Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0003661 | Dwarf Fortress | Miscellaneous Crashes | public | 2010-11-18 02:40 | 2010-12-24 03:24 |
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Reporter | deekoo | |
Assigned To | Footkerchief | |
Priority | normal | Severity | crash | Reproducibility | sometimes |
Status | resolved | Resolution | duplicate | |
Platform | Linux | OS | Debian | OS Version | testing, 64 bit |
Product Version | 0.31.18 | |
Target Version | | Fixed in Version | | |
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Summary | 0003661: Crashes after thieves steal something |
Description | On 0.31.17 and 0.31.18, the game will crash with a segmentation fault, apparently triggered when a thief leaves the map. On 0.31.17, I noticed the crashes appearing as my dwarves chased kobolds to the edge of the map; on 0.31.18, it crashed once when there were vultures about (I'm not sure if they stole anything), and most recently it crashed a fraction of a second after a message informing me that a buzzard had stolen some prickle berries (or prickle berry seeds). |
Steps To Reproduce | So far, it's happened every time I've been aware of a theft, plus once when I am not certain if there was a thief or not. Build a fortress, wait for thieves? |
Additional Information | I'm running the x86-64 debian testing distribution, running a native Linux build. I generally make the window bigger than default. I'm using copied 32-bit libs. These last few days, I've been heading for haunted/terrifying/sinister terrain with aquifers, though I think there was no aquifer on at least one of the levels that this happened on. When the game starts, I get a message saying that the OpenAL library could not be loaded and sound has been disabled. I've been using small (4x4) fortresses and trying to punch through the aquifers with rings of dirt. Muskoxen and camels migrated through my last fortress terrain without triggering the crash. I've had ghosts wandering around my fortress. |
Tags | No tags attached. |
Relationships | duplicate of | 0003555 | resolved | Toady One | Escaping units with kill orders on them cause segmentation fault on Linux/Mac |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2010-11-18 02:40 | deekoo | New Issue | |
2010-11-18 05:00 | Logical2u | Note Added: 0013975 | |
2010-11-18 05:00 | Logical2u | Tag Attached: AWAITING UPDATE | |
2010-11-18 13:13 | Footkerchief | Relationship added | duplicate of 0003555 |
2010-11-19 03:16 | deekoo | Note Added: 0014004 | |
2010-11-19 06:46 | Footkerchief | Note Added: 0014013 | |
2010-11-19 06:46 | Footkerchief | Status | new => resolved |
2010-11-19 06:46 | Footkerchief | Resolution | open => duplicate |
2010-11-19 06:46 | Footkerchief | Assigned To | => Footkerchief |
2010-12-24 03:24 | Dwarfu | Tag Detached: AWAITING UPDATE | |
Notes |
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Did you issue kill orders on the animals in question? It sounds like you did, but I'd just like to be sure. |
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(0014004)
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deekoo
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2010-11-19 03:16
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I had kill orders on the kobold thieves, yes. On the buzzard and vulture crashes, I think so but am not 100% certain. (And further testing shows that if I let a kobold thief escape from an all-civilian fortress, it won't crash.) |
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Thanks for the info. If you can get a save that reproduces the problem, it may be helpful to upload it to http://dffd.wimbli.com/ [^] and post the link at 0003555 |
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