neek
 
Posts: 2
Joined: 03 Oct 2011 10:34

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