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Author Topic: Lot sizes/getting rid of them and crashing when joining multiplayer  (Read 13441 times)
Moonkey
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« on: March 02, 2012, 10:32:13 AM »

Ok I accidentally placed a lot. It is 1x1 size (But why?) and when I tried right clicking on it with property and crashed.

Quote
Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
java.lang.NullPointerException
   at mythruna.client.bm.ObjectSelector.intersectObjects(ObjectSelector.java:544)
   at mythruna.client.bm.ObjectSelector.intersectObjects(ObjectSelector.java:484)
   at mythruna.client.bm.ClaimsGroup$ClaimTool.place(ClaimsGroup.java:452)
   at mythruna.client.bm.ObjectSelector.place(ObjectSelector.java:600)
   at mythruna.client.bm.BuildModeState.onAction(BuildModeState.java:318)
   at com.jme3.input.InputManager.invokeActions(InputManager.java:168)
   at com.jme3.input.InputManager.onMouseButtonEventQueued(InputManager.java:403)
   at com.jme3.input.InputManager.processQueue(InputManager.java:790)
   at com.jme3.input.InputManager.update(InputManager.java:840)
   at com.jme3.app.Application.update(Application.java:590)
   at com.jme3.app.SimpleApplication.update(SimpleApplication.java:225)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
   at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
   at java.lang.Thread.run(Unknown Source)

Build version:20120224

Memory usage:
Working memory: 71% (184619672/258158592)  VM Max: 35% (184619672/518979584)

Rendering caps:
    FrameBuffer
    FrameBufferMRT
    FrameBufferMultisample
    OpenGL20
    OpenGL21
    ARBprogram
    GLSL100
    GLSL110
    GLSL120
    VertexTextureFetch
    FloatTexture
    FloatColorBuffer
    NonPowerOfTwoTextures

Statistics:
  Vertices = 685962
  Triangles = 382998
  Uniforms = 3055
  Objects = 316
  Shaders (S) = 20
  Shaders (F) = 17
  Shaders (M) = 35
  Textures (S) = 121
  Textures (F) = 43
  Textures (M) = 84
  FrameBuffers (S) = 0
  FrameBuffers (F) = 0
  FrameBuffers (M) = 4
Application settings:
UseInput = true
AudioRenderer = LWJGL
Height = 480
Renderer = LWJGL-OpenGL2
BitsPerPixel = 16
Fullscreen = false
StencilBits = 0
DepthBits = 24
VSync = false
Frequency = -1
Width = 640
Samples = 0
DisableJoysticks = true
FrameRate = -1

Display adapter information:
Adapter:nv4_disp
Driver Version:6.14.11.7948
Vendor:NVIDIA Corporation
Version:2.1.2
Renderer:GeForce Go 7950 GTX/PCI/SSE2
GLSL Ver:1.20 NVIDIA via Cg compiler

I restarted mythruna and got back on the server, I tried rightclicking on it again and it crashed AGAIN.

Quote
Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
java.lang.NullPointerException
   at mythruna.client.bm.ObjectSelector.intersectObjects(ObjectSelector.java:544)
   at mythruna.client.bm.ObjectSelector.intersectObjects(ObjectSelector.java:484)
   at mythruna.client.bm.ClaimsGroup$GiveBadgeTool.place(ClaimsGroup.java:956)
   at mythruna.client.bm.ClaimsGroup$GiveBadgeTool.select(ClaimsGroup.java:945)
   at mythruna.client.bm.ObjectSelector.select(ObjectSelector.java:594)
   at mythruna.client.bm.BuildModeState.onAction(BuildModeState.java:316)
   at com.jme3.input.InputManager.invokeActions(InputManager.java:168)
   at com.jme3.input.InputManager.onMouseButtonEventQueued(InputManager.java:403)
   at com.jme3.input.InputManager.processQueue(InputManager.java:790)
   at com.jme3.input.InputManager.update(InputManager.java:840)
   at com.jme3.app.Application.update(Application.java:590)
   at com.jme3.app.SimpleApplication.update(SimpleApplication.java:225)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
   at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
   at java.lang.Thread.run(Unknown Source)

Build version:20120224

Memory usage:
Working memory: 66% (302613368/455495680)  VM Max: 58% (302613368/518979584)

Rendering caps:
    FrameBuffer
    FrameBufferMRT
    FrameBufferMultisample
    OpenGL20
    OpenGL21
    ARBprogram
    GLSL100
    GLSL110
    GLSL120
    VertexTextureFetch
    FloatTexture
    FloatColorBuffer
    NonPowerOfTwoTextures

Statistics:
  Vertices = 946513
  Triangles = 524516
  Uniforms = 6612
  Objects = 669
  Shaders (S) = 27
  Shaders (F) = 19
  Shaders (M) = 39
  Textures (S) = 165
  Textures (F) = 67
  Textures (M) = 102
  FrameBuffers (S) = 0
  FrameBuffers (F) = 0
  FrameBuffers (M) = 8
Application settings:
UseInput = true
AudioRenderer = LWJGL
Height = 480
Renderer = LWJGL-OpenGL2
BitsPerPixel = 16
Fullscreen = false
StencilBits = 0
DepthBits = 24
VSync = false
Frequency = -1
Width = 640
Samples = 0
DisableJoysticks = true
FrameRate = -1

Display adapter information:
Adapter:nv4_disp
Driver Version:6.14.11.7948
Vendor:NVIDIA Corporation
Version:2.1.2
Renderer:GeForce Go 7950 GTX/PCI/SSE2
GLSL Ver:1.20 NVIDIA via Cg compiler

And then after the 2nd crash I tried to get back on the server, it froze mythruna and an error log tried to generate but it was empty. So is there any problem going on. I'll try to get back on the server later.
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pspeed
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« Reply #1 on: March 02, 2012, 10:58:58 AM »

There is a bug in the click intersection code.  I've been trying to track it down in my dev version but it's intermittent.  I can fix it easily enough but I'm also curious about the underlying cause.

If you mean a plot in a city or town, they always start out as 1x1 and then you drag them bigger.  It's more likely that you are nesting sub-plots really close to others and/or giving them strange sizes so I start them out 1x1.
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Moonkey
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« Reply #2 on: March 02, 2012, 11:15:12 AM »

Nope, I was accidentally placing a plot in my Genetic lab property.
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pspeed
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« Reply #3 on: March 02, 2012, 11:30:27 AM »

Nope, I was accidentally placing a plot in my Genetic lab property.

Did I give you a town?

You shouldn't be able to place plots inside other plots.  But if you have a town then you can create lots inside of them... and they start out as 1x1.  Nothing else starts out as 1x1 (it's impossible) so I have to assume that's what you were doing.
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Moonkey
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« Reply #4 on: March 02, 2012, 11:55:08 AM »

No you never gave me a town, (I wish you did  Roll Eyes ) I forgot who placed it but they gave me a badge and named it Moonkey's genetic lab. I'd like to get a town though if you will.
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pspeed
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« Reply #5 on: March 02, 2012, 12:22:54 PM »

No you never gave me a town, (I wish you did  Roll Eyes ) I forgot who placed it but they gave me a badge and named it Moonkey's genetic lab. I'd like to get a town though if you will.

He may have given you a sub-plot, too then or something. Or there is a bug.

I can investigate next time we are on together and help you swap out the property for your own or something.
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FutureB
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« Reply #6 on: March 02, 2012, 01:11:50 PM »

i placed a plot to protect it for us but then moonkey disapeared for a few weeks and i gues he forgot to ask u for a new town so he has full control of his place. ill remove it when ever you want so you can place your own town
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Say the opposite of these words:
1)Always.
2)Coming.
3)From.
4)Take.
5)Me.
6)Down.
pspeed
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« Reply #7 on: March 02, 2012, 02:18:00 PM »

@FutureB, I want you to know that every time I see your sig line now, that song runs through my head.

...and that's not entirely a bad thing because it is good at flushing out whatever ear-bug was already running around in there.

It's a song that is never gonna give you up, never gonna let you down... never gonna run around...
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FutureB
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« Reply #8 on: March 02, 2012, 04:07:12 PM »

hahahah i gues it is beter then the others which just make u gaze at them XD
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Say the opposite of these words:
1)Always.
2)Coming.
3)From.
4)Take.
5)Me.
6)Down.
pspeed
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« Reply #9 on: March 02, 2012, 06:18:32 PM »

hahahah i gues it is beter then the others which just make u gaze at them XD

Yes, this one I take with me even after I close the browser.  The gift that keeps on giving.

You might say that the song never gives me up... never lets me down... etc.
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Moonkey
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« Reply #10 on: March 08, 2012, 12:09:05 PM »

I'm not gonna make you cry, I'm not gonna say goodbye, I'm not gonna run around and desert you.
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pspeed
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« Reply #11 on: March 08, 2012, 12:27:26 PM »

BTW, this bug was fixed in last night's release.
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