Ok all.. just so you know.. I have taken Rom 2.4b6, and patched in OLC 2.01
and cleaned up 99% of the warnings after the fact. I included the link to
our site below for anyone that wants to d/l the archive. It just needs
compiled, and run.
http://www.legendofthenobles.com/?page=comments
Let me know if you have any issues.
- Valnir
----- Original Message -----
From: "Kevin Mcdougal" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, April 02, 2005 9:12 AM
Subject: Re: OLC 1.8 related segfaults?
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;)). */
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