Sat 14 Aug 2004 01:14:54 PM UTC, comment #5:
Sorry to flood a bit, but here is stacktrace made with a version with debugging symbols:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1082481440 (LWP 9611)]
0x080540e8 in AINumbi::findNewEmplacement (this=0x88995e0, buildingType=2,
posX=0xbffedef8, posY=0xbffedefc) at AINumbi.cpp:644
644 Building *b=myBuildings[mainBuilding[buildingType]];
(gdb) bt
#0 0x080540e8 in AINumbi::findNewEmplacement (this=0x88995e0, buildingType=2,
posX=0xbffedef8, posY=0xbffedefc) at AINumbi.cpp:644
#1 0x08055006 in AINumbi::adjustBuildings (this=0x88995e0, numbers=32,
numbersInc=2, workers=1, buildingType=2) at AINumbi.cpp:910
#2 0x08052b1d in AINumbi::getOrder (this=0x88995e0) at AINumbi.cpp:208
#3 0x08051959 in AI::getOrder (this=0x88723b0, paused=false) at AI.cpp:87
#4 0x0807197e in Engine::run (this=0xbfffc500) at Engine.cpp:434
#5 0x0809bf20 in Glob2::run (this=0xbffff827, argc=1, argv=0xbffff8b4)
at Glob2.cpp:298
#6 0x0809c5bb in main (argc=1, argv=0xbffff8b4) at Glob2.cpp:440
(gdb) p mainBuilding[buildingType]
$1 = 134217728
(gdb) p buildingType
$2 = 2
(gdb) p myBuildings
$3 = (class Building **) 0x88f7f3c
Hoping this can help
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Sat 14 Aug 2004 12:34:34 PM UTC, comment #4:
It does the same for me. Here is a stacktrace:
(gdb) bt
#0 0x08058a4d in std::__uninitialized_fill_n_aux<std::string*, unsigned int, std::string> ()
#1 0x080597d4 in std::__uninitialized_fill_n_aux<std::string*, unsigned int, std::string> ()
#2 0x08057730 in std::__uninitialized_fill_n_aux<std::string*, unsigned int, std::string> ()
#3 0x08056577 in std::__uninitialized_fill_n_aux<std::string*, unsigned int, std::string> ()
#4 0x08078b9e in std::__uninitialized_fill_n_aux<std::string*, unsigned int, std::string> ()
#5 0x080a67d0 in std::operator+<char, std::char_traits<char>, std::allocator<char> > ()
#6 0x080a6eee in std::operator+<char, std::char_traits<char>, std::allocator<char> > ()
#7 0x403827da in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#8 0x404a3d34 in ?? () from /lib/tls/i686/cmov/libc.so.6
(gdb) info threads
2 Thread 1095220144 (LWP 5028) 0xffffe410 in __kernel_vsyscall ()
- 1 Thread 1083338400 (LWP 5025) 0x08058a4d in std::__uninitialized_fill_n_aux<std::string*, unsigned int, std::string> ()
I'm using a Debian Sid, with a 2.6 kernel, and the glob2_alpha7_i386.deb version of Globulation 2. If you want additional informations, feel free to ask me.
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Sat 19 Jun 2004 03:45:27 PM UTC, original submission:
In every cases game falls after map reloaded. All maps are saved from same version of game (Alpha 6). I tested it at my computer with SuSE Linux 8.1, gcc 3.2.
Toolkit : Initialized : Graphic Context created
Toolkit : Screen set to 1152x864 at 32 bpp in fullscreen
End-user map name is Garden 3
End-user map name is Auto save
End-user map name is Isles2
End-user map name is Isles3
End-user map name is Isles
CGS : Loading map 'games/Garden_3.game' ...
End-user map name is Garden 3
Loading map header
End-user map name is Garden 3
Engine : game is loaded
Engine::initCustom:: numberOfPlayer=4 numberOfTeam=3.
Engine::initCustom::player[0].type=4.
Engine::initCustom::player[1].type=6.
Engine::initCustom::player[2].type=6.
Game : AIs are now allied vs human
AI mask : e
new maxPingPongMax=0[ms]
myLocalWishedLatency=7[ticks]
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
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