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Hi!

Here's how I can get the game to crash every single time:

  1. Play
  2. BBS Levels
  3. View: WIP / Experimental
  4. Page 2 of 36
  5. 5960 Return to Castle Voxatron
  6. 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)

P#6422 2012-08-10 19:56 ( Edited 2012-08-16 22:05)

There is a way to crash the game at the exact same code location, but with a different callstack.

  1. Start BBS Level "4491 Zelda!" (love that search function btw)
  2. Kill the two monsters in the 4th room
  3. Hop into the appearing circle of pillars
  4. 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! :)

P#6424 2012-08-11 10:08 ( Edited 2012-08-11 14:08)

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.

P#6435 2012-08-16 18:05 ( Edited 2012-08-16 22:05)

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