Repost of the preceding message
Actually this did happen before I did the update, so I guess it might be fixed now.
Actually this did happen before I did the update, so I guess it might be fixed now.
kurosu:
Fixed, with a variety of problems in the replay/normal switching.
lordjj:
Will look at that.
Also, just FYI, in the SVN version when you watch a replay, then exit replay mode (and for example start a new game, etc.) the window title remains "Warmux - Replay Mode".
Will look at that.
Fixed, with a variety of problems in the replay/normal switching.
____________________
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 ...
This is more of a feature request:
-Usually clicking on the minimap takes the camera to the spot you clicked on, even with most weapons selected (including Construct), this makes things faster. But with Anvil or Air Attack selected, the cursor ignores the minimap and applies the attack in the upper-right corner where you clicked. In my opinion it would be better, and more consistent with other weapons, to make the Air Attack and Anvil cursors also change the camera position when clicking on the minimap so a player can choose anvil click where to go on minimap and use it.
-Usually clicking on the minimap takes the camera to the spot you clicked on, even with most weapons selected (including Construct), this makes things faster. But with Anvil or Air Attack selected, the cursor ignores the minimap and applies the attack in the upper-right corner where you clicked. In my opinion it would be better, and more consistent with other weapons, to make the Air Attack and Anvil cursors also change the camera position when clicking on the minimap so a player can choose anvil click where to go on minimap and use it.
I ran into this crash when playing the SVN (downloaded March 7/2011) in single payer mode against AI. It was my turn, I selected the Rail Gun and aimed at several targets (there was probably an explosive barrel after the first enemy also). After I shot (killing myself also), the game crashed:
Code TEXT :
Edit by lordjj On 03/08/11 at 15h56
Code TEXT :
object/physical_obj.cpp:336: Missed assertion "!collided_obj".
Program received signal SIGABRT, Aborted.
0x4001d422 in __kernel_vsyscall ()
(gdb) bt
#0 0x4001d422 in __kernel_vsyscall ()
#1 0x40577926 in kill () from /lib/tls/i686/cmov/libc.so.6
#2 0x081f800b in WakeUpDebugger () at ./base/error.cpp:43
#3 0x081f8259 in MissedAssertion (
filename=0x82120b7 "object/physical_obj.cpp", line=336,
message=0x82122df "!collided_obj") at ./base/error.cpp:55
#4 0x08178303 in PhysicalObj::Collide (this=0x4c5ade98,
collision=NO_COLLISION, collided_obj=0x4c2fd8d8, position=...)
at object/physical_obj.cpp:336
#5 0x0817930f in PhysicalObj::NotifyMove (this=0x4c5ade98, oldPos=...,
newPos=...) at object/physical_obj.cpp:302
#6 0x0817d47b in Physics::RunPhysicalEngine (this=0x4c5ade98)
at object/physics.cpp:498
#7 0x08176bcc in PhysicalObj::UpdatePosition (this=0x4c5ade98)
at object/physical_obj.cpp:429
#8 0x08170f83 in ObjectsList::Refresh (this=0x4c07e280)
at object/objects_list.cpp:81
#9 0x08083ac4 in Game::RefreshObject (this=0x496f5338) at game/game.cpp:572
#10 0x08085269 in Game::MainLoop (this=0x496f5338) at game/game.cpp:950
#11 0x08085792 in Game::Run (this=0x496f5338) at game/game.cpp:712
#12 0x08086c1d in Game::Start (this=0x496f5338, bench=false)
at game/game.cpp:388
#13 0x08126bdf in GameMenu::signal_ok (this=0xbffff508)
---Type <return> to continue, or q <return> to quit---
Edit by lordjj On 03/08/11 at 15h56
Here are some more 11.01 (related to the Network Game selection screen):
I was turnmaster, all payers ready, when I clicked go the game crashed (one of the most annoying bugs):
Code TEXT :
I entered a Public Server and it crashed:
Code TEXT :
I was turnmaster, all payers ready, when I clicked go the game crashed (one of the most annoying bugs):
Code TEXT :
Turnmaster, clicked apply, error:
Alex Jacob (host86-24-dynamic.43-79-r.retail.telecomitalia.it) just connected
Daniele (adsl-ull-28-186.40-151.net24.it) just connected
Program received signal SIGSEGV, Segmentation fault.
0x080bcb60 in ComboBox::GetValue (this=0x1) at ./gui/combo_box.h:62
62 const std::string GetValue() const { return m_choices[m_index].first; };
(gdb) bt
#0 0x080bcb60 in ComboBox::GetValue (this=0x1) at ./gui/combo_box.h:62
#1 0x0813df00 in NetworkMenu::SaveOptions (this=0xbfffedb0)
at menu/network_menu.cpp:233
#2 0x0813e30d in NetworkMenu::signal_ok (this=0xbfffedb0)
at menu/network_menu.cpp:314
#3 0x08134d9e in Menu::mouse_ok (this=0xbfffedb0) at menu/menu.cpp:211
#4 0x08134e3b in Menu::BasicOnClickUp (this=0xbfffedb0, mousePosition=...)
at menu/menu.cpp:228
#5 0x081353a2 in Menu::HandleEvent (this=0xbfffedb0, evnt=...)
at menu/menu.cpp:396
#6 0x0813eb76 in NetworkMenu::HandleEvent (this=0xbfffedb0, evnt=...)
at menu/network_menu.cpp:470
#7 0x08135495 in Menu::HandleEvents (this=0xbfffedb0) at menu/menu.cpp:420
#8 0x081355b4 in Menu::Run (this=0xbfffedb0, skip_menu=false)
at menu/menu.cpp:453
#9 0x0813a428 in NetworkConnectionMenu::signal_ok (this=0xbffff0c8)
at menu/network_connection_menu.cpp:600
#10 0x08134d9e in Menu::mouse_ok (this=0xbffff0c8) at menu/menu.cpp:211
#11 0x08134e3b in Menu::BasicOnClickUp (this=0xbffff0c8, mousePosition=...)
at menu/menu.cpp:228
#12 0x081353a2 in Menu::HandleEvent (this=0xbffff0c8, evnt=...)
at menu/menu.cpp:396
#13 0x08139b55 in NetworkConnectionMenu::HandleEvent (this=0xbffff0c8,
---Type <return> to continue, or q <return> to quit---
I entered a Public Server and it crashed:
Code TEXT :
o Network initialization
[Thread 0xafd82b70 (LWP 4803) exited]
Unnamed (cmd16.fsffrance.org) just connected
[New Thread 0xaf326b70 (LWP 4804)]
include/action_handler.cpp:465: Missed assertion "player".
Program received signal SIGABRT, Aborted.
0x0012d422 in __kernel_vsyscall ()
(gdb) bt
#0 0x0012d422 in __kernel_vsyscall ()
#1 0x0066e926 in kill () from /lib/tls/i686/cmov/libc.so.6
#2 0x081d4e34 in WakeUpDebugger () at ./base/error.cpp:43
#3 0x081d4ec6 in MissedAssertion (
filename=0x81e7a61 "include/action_handler.cpp", line=465,
message=0x81e7dc6 "player") at ./base/error.cpp:55
#4 0x080dc14d in _Action_GetPlayer (a=0x917b1f0, player_id=1)
at include/action_handler.cpp:465
#5 0x080dc712 in Action_Game_UpdateTeam (a=0x917b1f0)
at include/action_handler.cpp:564
#6 0x081d2842 in WActionHandler::Exec (this=0x8303c14, a=0x917b1f0)
at ./action/action_handler.cpp:104
#7 0x080dfa1c in ActionHandler::ExecFrameLessActions (this=0x8303c10)
at include/action_handler.cpp:1193
#8 0x0813e7a8 in NetworkMenu::Draw (this=0xbfffedd0)
at menu/network_menu.cpp:398
#9 0x08135662 in Menu::Display (this=0xbfffedd0, mousePosition=...)
at menu/menu.cpp:471
#10 0x081355ff in Menu::Run (this=0xbfffedd0, skip_menu=false)
at menu/menu.cpp:460
#11 0x0813a428 in NetworkConnectionMenu::signal_ok (this=0xbffff0c8)
at menu/network_connection_menu.cpp:600
#12 0x08134eb4 in Menu::key_ok (this=0xbffff0c8) at menu/menu.cpp:239
---Type <return> to continue, or q <return> to quit---
This's another Rail Gun crash but this time in 11.01:
Code TEXT :
Edit by lordjj On 03/08/11 at 15h58
Code TEXT :
object/physical_obj.cpp:335: Missed assertion "!collided_obj".
Program received signal SIGABRT, Aborted.
0x0012d422 in __kernel_vsyscall ()
(gdb) bt
#0 0x0012d422 in __kernel_vsyscall ()
#1 0x0066e926 in kill () from /lib/tls/i686/cmov/libc.so.6
#2 0x081d4e34 in WakeUpDebugger () at ./base/error.cpp:43
#3 0x081d4ec6 in MissedAssertion (
filename=0x81f3f74 "object/physical_obj.cpp", line=335,
message=0x81f4214 "!collided_obj") at ./base/error.cpp:55
#4 0x0816660c in PhysicalObj::Collide (this=0xaf9d9108,
collision=NO_COLLISION, collided_obj=0xaa402d28, position=...)
at object/physical_obj.cpp:335
#5 0x081664c1 in PhysicalObj::NotifyMove (this=0xaf9d9108, oldPos=...,
newPos=...) at object/physical_obj.cpp:301
#6 0x0816c383 in Physics::RunPhysicalEngine (this=0xaf9d9108)
at object/physics.cpp:472
#7 0x08166d3c in PhysicalObj::UpdatePosition (this=0xaf9d9108)
at object/physical_obj.cpp:428
#8 0x081634e5 in ObjectsList::Refresh (this=0xaa9426b0)
at object/objects_list.cpp:81
#9 0x08088943 in Game::RefreshObject (this=0xad368580) at game/game.cpp:544
#10 0x08089459 in Game::MainLoop (this=0xad368580) at game/game.cpp:811
#11 0x08088e65 in Game::Run (this=0xad368580) at game/game.cpp:683
#12 0x08087cb4 in Game::Start (this=0xad368580, bench=false)
at game/game.cpp:363
#13 0x0813e36d in NetworkMenu::signal_ok (this=0xbfffedd0)
---Type <return> to continue, or q <return> to quit---
Edit by lordjj On 03/08/11 at 15h58
I noticed that you can't take a crate when you're wearing a Low-Grav Helmet (with your head atleast- I tried taking one that was high by jumping with the Low-Grav helmet; didn't work, just bumped off of it).
lordjj:
Thanks for the reports. I made something which should fix this problem in svn.
This's another Rail Gun crash but this time in 11.01:
Thanks for the reports. I made something which should fix this problem in svn.
Also I'd like to suggest this:
-To include at least "Turn Duration" and "Enable/Disable Character switching" options in multiplayer.
-To include at least "Turn Duration" and "Enable/Disable Character switching" options in multiplayer.
lordjj:
Works fine for me. Would it be possible that you bounced of the ground rather than the crate?
I noticed that you can't take a crate when you're wearing a Low-Grav Helmet (with your head atleast- I tried taking one that was high by jumping with the Low-Grav helmet; didn't work, just bumped off of it).
Works fine for me. Would it be possible that you bounced of the ground rather than the crate?
mikkov:
Hm, now that you mention it, that crate must have been standing on something (a spec of ground), I guess I must have been bumping into that
Would it be possible that you bounced of the ground rather than the crate?
Hm, now that you mention it, that crate must have been standing on something (a spec of ground), I guess I must have been bumping into that
lordjj:
The opposite behaviour was a request, but I agree with your point of view, so I reverted it.
This is more of a feature request:
-Usually clicking on the minimap takes the camera to the spot you clicked on, even with most weapons selected (including Construct), this makes things faster. But with Anvil or Air Attack selected, the cursor ignores the minimap and applies the attack in the upper-right corner where you clicked. In my opinion it would be better, and more consistent with other weapons, to make the Air Attack and Anvil cursors also change the camera position when clicking on the minimap so a player can choose anvil click where to go on minimap and use it.
-Usually clicking on the minimap takes the camera to the spot you clicked on, even with most weapons selected (including Construct), this makes things faster. But with Anvil or Air Attack selected, the cursor ignores the minimap and applies the attack in the upper-right corner where you clicked. In my opinion it would be better, and more consistent with other weapons, to make the Air Attack and Anvil cursors also change the camera position when clicking on the minimap so a player can choose anvil click where to go on minimap and use it.
The opposite behaviour was a request, but I agree with your point of view, so I reverted it.
____________________
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've been getting more of that mid-map construct crash in 11.01:
This happened right after I placed a construct (see picture):
Code TEXT :

Same thing occured when the opponent placed a construct in another round:
Code TEXT :
Edit by lordjj On 03/10/11 at 01h56
This happened right after I placed a construct (see picture):
Code TEXT :
Program received signal SIGSEGV, Segmentation fault.
0x080aaaeb in Surface::MergeSurface (this=0xadbb88dc, spr=..., pos=...)
at graphic/surface.cpp:264
264 spr_pix = spr_ptr[offset.x];
(gdb) bt
#0 0x080aaaeb in Surface::MergeSurface (this=0xadbb88dc, spr=..., pos=...)
at graphic/surface.cpp:264
#1 0x0811dc60 in TileItem_AlphaSoftware::MergeSprite (this=0xadbb88d8,
position=..., spr=...) at ./map/tileitem.h:171
#2 0x08117c25 in Tile::MergeSprite (this=0x82acf24, position=..., surf=...)
at map/tile.cpp:270
#3 0x0810a56c in Map::MergeSprite (this=0x82acf18, pos=..., spr=0xa7599d0)
at map/map.cpp:147
#4 0x081a6250 in Construct::p_Shoot (this=0xa759680)
at weapon/construct.cpp:93
#5 0x081c6395 in Weapon::Shoot (this=0xa759680) at weapon/weapon.cpp:247
#6 0x081a686b in Construct::ChooseTarget (this=0xa759680, mouse_pos=...)
at weapon/construct.cpp:153
#7 0x080dd12e in Action_Weapon_SetTarget (a=0xadbb1040)
at include/action_handler.cpp:777
#8 0x081d2842 in WActionHandler::Exec (this=0x8329d24, a=0xadbb1040)
at ./action/action_handler.cpp:104
#9 0x080df8a9 in ActionHandler::ExecActionsForOneFrame (this=0x8329d20)
at include/action_handler.cpp:1166
#10 0x080893f9 in Game::MainLoop (this=0x91fa3f8) at game/game.cpp:805
#11 0x08088e65 in Game::Run (this=0x91fa3f8) at game/game.cpp:683
#12 0x08087cb4 in Game::Start (this=0x91fa3f8, bench=false)
at game/game.cpp:363
---Type <return> to continue, or q <return> to quit---
#13 0x0813e36d in NetworkMenu::signal_ok (this=0xbfffedd0)
at menu/network_menu.cpp:323
#14 0x08134d9e in Menu::mouse_ok (this=0xbfffedd0) at menu/menu.cpp:211
#15 0x08134e3b in Menu::BasicOnClickUp (this=0xbfffedd0, mousePosition=...)
at menu/menu.cpp:228
#16 0x081353a2 in Menu::HandleEvent (this=0xbfffedd0, evnt=...)
at menu/menu.cpp:396
#17 0x0813eb76 in NetworkMenu::HandleEvent (this=0xbfffedd0, evnt=...)
at menu/network_menu.cpp:470
#18 0x08135495 in Menu::HandleEvents (this=0xbfffedd0) at menu/menu.cpp:420
#19 0x081355b4 in Menu::Run (this=0xbfffedd0, skip_menu=false)
at menu/menu.cpp:453
#20 0x0813a428 in NetworkConnectionMenu::signal_ok (this=0xbffff0c8)
at menu/network_connection_menu.cpp:600
#21 0x08134eb4 in Menu::key_ok (this=0xbffff0c8) at menu/menu.cpp:239
#22 0x081352e6 in Menu::HandleEvent (this=0xbffff0c8, evnt=...)
at menu/menu.cpp:371
#23 0x08139b55 in NetworkConnectionMenu::HandleEvent (this=0xbffff0c8,
evnt=...) at menu/network_connection_menu.cpp:438
#24 0x08135495 in Menu::HandleEvents (this=0xbffff0c8) at menu/menu.cpp:420
#25 0x081355b4 in Menu::Run (this=0xbffff0c8, skip_menu=false)
at menu/menu.cpp:453
#26 0x081027a9 in AppWarmux::Main (this=0x8288180) at main.cpp:125
---Type <return> to continue, or q <return> to quit---
#27 0x08103802 in main (argc=1, argv=0xbffff4e4) at main.cpp:514
(gdb) print pos.x
$1 = 14
(gdb) print pos.y
$2 = 29
(gdb) print offset.x
$3 = 0
(gdb) print offset.y
$4 = 0
(gdb) print spr_ptr
$5 = (Uint32 *) 0x0
(gdb) Same thing occured when the opponent placed a construct in another round:
Code TEXT :
o Network initialization
[Thread 0xaea40b70 (LWP 7327) exited]
Unnamed (cmd16.fsffrance.org) just connected
[New Thread 0xadfe4b70 (LWP 7328)]
Luis Pedro (18778186112.telemar.net.br) just connected
Game mode: File /usr/share/games/warmux/game_mode/classic_objects.xml does not exist, use the default one instead.
o Initialisation
Game mode: File /usr/share/games/warmux/game_mode/classic_objects.xml does not exist, use the default one instead.
o Initialise map
o Ground initialization... done
o Initialise teams
o Initialise sounds
o Waiting for remote players
[ Starting a new game ]
Playing character : 1 Phoenix
Playing team : 0 Firefox
Alive characters: 6 / 6
Program received signal SIGSEGV, Segmentation fault.
0x080aaaeb in Surface::MergeSurface (this=0x832c974, spr=..., pos=...)
at graphic/surface.cpp:264
264 spr_pix = spr_ptr[offset.x];
(gdb) bt
#0 0x080aaaeb in Surface::MergeSurface (this=0x832c974, spr=..., pos=...)
at graphic/surface.cpp:264
#1 0x0811dc60 in TileItem_AlphaSoftware::MergeSprite (this=0x832c970,
position=..., spr=...) at ./map/tileitem.h:171
#2 0x08117c25 in Tile::MergeSprite (this=0x82acf34, position=..., surf=...)
at map/tile.cpp:270
#3 0x0810a56c in Map::MergeSprite (this=0x82acf28, pos=..., spr=0xaf5610d0)
at map/map.cpp:147
#4 0x081a6250 in Construct::p_Shoot (this=0xaf7d8cc8)
at weapon/construct.cpp:93
#5 0x081c6395 in Weapon::Shoot (this=0xaf7d8cc8) at weapon/weapon.cpp:247
#6 0x081a686b in Construct::ChooseTarget (this=0xaf7d8cc8, mouse_pos=...)
at weapon/construct.cpp:153
#7 0x080dd12e in Action_Weapon_SetTarget (a=0xabeeba08)
at include/action_handler.cpp:777
#8 0x081d2842 in WActionHandler::Exec (this=0xb102c72c, a=0xabeeba08)
at ./action/action_handler.cpp:104
#9 0x080df8a9 in ActionHandler::ExecActionsForOneFrame (this=0xb102c728)
at include/action_handler.cpp:1166
#10 0x080893f9 in Game::MainLoop (this=0xb102ac10) at game/game.cpp:805
#11 0x08088e65 in Game::Run (this=0xb102ac10) at game/game.cpp:683
#12 0x08087cb4 in Game::Start (this=0xb102ac10, bench=false)
at game/game.cpp:363
---Type <return> to continue, or q <return> to quit---
#13 0x0813e36d in NetworkMenu::signal_ok (this=0xbfffedd0)
at menu/network_menu.cpp:323
#14 0x08134d9e in Menu::mouse_ok (this=0xbfffedd0) at menu/menu.cpp:211
#15 0x08134e3b in Menu::BasicOnClickUp (this=0xbfffedd0, mousePosition=...)
at menu/menu.cpp:228
#16 0x081353a2 in Menu::HandleEvent (this=0xbfffedd0, evnt=...)
at menu/menu.cpp:396
#17 0x0813eb76 in NetworkMenu::HandleEvent (this=0xbfffedd0, evnt=...)
at menu/network_menu.cpp:470
#18 0x08135495 in Menu::HandleEvents (this=0xbfffedd0) at menu/menu.cpp:420
#19 0x081355b4 in Menu::Run (this=0xbfffedd0, skip_menu=false)
at menu/menu.cpp:453
#20 0x0813a428 in NetworkConnectionMenu::signal_ok (this=0xbffff0c8)
at menu/network_connection_menu.cpp:600
#21 0x08134eb4 in Menu::key_ok (this=0xbffff0c8) at menu/menu.cpp:239
#22 0x081352e6 in Menu::HandleEvent (this=0xbffff0c8, evnt=...)
at menu/menu.cpp:371
#23 0x08139b55 in NetworkConnectionMenu::HandleEvent (this=0xbffff0c8,
evnt=...) at menu/network_connection_menu.cpp:438
#24 0x08135495 in Menu::HandleEvents (this=0xbffff0c8) at menu/menu.cpp:420
#25 0x081355b4 in Menu::Run (this=0xbffff0c8, skip_menu=false)
at menu/menu.cpp:453
#26 0x081027a9 in AppWarmux::Main (this=0x8288180) at main.cpp:125
---Type <return> to continue, or q <return> to quit---
#27 0x08103802 in main (argc=1, argv=0xbffff4e4) at main.cpp:514
(gdb) print pos.x
$1 = 14
(gdb) print pos.y
$2 = 25
(gdb) print offset.x
$3 = 0
(gdb) print offset.y
$4 = 0
(gdb) print spr_ptr
$5 = (Uint32 *) 0x0
(gdb)
Edit by lordjj On 03/10/11 at 01h56
lordjj:
Oh, the crash with construct was in warmux 11.01?
This is fixed in svn in fact, and sdl_gfx 2.0.22 seems to be the one triggering it.
I've been getting more of that mid-map construct crash in 11.01
Oh, the crash with construct was in warmux 11.01?
This is fixed in svn in fact, and sdl_gfx 2.0.22 seems to be the one triggering it.
____________________
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 ...
in SVN (build 9853), often when I minimize the window, the terminal starts continuously outputting "Dropping event 7" lines at intervals. When I maximize it stops, then I minimize again and it starts continuously outputting those lines again. Only seems to occur after I've played a game though (doesn't happen when I've just run Warmux; but after I play a game- even during the game, when I minimize these lines keep appearing until I maximize again):
Code TEXT :
Then I maximize & minimize again:
Code TEXT :
And again:
Code TEXT :
Edit by lordjj On 03/10/11 at 16h13
Code TEXT :
[Thread 0x45cd6b70 (LWP 6469) exited] [Thread 0x45ad5b70 (LWP 6467) exited] Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7
Then I maximize & minimize again:
Code TEXT :
[New Thread 0x45ad5b70 (LWP 6494)] [Thread 0x45ad5b70 (LWP 6494) exited] [New Thread 0x45ad5b70 (LWP 6495)] [New Thread 0x45cd6b70 (LWP 6497)] o Opened audio at 44100 Hz 16 bit [Thread 0x45cd6b70 (LWP 6497) exited] Dropping event 7 Dropping event 7 [Thread 0x45ad5b70 (LWP 6495) exited] Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7
And again:
Code TEXT :
[New Thread 0x45ad5b70 (LWP 6511)] [Thread 0x45ad5b70 (LWP 6511) exited] [New Thread 0x45ad5b70 (LWP 6512)] [New Thread 0x45cd6b70 (LWP 6514)] o Opened audio at 44100 Hz 16 bit [Thread 0x45cd6b70 (LWP 6514) exited] Dropping event 7 Dropping event 7 Dropping event 7 [Thread 0x45ad5b70 (LWP 6512) exited] Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 Dropping event 7 ...
Edit by lordjj On 03/10/11 at 16h13
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