Running latest v1.75.2 trunk on Win XP SP3.
Probable causes:
out-of-bounds arrays, NPCs scripted to jump to impossible places.
I discovered a game-crashing effect of one-way ticket to Oresrati OXP, which I am hacking to bits. If you "miss" a jump, the jump number counter can tick past the last element in the array...and then try jumping to a "null" system.ID, which often results in a game crash.
this.planetArray = [88,118,88,162];
this.ship1.exitSystem(this.planetArray[missionVariables.owt2o_nextPlanet]);
missionVariables.owt2o_nextPlanet +=1;
missionVariables.owt2o_nextPlanet can count upwards past the 162 value if a jump is missed/fails.
Another problem is trying to jump to an out-of-range system.ID seems to cause problems, which can happen if a jump is missed. Strangely, this seemed to cause even more severe problems than the jump to "null" location!
Here's the error message:
00:35:07.218 [exception]: ***** Exception during [JUMP!] in -[PlayerEntity performWitchspaceCountdownUpdates:] : NSInternalInconsistencyException : NSIncrementExtraRefCount() asked to increment too far *****
Hacked code causing these effects here:
OneWayTicket2Oresrati v0.3.zip
http://www.mediafire.com/?ky3qqyyx6kfw13z
That one was a crash-to-desktop. I even saw it happen when the jump should have been possible, as the system was within 7 LY and the script "fuels up" the NPC ship on creation.
Here's the later version, less prone but not completely immune of the same effects:
http://www.mediafire.com/?el9hgh3ybbyyr6f
(Yeah, I need to increase version. #
