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Author Topic: Wierd crash [FIXED]  (Read 5298 times)

Anticheese

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Wierd crash [FIXED]
« on: January 03, 2006, 22:58 »

<a href="http://img509.imageshack.us/my.php?image=doomrlbug2zn.jpg" target="_blank" rel="nofollow"> <img src="http://img509.imageshack.us/img509/2062/doomrlbug2zn.th.jpg" border="0"  alt=""></a>
« Last Edit: November 24, 2006, 12:07 by Kornel Kisielewicz »
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Kornel Kisielewicz

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Wierd crash
« Reply #1 on: January 04, 2006, 00:10 »

Known bug. Already fixed on my harddrive, will be fixed in 0.9.9.
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Kornel Kisielewicz

Anticheese

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Wierd crash
« Reply #2 on: January 04, 2006, 02:15 »

Great, So do you know what the definate cause of this bug is?
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Turgor

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Wierd crash
« Reply #3 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?

Kornel Kisielewicz

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Wierd crash
« Reply #4 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 ^_^
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Kornel Kisielewicz

Turgor

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Wierd crash
« Reply #5 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.
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