Hi!
Here's how I can get the game to crash every single time:
- Play
- BBS Levels
- View: WIP / Experimental
- Page 2 of 36
- 5960 Return to Castle Voxatron
- SIGSEGV a few seconds after level start, no action required
Version: 0.2.1 md5sum vox: 8b36d1948b1a8174c9c8f29bd1446364 Platform: Linux 3.4.7 amd64 |
If it's any use, I upped a core file (about 7 MB download). Some basic info:
Program terminated with signal 11, Segmentation fault. (gdb) bt #0 0x08062cb1 in activate_object () #1 0x0806356c in activate_objects () #2 0x0805b1b5 in move_frame () #3 0x0805b75e in move_all () #4 0x0804b5b5 in codo_main_update () #5 0x0809432d in codo_main () #6 0x080499fb in main () |
(gdb) info reg eax 0x258 600 ecx 0x0 0 edx 0x0 0 ebx 0x9a67470 161903728 esp 0xffea3650 0xffea3650 ebp 0x258 0x258 esi 0x258 600 edi 0x9cd6884 164456580 eip 0x8062cb1 0x8062cb1 (activate_object+65) eflags 0x206 [ PF IF ] cs 0x23 35 ss 0x2b 43 ds 0x2b 43 es 0x2b 43 fs 0x3 3 gs 0x63 99 |
Happy hunting! (or bleh-old-news-already-fixed-ing, and yes, that's a word)
There is a way to crash the game at the exact same code location, but with a different callstack.
- Start BBS Level "4491 Zelda!" (love that search function btw)
- Kill the two monsters in the 4th room
- Hop into the appearing circle of pillars
- SIGSEGV
Program terminated with signal 11, Segmentation fault. (gdb) bt #0 0x08062cb1 in activate_object () #1 0x0806386a in generate_world () #2 0x08064672 in enter_room () #3 0x0805b69a in move_frame () #4 0x0805b75e in move_all () #5 0x0804b5b5 in codo_main_update () #6 0x0809432d in codo_main () #7 0x080499fb in main () |
(gdb) info reg eax 0x0 0 ecx 0x0 0 edx 0x2 2 ebx 0x938f970 154728816 esp 0xffaf43b0 0xffaf43b0 ebp 0x1 0x1 esi 0x0 0 edi 0x9a733c4 161952708 eip 0x8062cb1 0x8062cb1 (activate_object+65) eflags 0x202 [ IF ] cs 0x23 35 ss 0x2b 43 ds 0x2b 43 es 0x2b 43 fs 0x3 3 gs 0x63 99 |
Core file: Download
I hope my nagging bug reports don't come across as hostile, I'm really impressed with the game. Can't wait to see what the community will build with it! :)
Fixed for the next update.
It probably happens in a few other BBS levels, but I haven't come across any more yet. It was caused by faulty backwards-compatibility when loading pre-0.2.0 levels that contain internal items (player/monster) copied into the main library of props.
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