TriggerHappy
05-07-2002, 06:59 PM
As posted by SeqUser in the "Seg Fault since latest VI Patch" I get a reproducible Segmentation fault when looting a mob with no loot.
I can sit on the downed mob for several seconds and stand up-- boom seg fault. I can loot quickly-- at stand up get Seg Fault. I can wait until corpse poofs-- Seg Fault. However, no seg faults in same zone on mobs with loot.
I am on a PII600 with Mandrake 8.1 and all the standard libes. It does this with or without my modifications for output discussed on other threads. Later tonite when I get back from a dinner I will recompile with the new LibEQ and see if that is the problem. Though I think it was Fee who thought there was an issue in SpawnShell or Spawn.cpp, I can't remember as I read it this morning, that he thought his debug showed there was blowing up of an array. Whatever it is it one version of the SEG fault can be reproducibly demonstrated.
Since there are likely patches to the code coming that will make some rewrite of code necessary this might be something worth looking into-- likely it is the reason why some zones with lots of people in it and random no-loot mob looting/poofing is causing some people to have lots of SEG faults while other people who happen not to spend time in such zones to have no problems?
Tomorrow's patch will make this a bigger or lesser issue depending on what VI has in store for us...
TH
I can sit on the downed mob for several seconds and stand up-- boom seg fault. I can loot quickly-- at stand up get Seg Fault. I can wait until corpse poofs-- Seg Fault. However, no seg faults in same zone on mobs with loot.
I am on a PII600 with Mandrake 8.1 and all the standard libes. It does this with or without my modifications for output discussed on other threads. Later tonite when I get back from a dinner I will recompile with the new LibEQ and see if that is the problem. Though I think it was Fee who thought there was an issue in SpawnShell or Spawn.cpp, I can't remember as I read it this morning, that he thought his debug showed there was blowing up of an array. Whatever it is it one version of the SEG fault can be reproducibly demonstrated.
Since there are likely patches to the code coming that will make some rewrite of code necessary this might be something worth looking into-- likely it is the reason why some zones with lots of people in it and random no-loot mob looting/poofing is causing some people to have lots of SEG faults while other people who happen not to spend time in such zones to have no problems?
Tomorrow's patch will make this a bigger or lesser issue depending on what VI has in store for us...
TH