First, thank you for the reply, the help is greatly appreciated. Secondly, it did occur to me to check line 422 in comm.c, and that line is where the game_loop_unix() function takes over the show. So, I'm not real sure if perhaps it's actually that line itself, or perhaps within the game_loop_unix() function.. perhaps you'd know though. I'll be giving olc 2.0.1 a shot here, since it really couldn't hurt to try. I had just heard that overall 1.81 was more stable and that 2.0.1 had introduced more bugs than fixed, so I went with 1.81. As with a lot of the word-of-mouth (or should I say text? (;) topics I'm learning to pretty much just trust what I can from my expiriences, and this is definately a good example. Also, I feel it significant to note (although I don't have any of it to paste to you, unfortunately) that the same chunk of memory appears to try to be accessed not only when game_loop_unix() is called, but also when other functions are called as well. If I wasn't still up right now and hadn't just got done working a graveyard shift I'd probably be able to elaborate a little more. Sorry. Anyway, thanks again for the advice, and any other suggestions/comments would be more than welcome. (:
sigma /* If you're just starting out, why not use 2.0.1 instead of 1.8 . A lot of the= programming faults are cleaned up in there, it's a bit more stable. Take a look in comm.c line 422, that's where the problem is. Since you= didn't post that, it's not easy to tell what it's at (most of us have= highly edited code;)). */

