Author Topic: CRASH on v0.3, Linux Mint 32bit  (Read 1016 times)

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
CRASH on v0.3, Linux Mint 32bit
« on: 2 October 2010, 00:48:24 »
gae-crash.txt: http://pastebin.com/5xH8jHcP

glestadv.log: http://pastebin.com/bu72Hyc3

glestadv-crash.png:
(click to show/hide)

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: CRASH on v0.3, Linux Mint 32bit
« Reply #1 on: 2 October 2010, 01:19:29 »
and again!

gae-crash.txt: http://pastebin.com/DAuQmzEA

glestadv.log: http://pastebin.com/ESzJQ3jS

glestadv-crash.png:
(click to show/hide)

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: CRASH on v0.3, Linux Mint 32bit
« Reply #2 on: 5 October 2010, 10:07:10 »
Hmmm, I couldn't reproduce this, from the screenshots it seems you were issuing move commands, and the code paths to the crashes support this, coming via Commander::giveDefaultOrders().

Code in there has been updated for load & unload though, which I 'suspect' you are using.  So if it's not to much of a pain, could you package it up for me, deleting all models and textures, so I can play with the same setup.  I'm happy to play it with pink boxes :)
Glest Advanced Engine - Code Monkey

Timeline | Downloads

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: CRASH on v0.3, Linux Mint 32bit
« Reply #3 on: 5 October 2010, 22:48:20 »
Hmmm, I couldn't reproduce this, from the screenshots it seems you were issuing move commands, and the code paths to the crashes support this, coming via Commander::giveDefaultOrders().

Code in there has been updated for load & unload though, which I 'suspect' you are using.
Yeah, and interestingly enough, both of those screens show a unit moving toward/near a loadable building (the Broch, which is the pointy tower one).

Quote
So if it's not to much of a pain, could you package it up for me, deleting all models and textures, so I can play with the same setup.  I'm happy to play it with pink boxes :)
Sure thing: http://www.mediafire.com/file/05qr1ic4tpadmkf/solunar_test-magitech_addon.zip

Play as Magic.

Also, the loadable building is supposed to only fit 12, but doesn't seem to honor that limitation... so you could take a look at that while you're at it. ;)

Code: [Select]
        <command>
            <type value="load"/>
            <name value="load"/>
            <image path="../dun/images/moon_load.bmp"/>
            <unit-requirements/>
            <upgrade-requirements/>
            <load-skill value="load_skill"/>
            <units-carried>
                <unit value="serf"/>
                <!--
                <unit value="kern"/>
                <unit value="savage"/>
                <unit value="squire"/>
                <unit value="gallowglass"/>
                <unit value="fay"/>
                <unit value="hag"/>
                <unit value="shaman"/>
                -->
            </units-carried>
            <load-capacity value="12"/>
        </command>

 

anything