Chaosforge Forum

DoomRL => Bug Reports => Topic started by: Anticheese on January 03, 2006, 22:58

Title: Wierd crash [FIXED]
Post by: Anticheese on January 03, 2006, 22:58
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Title: Wierd crash
Post by: Kornel Kisielewicz on January 04, 2006, 00:10
Known bug. Already fixed on my harddrive, will be fixed in 0.9.9.
Title: Wierd crash
Post by: Anticheese on January 04, 2006, 02:15
Great, So do you know what the definate cause of this bug is?
Title: Wierd crash
Post by: Turgor on January 04, 2006, 02:31
my guess would be either too many monsters in the level after generating more with that lever, or some other unexpected behaviour of monster generation (2 monsters on top of eachother? monsters outside of screen?)

why do i say monsters when i usually call them enemies? and so you write this game in pascal, eh Kornel?
Title: Wierd crash
Post by: Kornel Kisielewicz on January 04, 2006, 03:06
Quoting: Anticheese
Great, So do you know what the definate cause of this bug is?

Monsters on a given level are held in a fixed sized array. The system didn't check for array overflow when generating additional monsters (with the lever).

Quoting: Turgor
why do i say monsters when i usually call them enemies? and so you write this game in pascal, eh Kornel?

You didn't know that? Anyway, it's not "just" pascal... it's FreePascal ^_^
Title: Wierd crash
Post by: Turgor on January 04, 2006, 03:27
heh, nope i didn't know that.. somehow i assumed it was programmed in C. But i guess FreePascal is certainly powerfull enough to wrtie a game like this.