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Repost of the preceding message
signature de l'erreur:
AppName: warmux.exe AppVer: 0.11.1.0 ModName: warmux.exe
ModVer: 0.11.1.0 Offset: 00046ce6
signature de l'erreur:
AppName: warmux.exe AppVer: 0.11.1.0 ModName: warmux.exe
ModVer: 0.11.1.0 Offset: 00046ce6
I fixed the bug with the construct, so get the archive containing the fixed program, to unpack to the Warmux install folder.
To help us debug, you should describe precisely what you did to cause the problem. The above message doesn't give anything.
To help us debug, you should describe precisely what you did to cause the problem. The above message doesn't give anything.
____________________
Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
the error occurred during the battle, I wanted to put a metal wall
That's the construct. Get the zip file, unpack it, be done with that bug.
____________________
Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
I want to report some bugs
Environment: GNU/Linux (Ubuntu 8.04)
bug 1. If you move the camera by holding Ctrl + arrow key and release Ctrl before the arrow key the camera continue to move in the same direction. To get the camera to work properly again you can hold Ctrl and press the same direction the screen moves, and then release the arrow key before Ctrl.
bug 2. While playing a game, enter the graphics settings menu. Change the resolution and press the green button. It is now likely that the game crashes with a Segmentation fault. At least once I got an Floating point exception instead. The Floating point exception might be caused by something else because I got it once also when I just pressed 'Back to battle' in the small in game menu.
bug 3. If you have falling velocity when you fire the grapple you are much more likely to get hurt when hitting a wall. It looks similar to the closed bug report #15268. I better show this with a video. The video shows the bug twice.
bug 4. In the game (online or local) take any weapon that has a loading bar. Hold space to start loading the bar. Before the bar is full change weapon (F1 or some other way). The weapon will still have it's loading left so when someone (even other players) choose that weapon again it will fire immediately.
bug 5. when changing from grapple hook to some other weapon the falling velocity seem to get reversed. By changing weapon fast enough you can fly. To do this use all tools that you can change to by pressing F6 so that you only have the grapple hook and one other tool to choose between. now press jump high and repeatedly press F6 fast enough and you will fly. I post a video to demonstrate this.
Edit by Peter On 01/30/11 at 09h50
Environment: GNU/Linux (Ubuntu 8.04)
bug 1. If you move the camera by holding Ctrl + arrow key and release Ctrl before the arrow key the camera continue to move in the same direction. To get the camera to work properly again you can hold Ctrl and press the same direction the screen moves, and then release the arrow key before Ctrl.
bug 2. While playing a game, enter the graphics settings menu. Change the resolution and press the green button. It is now likely that the game crashes with a Segmentation fault. At least once I got an Floating point exception instead. The Floating point exception might be caused by something else because I got it once also when I just pressed 'Back to battle' in the small in game menu.
bug 3. If you have falling velocity when you fire the grapple you are much more likely to get hurt when hitting a wall. It looks similar to the closed bug report #15268. I better show this with a video. The video shows the bug twice.
bug 4. In the game (online or local) take any weapon that has a loading bar. Hold space to start loading the bar. Before the bar is full change weapon (F1 or some other way). The weapon will still have it's loading left so when someone (even other players) choose that weapon again it will fire immediately.
bug 5. when changing from grapple hook to some other weapon the falling velocity seem to get reversed. By changing weapon fast enough you can fly. To do this use all tools that you can change to by pressing F6 so that you only have the grapple hook and one other tool to choose between. now press jump high and repeatedly press F6 fast enough and you will fly. I post a video to demonstrate this.
Edit by Peter On 01/30/11 at 09h50
Thanks, bugs have been filed as:
As for bug 4, is that a regression compared to previous version? What do you feel happens and shouldn't? It seems the "falling before firing the grapple" is a root cause. What happens next? When you hit a wall, you take damage and loose the grapple? If yes, I never noticed that, but I'm thinking it should work like that anyway.
I mean, as soon you hit violently enough something (such as after a fall), the character gets hurt, and thus loose your turn. This sounds logical. So there are 2 courses of action (when debugging, other options may arise or favor one or the other in terms of simplicity): the hit doesn't deal damage and you can continue, or it deals and you can't.
- Bug 1: Movement continues in spite of keys being released
- Bug 2: Changing resolution during game crashes it0
- Bug 4: Changing the weapon while charging will disrupt next turn
- Bug 5: Grapple can be abused into fly hack
As for bug 4, is that a regression compared to previous version? What do you feel happens and shouldn't? It seems the "falling before firing the grapple" is a root cause. What happens next? When you hit a wall, you take damage and loose the grapple? If yes, I never noticed that, but I'm thinking it should work like that anyway.
I mean, as soon you hit violently enough something (such as after a fall), the character gets hurt, and thus loose your turn. This sounds logical. So there are 2 courses of action (when debugging, other options may arise or favor one or the other in terms of simplicity): the hit doesn't deal damage and you can continue, or it deals and you can't.
____________________
Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
@kurosu in bug #17612 you link the wrong video. bug 4, you mean bug 3? In that case this is nothing new in this version. The video shows the bug twice. In the second case I can understand that you get hurt because the speed is so high. In the first case what happens is that I hit the wall and loose the grapple automatic. The problem I see is that if I didn't have any falling velocity when I used the grapple that would never have caused the grapple to loose. It is inconsistent.
I have played some more and found some bugs.
¤ In another forum post qwert said:
qwert:
I don't think this got any attention, so I want say that I am able to reproduce this. You can also change weapon instead of pressing space.
¤ When the construct is placed far to the left it crashes with a segmentation fault on many of the maps. Octopillars is one of them.
¤ On Paradis I also get crashes when placing the construct but it doesn't behave in the same way as the other maps. I see no connection between where I place the construct and the crashes. It is also much harder to reproduce so you might have to try placing lots of constructs. I was able to get the the twice. The first time the construct was placed high, it terminated with the following error:
Quotation:
The second time the construct was placed low, I got this:
Quotation:
Followed by a backtrace Hide:
¤ The next bug is about our friend the grappling hook. This can happen in places where the ground is going all the way up to the top of the map (or a construct is placed so that half is not visible). Using a grappling hook to swing up on top of this will cause a segmentation fault. It is also possible to stand on top and firing the hook into the ground. Octopillars is a good map to reproduce this bug on.
¤ In another forum post qwert said:
qwert:
Additionally, if you close the parachute by pressing 'space' while flying, the character doesn't fall down vertically, but goes on moving horizontally. (I at least suppose that this is not wanted
)
)I don't think this got any attention, so I want say that I am able to reproduce this. You can also change weapon instead of pressing space.
¤ When the construct is placed far to the left it crashes with a segmentation fault on many of the maps. Octopillars is one of them.
¤ On Paradis I also get crashes when placing the construct but it doesn't behave in the same way as the other maps. I see no connection between where I place the construct and the crashes. It is also much harder to reproduce so you might have to try placing lots of constructs. I was able to get the the twice. The first time the construct was placed high, it terminated with the following error:
Quotation:
warmux: character/member.cpp:238: void Member::ApplySqueleton(Member*): Assertion `parent_member' failed.
Aborted
Aborted
The second time the construct was placed low, I got this:
Quotation:
*** glibc detected *** warmux: free(): invalid pointer: 0x0000000003a432f0 ***
Followed by a backtrace Hide:
======= Backtrace: =========
/lib/libc.so.6[0x7ff38c51d0ea]
/lib/libc.so.6(cfree+0x8c)[0x7ff38c520c7c]
/usr/lib/libSDL-1.2.so.0(SDL_FreeSurface+0x67)[0x7ff38d86c877]
warmux[0x452f55]
warmux[0x450c53]
warmux[0x501078]
warmux[0x507787]
warmux[0x438813]
warmux[0x438e39]
warmux[0x43b927]
warmux[0x43bd17]
warmux[0x43a50f]
warmux[0x4c36c0]
warmux[0x4d7a6a]
warmux[0x4d5c59]
warmux[0x4d63b7]
warmux[0x4d5daa]
warmux[0x4d6907]
warmux[0x4a6c23]
warmux[0x4a6e50]
/lib/libc.so.6(__libc_start_main+0xf4)[0x7ff38c4c71c4]
warmux[0x408239]
======= Memory map: ========
00400000-0062b000 r-xp 00000000 08:01 10330258 /usr/local/bin/warmux
0082b000-0082d000 rw-p 0022b000 08:01 10330258 /usr/local/bin/warmux
0082d000-0537a000 rw-p 0082d000 00:00 0 [heap]
40135000-40136000 ---p 40135000 00:00 0
40136000-40936000 rw-p 40136000 00:00 0
41a85000-41a86000 ---p 41a85000 00:00 0
41a86000-42286000 rw-p 41a86000 00:00 0
7ff380000000-7ff380021000 rw-p 7ff380000000 00:00 0
7ff380021000-7ff384000000 ---p 7ff380021000 00:00 0
7ff38410c000-7ff385740000 rw-p 7ff38410c000 00:00 0
7ff3867e9000-7ff3867ee000 r-xp 00000000 08:01 10241943 /usr/lib/libogg.so.0.5.3
7ff3867ee000-7ff3869ed000 ---p 00005000 08:01 10241943 /usr/lib/libogg.so.0.5.3
7ff3869ed000-7ff3869ee000 rw-p 00004000 08:01 10241943 /usr/lib/libogg.so.0.5.3
7ff3869ee000-7ff386a0c000 r-xp 00000000 08:01 10242490 /usr/lib/libvorbis.so.0.4.0
7ff386a0c000-7ff386c0c000 ---p 0001e000 08:01 10242490 /usr/lib/libvorbis.so.0.4.0
7ff386c0c000-7ff386c1a000 rw-p 0001e000 08:01 10242490 /usr/lib/libvorbis.so.0.4.0
7ff386c1a000-7ff386c21000 r-xp 00000000 08:01 10242079 /usr/lib/libvorbisfile.so.3.2.0
7ff386c21000-7ff386e20000 ---p 00007000 08:01 10242079 /usr/lib/libvorbisfile.so.3.2.0
7ff386e20000-7ff386e21000 rw-p 00006000 08:01 10242079 /usr/lib/libvorbisfile.so.3.2.0
7ff386e21000-7ff3873ef000 rw-p 7ff386e21000 00:00 0
7ff3873ef000-7ff3878ef000 rw-s 00000000 00:09 2916374 /SYSV00000000 (deleted)
7ff3878ef000-7ff3878f4000 r-xp 00000000 08:01 10241343 /usr/lib/libXfixes.so.3.1.0
7ff3878f4000-7ff387af3000 ---p 00005000 08:01 10241343 /usr/lib/libXfixes.so.3.1.0
7ff387af3000-7ff387af4000 rw-p 00004000 08:01 10241343 /usr/lib/libXfixes.so.3.1.0
7ff387af4000-7ff387afd000 r-xp 00000000 08:01 10241333 /usr/lib/libXcursor.so.1.0.2
7ff387afd000-7ff387cfd000 ---p 00009000 08:01 10241333 /usr/lib/libXcursor.so.1.0.2
7ff387cfd000-7ff387cfe000 rw-p 00009000 08:01 10241333 /usr/lib/libXcursor.so.1.0.2
7ff387cfe000-7ff387d32000 rw-p 7ff387cfe000 00:00 0
7ff387d32000-7ff387d39000 r-xp 00000000 08:01 10241361 /usr/lib/libXrandr.so.2.1.0
7ff387d39000-7ff387f38000 ---p 00007000 08:01 10241361 /usr/lib/libXrandr.so.2.1.0
7ff387f38000-7ff387f39000 rw-p 00006000 08:01 10241361 /usr/lib/libXrandr.so.2.1.0
7ff387f39000-7ff387f42000 r-xp 00000000 08:01 10241363 /usr/lib/libXrender.so.1.3.0
7ff387f42000-7ff388141000 ---p 00009000 08:01 10241363 /usr/lib/libXrender.so.1.3.0
7ff388141000-7ff388142000 rw-p 00008000 08:01 10241363 /usr/lib/libXrender.so.1.3.0
7ff388142000-7ff388153000 r-xp 00000000 08:01 10241341 /usr/lib/libXext.so.6.4.0
7ff388153000-7ff388352000 ---p 00011000 08:01 10241341 /usr/lib/libXext.so.6.4.0
7ff388352000-7ff388353000 rw-p 00010000 08:01 10241341 /usr/lib/libXext.so.6.4.0
7ff388353000-7ff388356000 r-xp 00000000 08:01 8003651 /lib/libgpg-error.so.0.3.0
7ff388356000-7ff388555000 ---p 00003000 08:01 8003651 /lib/libgpg-error.so.0.3.0
7ff388555000-7ff388556000 rw-p 00002000 08:01 8003651Aborted
/lib/libc.so.6[0x7ff38c51d0ea]
/lib/libc.so.6(cfree+0x8c)[0x7ff38c520c7c]
/usr/lib/libSDL-1.2.so.0(SDL_FreeSurface+0x67)[0x7ff38d86c877]
warmux[0x452f55]
warmux[0x450c53]
warmux[0x501078]
warmux[0x507787]
warmux[0x438813]
warmux[0x438e39]
warmux[0x43b927]
warmux[0x43bd17]
warmux[0x43a50f]
warmux[0x4c36c0]
warmux[0x4d7a6a]
warmux[0x4d5c59]
warmux[0x4d63b7]
warmux[0x4d5daa]
warmux[0x4d6907]
warmux[0x4a6c23]
warmux[0x4a6e50]
/lib/libc.so.6(__libc_start_main+0xf4)[0x7ff38c4c71c4]
warmux[0x408239]
======= Memory map: ========
00400000-0062b000 r-xp 00000000 08:01 10330258 /usr/local/bin/warmux
0082b000-0082d000 rw-p 0022b000 08:01 10330258 /usr/local/bin/warmux
0082d000-0537a000 rw-p 0082d000 00:00 0 [heap]
40135000-40136000 ---p 40135000 00:00 0
40136000-40936000 rw-p 40136000 00:00 0
41a85000-41a86000 ---p 41a85000 00:00 0
41a86000-42286000 rw-p 41a86000 00:00 0
7ff380000000-7ff380021000 rw-p 7ff380000000 00:00 0
7ff380021000-7ff384000000 ---p 7ff380021000 00:00 0
7ff38410c000-7ff385740000 rw-p 7ff38410c000 00:00 0
7ff3867e9000-7ff3867ee000 r-xp 00000000 08:01 10241943 /usr/lib/libogg.so.0.5.3
7ff3867ee000-7ff3869ed000 ---p 00005000 08:01 10241943 /usr/lib/libogg.so.0.5.3
7ff3869ed000-7ff3869ee000 rw-p 00004000 08:01 10241943 /usr/lib/libogg.so.0.5.3
7ff3869ee000-7ff386a0c000 r-xp 00000000 08:01 10242490 /usr/lib/libvorbis.so.0.4.0
7ff386a0c000-7ff386c0c000 ---p 0001e000 08:01 10242490 /usr/lib/libvorbis.so.0.4.0
7ff386c0c000-7ff386c1a000 rw-p 0001e000 08:01 10242490 /usr/lib/libvorbis.so.0.4.0
7ff386c1a000-7ff386c21000 r-xp 00000000 08:01 10242079 /usr/lib/libvorbisfile.so.3.2.0
7ff386c21000-7ff386e20000 ---p 00007000 08:01 10242079 /usr/lib/libvorbisfile.so.3.2.0
7ff386e20000-7ff386e21000 rw-p 00006000 08:01 10242079 /usr/lib/libvorbisfile.so.3.2.0
7ff386e21000-7ff3873ef000 rw-p 7ff386e21000 00:00 0
7ff3873ef000-7ff3878ef000 rw-s 00000000 00:09 2916374 /SYSV00000000 (deleted)
7ff3878ef000-7ff3878f4000 r-xp 00000000 08:01 10241343 /usr/lib/libXfixes.so.3.1.0
7ff3878f4000-7ff387af3000 ---p 00005000 08:01 10241343 /usr/lib/libXfixes.so.3.1.0
7ff387af3000-7ff387af4000 rw-p 00004000 08:01 10241343 /usr/lib/libXfixes.so.3.1.0
7ff387af4000-7ff387afd000 r-xp 00000000 08:01 10241333 /usr/lib/libXcursor.so.1.0.2
7ff387afd000-7ff387cfd000 ---p 00009000 08:01 10241333 /usr/lib/libXcursor.so.1.0.2
7ff387cfd000-7ff387cfe000 rw-p 00009000 08:01 10241333 /usr/lib/libXcursor.so.1.0.2
7ff387cfe000-7ff387d32000 rw-p 7ff387cfe000 00:00 0
7ff387d32000-7ff387d39000 r-xp 00000000 08:01 10241361 /usr/lib/libXrandr.so.2.1.0
7ff387d39000-7ff387f38000 ---p 00007000 08:01 10241361 /usr/lib/libXrandr.so.2.1.0
7ff387f38000-7ff387f39000 rw-p 00006000 08:01 10241361 /usr/lib/libXrandr.so.2.1.0
7ff387f39000-7ff387f42000 r-xp 00000000 08:01 10241363 /usr/lib/libXrender.so.1.3.0
7ff387f42000-7ff388141000 ---p 00009000 08:01 10241363 /usr/lib/libXrender.so.1.3.0
7ff388141000-7ff388142000 rw-p 00008000 08:01 10241363 /usr/lib/libXrender.so.1.3.0
7ff388142000-7ff388153000 r-xp 00000000 08:01 10241341 /usr/lib/libXext.so.6.4.0
7ff388153000-7ff388352000 ---p 00011000 08:01 10241341 /usr/lib/libXext.so.6.4.0
7ff388352000-7ff388353000 rw-p 00010000 08:01 10241341 /usr/lib/libXext.so.6.4.0
7ff388353000-7ff388356000 r-xp 00000000 08:01 8003651 /lib/libgpg-error.so.0.3.0
7ff388356000-7ff388555000 ---p 00003000 08:01 8003651 /lib/libgpg-error.so.0.3.0
7ff388555000-7ff388556000 rw-p 00002000 08:01 8003651Aborted
¤ The next bug is about our friend the grappling hook. This can happen in places where the ground is going all the way up to the top of the map (or a construct is placed so that half is not visible). Using a grappling hook to swing up on top of this will cause a segmentation fault. It is also possible to stand on top and firing the hook into the ground. Octopillars is a good map to reproduce this bug on.
Peter, btw, were you the peterolen on IRC a few days back? If yes, I could provide you with current development builds to validate some of the bugs are fixed.
Peter:
I can't reproduce those bugs with the dev version, so I'll look a bit more.
Quotation:
The bug is in character animation code in fact. I see you are using linux, are you using a package or did you compile yourself warmux? I'm asking this all the more since I thought this "assertion" would only occur in debug mode.
As for the cause... Well, having it running with a debug version under gdb would help tremendously.
Quotation:
The second time the construct was placed low, I got this:
Quotation:
Followed by a backtrace Hide:
I can see where it crashes, but I lack context to see something.
Quotation:
¤ The next bug is about our friend the grappling hook. This can happen in places where the ground is going all the way up to the top of the map (or a construct is placed so that half is not visible). Using a grappling hook to swing up on top of this will cause a segmentation fault. It is also possible to stand on top and firing the hook into the ground. Octopillars is a good map to reproduce this bug on.
Argh
We can't handle such situation for characters, so maybe we'll just declare "you're out of the map, you're dead".
Anyway, as for construct, this probably has to do with things going out of the game's representation of the map. There are probably several bugs there.
Peter:
I have played some more and found some bugs.
¤ In another forum post qwert said:
qwert:
I don't think this got any attention, so I want say that I am able to reproduce this. You can also change weapon instead of pressing space.
¤ When the construct is placed far to the left it crashes with a segmentation fault on many of the maps. Octopillars is one of them.
¤ In another forum post qwert said:
qwert:
Additionally, if you close the parachute by pressing 'space' while flying, the character doesn't fall down vertically, but goes on moving horizontally. (I at least suppose that this is not wanted
)
)I don't think this got any attention, so I want say that I am able to reproduce this. You can also change weapon instead of pressing space.
¤ When the construct is placed far to the left it crashes with a segmentation fault on many of the maps. Octopillars is one of them.
I can't reproduce those bugs with the dev version, so I'll look a bit more.
Quotation:
¤ On Paradis I also get crashes when placing the construct but it doesn't behave in the same way as the other maps. I see no connection between where I place the construct and the crashes. It is also much harder to reproduce so you might have to try placing lots of constructs. I was able to get the the twice. The first time the construct was placed high, it terminated with the following error:
Quotation:
Quotation:
warmux: character/member.cpp:238: void Member::ApplySqueleton(Member*): Assertion `parent_member' failed.
Aborted
Aborted
The bug is in character animation code in fact. I see you are using linux, are you using a package or did you compile yourself warmux? I'm asking this all the more since I thought this "assertion" would only occur in debug mode.
As for the cause... Well, having it running with a debug version under gdb would help tremendously.
Quotation:
The second time the construct was placed low, I got this:
Quotation:
*** glibc detected *** warmux: free(): invalid pointer: 0x0000000003a432f0 ***
Followed by a backtrace Hide:
======= Backtrace: =========
/lib/libc.so.6[0x7ff38c51d0ea]
/lib/libc.so.6(cfree+0x8c)[0x7ff38c520c7c]
/usr/lib/libSDL-1.2.so.0(SDL_FreeSurface+0x67)[0x7ff38d86c877]
/lib/libc.so.6[0x7ff38c51d0ea]
/lib/libc.so.6(cfree+0x8c)[0x7ff38c520c7c]
/usr/lib/libSDL-1.2.so.0(SDL_FreeSurface+0x67)[0x7ff38d86c877]
I can see where it crashes, but I lack context to see something.
Quotation:
¤ The next bug is about our friend the grappling hook. This can happen in places where the ground is going all the way up to the top of the map (or a construct is placed so that half is not visible). Using a grappling hook to swing up on top of this will cause a segmentation fault. It is also possible to stand on top and firing the hook into the ground. Octopillars is a good map to reproduce this bug on.
Argh

We can't handle such situation for characters, so maybe we'll just declare "you're out of the map, you're dead".
Anyway, as for construct, this probably has to do with things going out of the game's representation of the map. There are probably several bugs there.
____________________
Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
Yes I am peterolen on IRC. I compiled it from the source code found at the download page.
Now I tested with the svn version (revision 9542) and I was able to reproduce all of the bugs in my previous post. Using gdb I got this when placing the construct too far to the left.
Quotation:
I have not used gdb before so I'm not sure if there is more useful information to get from it.
I also noticed that the problem only occurs when placing the construct outside what is shown on the minimap. Placing a construct outside the minimap range to the right the construct is shown on the minimap to be somewhere inside the map.
Maybe the problems with Paradis is caused by the same thing as above. but here are three outputs from crashes on Paradis:
Quotation:
Quotation:
Quotation:
I also noticed that if I place constructs high up this sometimes caused graphical glitches on other places further down.
Maybe I should explain the parachute bug a bit more. If you are just going in the down direction you will not notice anything but if you press to the left or right so that you are going in direction not straight down and then press space you continue in the same direction.
Edit by Peter On 02/07/11 at 08h54
Now I tested with the svn version (revision 9542) and I was able to reproduce all of the bugs in my previous post. Using gdb I got this when placing the construct too far to the left.
Quotation:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f1e16cbc710 (LWP 9171)]
0x00000000004d7e10 in TileItem_AlphaSoftware::ScalePreview (this=0x4a1e090,
odata=0x103ad0130 <Address 0x103ad0130 out of bounds>, x=-15, opitch=1984,
shift=2) at map/tileitem.cpp:598
598 odata[4*i+0] = (p0 + (1<<(2*shift-1)))>>(2*shift);
[Switching to Thread 0x7f1e16cbc710 (LWP 9171)]
0x00000000004d7e10 in TileItem_AlphaSoftware::ScalePreview (this=0x4a1e090,
odata=0x103ad0130 <Address 0x103ad0130 out of bounds>, x=-15, opitch=1984,
shift=2) at map/tileitem.cpp:598
598 odata[4*i+0] = (p0 + (1<<(2*shift-1)))>>(2*shift);
I have not used gdb before so I'm not sure if there is more useful information to get from it.
I also noticed that the problem only occurs when placing the construct outside what is shown on the minimap. Placing a construct outside the minimap range to the right the construct is shown on the minimap to be somewhere inside the map.
Maybe the problems with Paradis is caused by the same thing as above. but here are three outputs from crashes on Paradis:
Quotation:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f005abed710 (LWP 9151)]
0x0000000000462afa in Sprite::GetCurrentDelay (this=0x0)
at ./graphic/sprite.h:95
95 uint GetCurrentDelay() const { return cache[current_frame].delay; }
[Switching to Thread 0x7f005abed710 (LWP 9151)]
0x0000000000462afa in Sprite::GetCurrentDelay (this=0x0)
at ./graphic/sprite.h:95
95 uint GetCurrentDelay() const { return cache[current_frame].delay; }
Quotation:
! Error in graphic/font.cpp:168 (Warmux svn) : Unable to render text: Text has zero width
./base/error.cpp:86: Missed assertion "false".
Program received signal SIGABRT, Aborted.
[Switching to Thread 0x7fc38a624710 (LWP 9177)]
0x00007fc388387527 in kill () from /lib/libc.so.6
./base/error.cpp:86: Missed assertion "false".
Program received signal SIGABRT, Aborted.
[Switching to Thread 0x7fc38a624710 (LWP 9177)]
0x00007fc388387527 in kill () from /lib/libc.so.6
Quotation:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f61e060b710 (LWP 9200)]
0x0000000000419d95 in Surface::GetHeight (this=0x25ecf28)
at ./graphic/surface.h:172
172 inline int GetHeight() const { return surface->h; }
[Switching to Thread 0x7f61e060b710 (LWP 9200)]
0x0000000000419d95 in Surface::GetHeight (this=0x25ecf28)
at ./graphic/surface.h:172
172 inline int GetHeight() const { return surface->h; }
I also noticed that if I place constructs high up this sometimes caused graphical glitches on other places further down.
Maybe I should explain the parachute bug a bit more. If you are just going in the down direction you will not notice anything but if you press to the left or right so that you are going in direction not straight down and then press space you continue in the same direction.
Edit by Peter On 02/07/11 at 08h54
Peter:
Ok, good. We are going to nicely test those.
Quotation:
0x00000000004d7e10 in TileItem_AlphaSoftware::ScalePreview (this=0x4a1e090,
odata=0x103ad0130 <Address 0x103ad0130 out of bounds>, x=-15, opitch=1984,
shift=2) at map/tileitem.cpp:598
598 odata[4*i+0] = (p0 + (1<<(2*shift-1)))>>(2*shift);
I have not used gdb before so I'm not sure if there is more useful information to get from it.
I also noticed that the problem only occurs when placing the construct outside what is shown on the minimap. Placing a construct outside the minimap range to the right the construct is shown on the minimap to be somewhere inside the map.[/quote]
In that case it was sufficient to fix the bug, thanks!
In general, you should type "bt", and provide us with the output.
Quotation:
0x0000000000462afa in Sprite::GetCurrentDelay (this=0x0)
at ./graphic/sprite.h:95
95 uint GetCurrentDelay() const { return cache[current_frame].delay; }
Quotation:
Is that the same bug. I can immediately see the problem, but not its context here, and thus why.
[Switching to Thread 0x7fc38a624710 (LWP 9177)]
0x00007fc388387527 in kill () from /lib/libc.so.6[/quote]
Quotation:
Yeah, it causes out-of-bonds and general memory corruption, so any kind of bug is bound to happen :/
Quotation:
Yes I am peterolen on IRC. I compiled it from the source code found at the download page.
Ok, good. We are going to nicely test those.
Quotation:
0x00000000004d7e10 in TileItem_AlphaSoftware::ScalePreview (this=0x4a1e090,
odata=0x103ad0130 <Address 0x103ad0130 out of bounds>, x=-15, opitch=1984,
shift=2) at map/tileitem.cpp:598
598 odata[4*i+0] = (p0 + (1<<(2*shift-1)))>>(2*shift);
I have not used gdb before so I'm not sure if there is more useful information to get from it.
I also noticed that the problem only occurs when placing the construct outside what is shown on the minimap. Placing a construct outside the minimap range to the right the construct is shown on the minimap to be somewhere inside the map.[/quote]
In that case it was sufficient to fix the bug, thanks!
In general, you should type "bt", and provide us with the output.
Quotation:
0x0000000000462afa in Sprite::GetCurrentDelay (this=0x0)
at ./graphic/sprite.h:95
95 uint GetCurrentDelay() const { return cache[current_frame].delay; }
Quotation:
! Error in graphic/font.cpp:168 (Warmux svn) : Unable to render text: Text has zero width
./base/error.cpp:86: Missed assertion "false".
Program received signal SIGABRT, Aborted.
./base/error.cpp:86: Missed assertion "false".
Program received signal SIGABRT, Aborted.
Is that the same bug. I can immediately see the problem, but not its context here, and thus why.
[Switching to Thread 0x7fc38a624710 (LWP 9177)]
0x00007fc388387527 in kill () from /lib/libc.so.6[/quote]
Quotation:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f61e060b710 (LWP 9200)]
0x0000000000419d95 in Surface::GetHeight (this=0x25ecf28)
at ./graphic/surface.h:172
172 inline int GetHeight() const { return surface->h; }
[Switching to Thread 0x7f61e060b710 (LWP 9200)]
0x0000000000419d95 in Surface::GetHeight (this=0x25ecf28)
at ./graphic/surface.h:172
172 inline int GetHeight() const { return surface->h; }
Yeah, it causes out-of-bonds and general memory corruption, so any kind of bug is bound to happen :/
Quotation:
Maybe I should explain the parachute bug a bit more. If you are just going in the down direction you will not notice anything but if you press to the left or right so that you are going in direction not straight down and then press space you continue in the same direction.
____________________
Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
Peter:
¤ The next bug is about our friend the grappling hook. This can happen in places where the ground is going all the way up to the top of the map (or a construct is placed so that half is not visible). Using a grappling hook to swing up on top of this will cause a segmentation fault. It is also possible to stand on top and firing the hook into the ground. Octopillars is a good map to reproduce this bug on.
I have added this bug to bug tracker https://gna.org/bugs/index.php?17666 . I also fixed the bug in my opinion. I understood that you have been testing svn version. If you can, could you verify that bug is fixed because there can other corner cases which didn't trigger in my testing. Thank you for your continued testing and reporting.
¤ The next bug is about our friend the grappling hook. This can happen in places where the ground is going all the way up to the top of the map (or a construct is placed so that half is not visible). Using a grappling hook to swing up on top of this will cause a segmentation fault. It is also possible to stand on top and firing the hook into the ground. Octopillars is a good map to reproduce this bug on.
I have added this bug to bug tracker https://gna.org/bugs/index.php?17666 . I also fixed the bug in my opinion. I understood that you have been testing svn version. If you can, could you verify that bug is fixed because there can other corner cases which didn't trigger in my testing. Thank you for your continued testing and reporting.
@mikkov, I am unable to reproduce the bug so you have probably fixed it now 
Also the constructs bugs are gone.
I looked a little bit at the parachute bug. SetExternForce is called when pressing some direction but the force is still applied if you remove the parachute. I tried to add ActiveCharacter().SetExternForceXY(Point2d(0.0, 0.0)); to Parachute:: p_Deselect() and the bug was gone (for me).
Edit by Peter On 02/07/11 at 20h56

Also the constructs bugs are gone.
I looked a little bit at the parachute bug. SetExternForce is called when pressing some direction but the force is still applied if you remove the parachute. I tried to add ActiveCharacter().SetExternForceXY(Point2d(0.0, 0.0)); to Parachute:: p_Deselect() and the bug was gone (for me).
Edit by Peter On 02/07/11 at 20h56
Hi,
OS: Symbian^3
device : Nokia N8
warmux version : 11.01
I have no bugs but a question :
I find that this is very hard to play because of the zoom level (currently betwen 15 and 20 % of the total screen ?) :
tI can hardly never have the soldier and the victim in the same screen so it is very hard to aim, and almost impossible if the victime is at the other part of the game.
and more, if I clic by error on the minimap in the top left corner, I'm lost in the map and it is very hard to find myself
would it be possible to change the zoome level to 40 or 50 % for litles screen devices such as 3.5 inches screens phones ?
Or to make the zoom level cutomizable in the options ?
thanks for your efforts.
OS: Symbian^3
device : Nokia N8
warmux version : 11.01
I have no bugs but a question :
I find that this is very hard to play because of the zoom level (currently betwen 15 and 20 % of the total screen ?) :
tI can hardly never have the soldier and the victim in the same screen so it is very hard to aim, and almost impossible if the victime is at the other part of the game.
and more, if I clic by error on the minimap in the top left corner, I'm lost in the map and it is very hard to find myself
would it be possible to change the zoome level to 40 or 50 % for litles screen devices such as 3.5 inches screens phones ?
Or to make the zoom level cutomizable in the options ?
thanks for your efforts.
• Feedbacks and Suggestions » WarMUX 11.01 bugs signalement de bug
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