Segfault when loading a map

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SiTLar
Posts: 20
Joined: Mon Apr 13, 2009 9:20 pm

Segfault when loading a map

Post by SiTLar » Thu Jun 04, 2009 10:43 pm

Thankfully I've managed to start the game and got to the skirmish screen! However during the game was loading the map it crashed :-(

Code: Select all

[Fri Jun  5 02:26:38 2009] [debug] [3dm] Loading `objects3d\crys-spire-crystalspire05.3dm`
[Fri Jun  5 02:26:38 2009] [debug] model loaded
[Fri Jun  5 02:26:38 2009] [debug] [3dm] Loading `objects3d\fxpart.3dm`
[Fri Jun  5 02:26:38 2009] [debug] model loaded
[Fri Jun  5 02:26:38 2009] [debug] [3do] Loading `objects3d\cortl.3do`
received signal Segmentation fault
Obtained 30 stack frames.
./ta3d(_Z17backtrace_handleri+0x21) [0x812510f]
[0xb80a7400]
./ta3d(_ZN4TA3D6OBJECT8load_objEPhiiRKN4Yuni10StringBaseIcLi80EEE+0x1bbb) [0x8201fcd]
./ta3d(_ZN4TA3D6OBJECT8load_objEPhiiRKN4Yuni10StringBaseIcLi80EEE+0x3dd) [0x82007ef]
./ta3d(_ZN4TA3D6OBJECT8load_objEPhiiRKN4Yuni10StringBaseIcLi80EEE+0x31a) [0x820072c]
./ta3d(_ZN4TA3D5MODEL8load_3doEPhRKN4Yuni10StringBaseIcLi80EEE+0x2f) [0x8203785]
./ta3d(_ZN4TA3D13MODEL_MANAGER8load_allEPFvfRKN4Yuni10StringBaseIcLi80EEEE+0x12db) [0x8204bc5]
./ta3d(_ZN4TA3D6Battle12init3DModelsEv+0x129) [0x8244e0b]
./ta3d(_ZN4TA3D6Battle16loadFromGameDataEPNS_8GameDataE+0xc7) [0x82451bb]
./ta3d(_ZN4TA3D6Battle10preExecuteERNS_10LuaProgramE+0x46) [0x82499a4]
./ta3d(_ZN4TA3D6Battle7executeEv+0x2f) [0x824a1bb]
./ta3d(_ZN4TA3D6Battle7ExecuteEPNS_8GameDataE+0x2e) [0x824825e]
./ta3d(_ZN4TA3D10setup_gameEbPKcS1_+0xed99) [0x82aecd0]
./ta3d(_ZN4TA3D5Menus4Solo16doGoMenuSkirmishEv+0x27) [0x8281107]
./ta3d(_ZN4TA3D5Menus4Solo22maySwitchToAnotherMenuEv+0x607) [0x828171b]
./ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x5a) [0x827c4f4]
./ta3d(_ZN4TA3D5Menus8Abstract9doExecuteEv+0x18) [0x827c528]
./ta3d(_ZN4TA3D5Menus8Abstract14doGuardExecuteEv+0x18) [0x827c490]
./ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0x23) [0x827c857]
./ta3d(_ZN4TA3D5Menus4Solo7ExecuteEv+0x1e) [0x8281966]
./ta3d(_ZN4TA3D5Menus8MainMenu12goToMenuSoloEv+0x10) [0x828b1f0]
./ta3d(_ZN4TA3D5Menus8MainMenu22maySwitchToAnotherMenuEv+0x271) [0x828b5e1]
./ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x5a) [0x827c4f4]
./ta3d(_ZN4TA3D5Menus8MainMenu9doExecuteEv+0x18) [0x8289c5c]
./ta3d(_ZN4TA3D5Menus8Abstract14doGuardExecuteEv+0x18) [0x827c490]
./ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0x23) [0x827c857]
./ta3d(_ZN4TA3D5Menus8MainMenu7ExecuteEv+0x1e) [0x828b8ee]
./ta3d(main+0xec) [0x82e99d5]
/lib/libc.so.6(__libc_start_main+0xdc) [0xb7ccc60c]
./ta3d(_ZNSt8ios_base4InitD1Ev+0x6d) [0x8105fc1]
An error has occured.
Debugging information have been logged to:
/home/sitlar/.ta3d/log/backtrace.txt
Please report to our forums (http://www.ta3d.org/)
and keep this file, it'll help us debugging.

[Fri Jun  5 02:26:38 2009] [infos] Aborting now. Releasing all resources...
[Fri Jun  5 02:26:38 2009] [debug] [i18n] Release.
[Fri Jun  5 02:26:38 2009] [infos] Exit.
[Fri Jun  5 02:26:38 2009] [infos] Aborting now. Releasing all resources...
[Fri Jun  5 02:26:38 2009] [infos] Exit.

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Thu Jun 04, 2009 10:57 pm

Did it happen only once or can you reproduce it ?
Does it happen with different settings ?
Please describe how you can reproduce it (if possible), and which resource files you used (totala*.hpi, cc*.ccx, etc ...)
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SiTLar
Posts: 20
Joined: Mon Apr 13, 2009 9:20 pm

Re: Segfault when loading a map

Post by SiTLar » Thu Jun 04, 2009 11:36 pm

To reproduce that crash I change the colour of my units to dark blue. The settings are set to default.

When I do nothing but press "OK" on the skirmish screen, the game almost starts:

Code: Select all

[Fri Jun  5 03:14:18 2009] [infos] [battle] Loading time: 59.917 sec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] statistics:
[Fri Jun  5 03:14:18 2009] [infos] [battle] initPreflight(g) done in 0 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTextures() done in 3184 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] init3DModels() done in 11303 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initGraphicalFeatures() done in 7744 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initWeapons() done in 1835 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initUnits() done in 15063 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initIntermediateCleanup() done in 18 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initEngine() done in 56 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initPlayers() done in 417 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initRestrictions() done in 15 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initGUI() done in 9745 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheMap() done in 8834 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheSky() done in 152 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheSun() done in 0 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initAllTextures() done in 1433 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheCamera() done in 0 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheWind() done in 0 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheFog() done in 0 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initParticules() done in 107 msec.
[Fri Jun  5 03:14:18 2009] [infos] [battle] initTheWater() done in 0 msec.
[Fri Jun  5 03:14:18 2009] [infos] [AI] Started for player 1
[Fri Jun  5 03:14:18 2009] [infos] [battle] *** The game has started - Good luck Commander ! ***
received signal Segmentation fault
Obtained 2 stack frames.
./ta3d(_Z17backtrace_handleri+0x21) [0x812510f]
[0xb7ffb400]
An error has occured.
Debugging information have been logged to:
/home/sitlar/.ta3d/log/backtrace.txt
Please report to our forums (http://www.ta3d.org/)
and keep this file, it'll help us debugging.

[Fri Jun  5 03:14:18 2009] [infos] Aborting now. Releasing all resources...
[Fri Jun  5 03:14:18 2009] [debug] [i18n] Release.
received signal Segmentation fault
Obtained 8 stack frames.
./ta3d(_Z17backtrace_handleri+0x21) [0x812510f]
[0xb7ffb400]
./ta3d(_ZN4TA3D12INGAME_UNITS4procEPv+0x529) [0x81aab9f]
./ta3d(_ZN4TA3D6Thread3runEPv+0x27) [0x8124f35]
/usr/lib/libSDL-1.2.so.0 [0xb7f99d71]
/usr/lib/libSDL-1.2.so.0 [0xb7fd17a4]
/lib/libpthread.so.0 [0xb7f7918b]
/lib/libc.so.6(clone+0x5e) [0xb7cd186e]
An error has occured.
Debugging information have been logged to:
/home/sitlar/.ta3d/log/backtrace.txt
Please report to our forums (http://www.ta3d.org/)
and keep this file, it'll help us debugging.

[Fri Jun  5 03:14:18 2009] [infos] Exit.
[Fri Jun  5 03:14:18 2009] [infos] Aborting now. Releasing all resources...
[Fri Jun  5 03:14:18 2009] [infos] Exit.
Here is the contents of resources/

Code: Select all

$ ls -lah ~/.ta3d/resources/
total 661M
drwxr-xr-t 4 sitlar sitlar   80 2009-06-05 02:17 .
drwxr-xr-t 7 sitlar sitlar 4.0K 2009-06-05 03:26 ..
-r-xr-xr-x 1 sitlar sitlar  25M 2009-06-05 02:17 CCDATA.CCX
-r-xr-xr-x 1 sitlar sitlar 147M 2009-06-05 02:17 CCMAPS.CCX
-r-xr-xr-x 1 sitlar sitlar 112M 2009-06-05 02:18 CCMISS.CCX
drwxr-xr-x 2 sitlar sitlar    8 2009-06-05 02:09 music
drwxr-xr-t 3 sitlar sitlar    8 2009-06-05 02:11 scripts
-rw-r--r-- 1 sitlar sitlar  31M 2009-05-31 23:32 totala1.hpi
-r-xr-xr-x 1 sitlar sitlar  94M 2009-05-31 23:26 totala2.hpi
-r-xr-xr-x 1 sitlar sitlar  36M 2009-05-31 23:26 totala3.hpi
-r-xr-xr-x 1 sitlar sitlar 141M 2009-06-05 02:00 totala4.hpi
-r-xr-xr-x 1 sitlar sitlar  77M 2009-06-05 02:14 worlds.hpi

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Fri Jun 05, 2009 1:27 pm

try to run it with only totala1.hpi and totala2.hpi.
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xpoy
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Re: Segfault when loading a map

Post by xpoy » Fri Jun 05, 2009 7:12 pm

Assertion failed: index >= 0 && index < (int)feature.size() && "Out of bounds", file f:/min/home/Owner/trunk/src/ta3d/src/tdf.h, line 224

I got one when load A map without some features


And, HF told me that dragon features is a good deal in this, but TA3D's texture render isn't enough good to apply those OTA pictures

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Fri Jun 05, 2009 7:37 pm

you should update your working copy, this bug has been fixed.

What do you mean with dragon features ?
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SiTLar
Posts: 20
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Re: Segfault when loading a map

Post by SiTLar » Fri Jun 05, 2009 8:01 pm

I've tried to run with only totala1.hpi and totala2.hpi - nothing changed.

I've noticed some errors in the log like this one:

Code: Select all

[Fri Jun  5 23:55:43 2009] [error] [gfx] could not read image file: unitpics\CORBUILD.pcx (vfs)
Can it be the reason?

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Fri Jun 05, 2009 8:06 pm

no, some build pics seem to be missing, but it cannot crash the program (worse case scenario is OpenGL displaying texture ID 0, which is a white texture).
If you build it with :

Code: Select all

cmake -DCMAKE_BUILD_TYPE=Debug -DDEV:bool=true ./
make clean
make
and run it through gdb what do you get ?
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SiTLar
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Re: Segfault when loading a map

Post by SiTLar » Fri Jun 05, 2009 9:02 pm

First I've got lots of errors like that:

Code: Select all

[Sat Jun  6 00:58:32 2009] [warns] `dl.gui` file is missing
[Sat Jun  6 00:58:32 2009] [debug] Loading the unit `ARMBATS`...
[Sat Jun  6 00:58:32 2009] [error] [tdf] Unable to open `guis\ARMdl.gui`
[Sat Jun  6 00:58:32 2009] [warns] `dl.gui` file is missing
[Sat Jun  6 00:58:32 2009] [debug] Loading the unit `ARMLANCE`...
[Sat Jun  6 00:58:32 2009] [error] [tdf] Unable to open `guis\ARMdl.gui`
[Sat Jun  6 00:58:32 2009] [warns] `dl.gui` file is missing
[Sat Jun  6 00:58:32 2009] [debug] Loading the unit `CORHURC`...
[Sat Jun  6 00:58:32 2009] [error] [tdf] Unable to open `guis\CORdl.gui`
[Sat Jun  6 00:58:32 2009] [warns] `dl.gui` file is missing
[Sat Jun  6 00:58:32 2009] [debug] Loading the unit `CORMIST`...
[Sat Jun  6 00:58:32 2009] [error] [tdf] Unable to open `guis\CORdl.gui`
and than

Code: Select all

Sat Jun  6 00:59:21 2009] [infos] [AI] Started for player 1

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb7070720 (LWP 5732)]
0x00000000 in ?? ()
(gdb) bt
#0  0x00000000 in ?? ()
#1  0x0812a2d8 in TA3D::GFX::renderToTextureDepth (this=0x93334e0, tex=253)
    at /home/sitlar/ta3d/src/ta3d/src/gfx/gfx.cpp:1855
#2  0x08253d75 in TA3D::Battle::execute (this=0xbf993b5c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/battle.cpp:1595
#3  0x0824825e in TA3D::Battle::Execute (g=0xbf99465c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/battle.init.cpp:50
#4  0x082aecd0 in TA3D::setup_game (client=false, host=0x0, saved_game=0x0)
    at /home/sitlar/ta3d/src/ta3d/src/menu.cpp:1956
#5  0x08281107 in TA3D::Menus::Solo::doGoMenuSkirmish (this=0xbf9959c8)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/solo.cpp:115
#6  0x0828171b in TA3D::Menus::Solo::maySwitchToAnotherMenu (this=0xbf9959c8)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/solo.cpp:107
#7  0x0827c4f4 in TA3D::Menus::Abstract::doLoop (this=0xbf9959c8)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:97
#8  0x0827c528 in TA3D::Menus::Abstract::doExecute (this=0xbf9959c8)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:107
#9  0x0827c490 in TA3D::Menus::Abstract::doGuardExecute (this=0xbf9959c8)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:62
#10 0x0827c857 in TA3D::Menus::Abstract::execute (this=0xbf9959c8)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:39
#11 0x08281966 in TA3D::Menus::Solo::Execute ()
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/solo.cpp:44
---Type <return> to continue, or q <return> to quit---
#12 0x0828b1f0 in TA3D::Menus::MainMenu::goToMenuSolo (this=0xbf995b4c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/mainmenu.cpp:258
#13 0x0828b5e1 in TA3D::Menus::MainMenu::maySwitchToAnotherMenu (
    this=0xbf995b4c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/mainmenu.cpp:162
#14 0x0827c4f4 in TA3D::Menus::Abstract::doLoop (this=0xbf995b4c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:97
#15 0x08289c5c in TA3D::Menus::MainMenu::doExecute (this=0xbf995b4c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/mainmenu.cpp:102
#16 0x0827c490 in TA3D::Menus::Abstract::doGuardExecute (this=0xbf995b4c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:62
#17 0x0827c857 in TA3D::Menus::Abstract::execute (this=0xbf995b4c)
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/base.cpp:39
#18 0x0828b8ee in TA3D::Menus::MainMenu::Execute ()
    at /home/sitlar/ta3d/src/ta3d/src/ingame/menus/mainmenu.cpp:50
#19 0x082e99d5 in main (argc=1, argv=0xbf995ca4)
    at /home/sitlar/ta3d/src/ta3d/src/main.cpp:216
(gdb) 

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Fri Jun 05, 2009 9:07 pm

There is a problem with shadow maps because they're not supported by your hardware. Go to config menu and set shadows to none or low.
This is a bug, shadow maps should not be set when required OpenGL functions are not supported.
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SiTLar
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Re: Segfault when loading a map

Post by SiTLar » Fri Jun 05, 2009 9:09 pm

May the crush be because my screen colour depth is 24bit and the game tries to use 32bit?

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Fri Jun 05, 2009 9:19 pm

no, if it was the case here you wouldn't have gone so far, it would have crashed before showing anything (normally your driver handles this, so there is nothing need to worry about).
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SiTLar
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Re: Segfault when loading a map

Post by SiTLar » Fri Jun 05, 2009 9:22 pm

YEH!!! I've changed the shadow setting to "low" and everything worked!

SiTLar
Posts: 20
Joined: Mon Apr 13, 2009 9:20 pm

Re: Segfault when loading a map

Post by SiTLar » Fri Jun 05, 2009 10:59 pm

However it still crushes when I change my colour.

Code: Select all

[Sat Jun  6 02:55:22 2009] [debug] [3dm] Loading `objects3d\crys-spire-crystalspire05.3dm`
[Sat Jun  6 02:55:22 2009] [debug] model loaded
[Sat Jun  6 02:55:22 2009] [debug] [3dm] Loading `objects3d\fxpart.3dm`
[Sat Jun  6 02:55:22 2009] [debug] model loaded
[Sat Jun  6 02:55:22 2009] [debug] [3do] Loading `objects3d\cortl.3do`
received signal Segmentation fault
Obtained 30 stack frames.
./ta3d_play(_Z17backtrace_handleri+0x21) [0x812510f]
[0xb7f5f400]
./ta3d_play(_ZN4TA3D6OBJECT8load_objEPhiiRKN4Yuni10StringBaseIcLi80EEE+0x1bbb) [0x8201fcd]
./ta3d_play(_ZN4TA3D6OBJECT8load_objEPhiiRKN4Yuni10StringBaseIcLi80EEE+0x3dd) [0x82007ef]
./ta3d_play(_ZN4TA3D6OBJECT8load_objEPhiiRKN4Yuni10StringBaseIcLi80EEE+0x31a) [0x820072c]
./ta3d_play(_ZN4TA3D5MODEL8load_3doEPhRKN4Yuni10StringBaseIcLi80EEE+0x2f) [0x8203785]
./ta3d_play(_ZN4TA3D13MODEL_MANAGER8load_allEPFvfRKN4Yuni10StringBaseIcLi80EEEE+0x12db) [0x8204bc5]
./ta3d_play(_ZN4TA3D6Battle12init3DModelsEv+0x129) [0x8244e0b]
./ta3d_play(_ZN4TA3D6Battle16loadFromGameDataEPNS_8GameDataE+0xc7) [0x82451bb]
./ta3d_play(_ZN4TA3D6Battle10preExecuteERNS_10LuaProgramE+0x46) [0x82499a4]
./ta3d_play(_ZN4TA3D6Battle7executeEv+0x2f) [0x824a1bb]
./ta3d_play(_ZN4TA3D6Battle7ExecuteEPNS_8GameDataE+0x2e) [0x824825e]
./ta3d_play(_ZN4TA3D10setup_gameEbPKcS1_+0xed99) [0x82aecd0]
./ta3d_play(_ZN4TA3D5Menus4Solo16doGoMenuSkirmishEv+0x27) [0x8281107]
./ta3d_play(_ZN4TA3D5Menus4Solo22maySwitchToAnotherMenuEv+0x607) [0x828171b]
./ta3d_play(_ZN4TA3D5Menus8Abstract6doLoopEv+0x5a) [0x827c4f4]
./ta3d_play(_ZN4TA3D5Menus8Abstract9doExecuteEv+0x18) [0x827c528]
./ta3d_play(_ZN4TA3D5Menus8Abstract14doGuardExecuteEv+0x18) [0x827c490]
./ta3d_play(_ZN4TA3D5Menus8Abstract7executeEv+0x23) [0x827c857]
./ta3d_play(_ZN4TA3D5Menus4Solo7ExecuteEv+0x1e) [0x8281966]
./ta3d_play(_ZN4TA3D5Menus8MainMenu12goToMenuSoloEv+0x10) [0x828b1f0]
./ta3d_play(_ZN4TA3D5Menus8MainMenu22maySwitchToAnotherMenuEv+0x271) [0x828b5e1]
./ta3d_play(_ZN4TA3D5Menus8Abstract6doLoopEv+0x5a) [0x827c4f4]
./ta3d_play(_ZN4TA3D5Menus8MainMenu9doExecuteEv+0x18) [0x8289c5c]
./ta3d_play(_ZN4TA3D5Menus8Abstract14doGuardExecuteEv+0x18) [0x827c490]
./ta3d_play(_ZN4TA3D5Menus8Abstract7executeEv+0x23) [0x827c857]
./ta3d_play(_ZN4TA3D5Menus8MainMenu7ExecuteEv+0x1e) [0x828b8ee]
./ta3d_play(main+0xec) [0x82e99d5]
/lib/libc.so.6(__libc_start_main+0xdc) [0xb7b8460c]
./ta3d_play(_ZNSt8ios_base4InitD1Ev+0x6d) [0x8105fc1]
An error has occured.
Debugging information have been logged to:
/home/sitlar/.ta3d/log/backtrace.txt
Please report to our forums (http://www.ta3d.org/)
and keep this file, it'll help us debugging.

[Sat Jun  6 02:55:22 2009] [infos] Aborting now. Releasing all resources...
[Sat Jun  6 02:55:22 2009] [debug] [i18n] Release.
[Sat Jun  6 02:55:22 2009] [infos] Exit.
[Sat Jun  6 02:55:22 2009] [infos] Aborting now. Releasing all resources...
[Sat Jun  6 02:55:22 2009] [infos] Exit.

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zuzuf
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Re: Segfault when loading a map

Post by zuzuf » Fri Jun 05, 2009 11:13 pm

It was an ugly bug, it's fixed now :)
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xpoy
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Joined: Mon Sep 22, 2008 3:55 am

Re: Segfault when loading a map

Post by xpoy » Sat Jun 06, 2009 6:11 am

Quickly Fixed!

That dragon feature look like this
ta3d-shoot000000.jpg

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