Warzone2100 Version
Warzone 2100 - Version TRUNK - Built Apr 11 2007
Operating System
Ubuntu Linux 6.10
Hardware Information
Graphics card: Nvidia GeForce 6200se
Graphics Driver: Nvidia GLX
Sound Card: Griffin iMic
Sound Driver: ALSA
Warzone2100 Configuration
--fullscreen (and --window)
--shadows (and --noshadows)
--sound (and --nosound)
Bug Description
It is campaign 1, the third mission via transport
I send units to a certian area and it seg-faults. Image of where.
Terminal spat out this.
Everything except "Segmentation fault (core dumped)" happened before the crash.
Drive there! No! Don't seg-fault!
Re: Drive there! No! Don't seg-fault!
What revision are you using?
Also it would be nice if you could provide a backtrace using gdb.
Also it would be nice if you could provide a backtrace using gdb.
"First make sure it works good, only then make it look good." -- Giel
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Re: Drive there! No! Don't seg-fault!
I'm using revision 1118.
at segmentation fault I got this:
at segmentation fault I got this:
the rest was like the text file I linked to in the first post.Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1223501200 (LWP 9917)]
0x080ab2b0 in map_Height (x=55, y=3368874383) at map.c:1338
1338 if(TERRAIN_TYPE(mapTile(tileX,tileY)) == TER_WATER)
Re: Drive there! No! Don't seg-fault!
Well, I now why it segfaults: that y=3368874383 is way off the scale. I'm just not sure where it gets that y from.me1 wrote: I'm using revision 1118.
at segmentation fault I got this:the rest was like the text file I linked to in the first post.Code: Select all
Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1223501200 (LWP 9917)] 0x080ab2b0 in map_Height (x=55, y=3368874383) at map.c:1338 1338 if(TERRAIN_TYPE(mapTile(tileX,tileY)) == TER_WATER)
So if you could compile with debugging enabled:
Code: Select all
./configure --enable-debug=strict
and then start warzone in gdb like this (in the src/ directory):
Code: Select all
gdb ./warzone2100
(gdb) run
Code: Select all
(gdb) bt full
Then please post the result from that `bt full` command here, that way we can try to determine what causes it.
What might also help is if you'd attach a savegame just before the segfault (savegames are found in ~/.warzone2100/savegames/, the needed files are the .gam and .es file plus the folder with the savegame's name).
PS compiling with debugging enabled might cause WZ to SIGABRT before SIGSEGV is sent (it probably will do that just before you could have a segfault, since there is debug code there that checks for invalid x and y values), this won't necessarily make a backtrace less usefull.
"First make sure it works good, only then make it look good." -- Giel
Want to tip/donate? bitcoin:1EaqP4ZPMvUffazTxm7stoduhprzeabeFh
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Re: Drive there! No! Don't seg-fault!
odd....
I started a new campaign to see what would happen (not too far in with the first) and it didn't happen this time....
I started a new campaign to see what would happen (not too far in with the first) and it didn't happen this time....