Follow-up Comment #5, bug #24439 (project wesnoth):

> Small thing: if the "Load Game…" through Multiplayer should be avoided (as
yeah, it crashes immediately), can we get rid of the message that says to do
that, during Load Game from main menu? 


Well its not like it should generally be avio8ided, it still has some prpoblem
with replays. I know that in 1.12 you'll somethimes have problems when loading
(non-replay) mp saves via the sp loadgame dialog.
Mostlikeley this was fixed during the spmp unification patches, and if they
are fixed then i see no reason to keep that message.


> Okay, so I got a game with 0 turns to load from the "Load Game" button, but
if I play the replay, and hit stop, I get a crash: 

Ok i was able to reproduce this and this is the stacktrace:

>       wesnoth.exe!game_events::t_pump::operator()()  Zeile 499 + 0x1f Bytes   
> C++
        wesnoth.exe!game_events::t_pump::fire(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > & event,
const game_events::entity_location & loc1, const game_events::entity_location
& loc2, const config & data)  Zeile 478 + 0x7 Bytes     C++
        wesnoth.exe!unit_creator::post_create(const map_location & loc, const 
unit &
new_unit, bool anim)  Zeile 220 + 0x66 Bytes    C++
        wesnoth.exe!unit_creator::add_unit(const config & cfg, const vconfig * 
vcfg)
 Zeile 177 + 0x36 Bytes C++
        wesnoth.exe!team_builder::place_units()  Zeile 298 + 0xc Bytes  C++
        wesnoth.exe!build_team_stage_two(boost::shared_ptr<team_builder> 
tb_ptr) 
Zeile 325       C++
        wesnoth.exe!game_state::init(const config & level, play_controller & 
pc) 
Zeile 209 + 0x2a Bytes  C++
        wesnoth.exe!play_controller::reset_gamestate(const config & level, int
replay_pos)  Zeile 342  C++
        wesnoth.exe!playsingle_controller::play_scenario_main_loop()  Zeile 190 
+
0x3f Bytes      C++
        wesnoth.exe!playsingle_controller::play_scenario(const config & level) 
Zeile 237       C++
        wesnoth.exe!campaign_controller::playsingle_scenario(end_level_data &
end_level)  Zeile 200   C++
        wesnoth.exe!campaign_controller::play_game()  Zeile 289 C++


unit_creator::post_create line 220 is where the unit placed event is fired. So
this seems to me like this bug is caused by the introduction of the unit
placed event (pr #563)

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