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Re: [Bug-freedink] Potential bug in FreeDink


From: Sylvain Beucler
Subject: Re: [Bug-freedink] Potential bug in FreeDink
Date: Wed, 26 Nov 2008 21:33:42 +0100
User-agent: Mutt/1.5.18 (2008-05-17)

Hi,

Thanks again! ;)

I fixed the Fall of Tahmar issue. Weirdly enough I had beaten this
game a while ago, but that was before I implemented v1.08 support and
I had to hack it a little bit by then.

This is the same than the first bug you reported, except that I needed
to make sure the engine would return a sensible value even if a wrong
parameter was used.

I'll check the sound issue when time permits.

-- 
Sylvain

On Wed, Nov 26, 2008 at 05:02:31PM +0100, Andreas Berg wrote:
> Sylvain Beucler wrote:
>> Hi!
>>
>>   
>>> I got another segfault - the result of pressing an arrow key (and
>>> possibly other keys) after the credits in PQ. While quite harmless
>>> in this case since it is after the game has finished, it might be
>>> due to some bug that could potentially cause problems in other
>>> DMODs, so I thought I should let you know about it.
>>>     
>>
>> Thanks for the report and the savegames.
>>
>> It's a FreeDink issue this time, where the game didn't quit cleanly
>> when the DinkC kill_game() command is used, and so the sound system
>> was still used after it was unloaded, hence the segfault.
>>
>> I reimplemented it differently and more cleanly:
>> http://git.savannah.gnu.org/gitweb/?p=freedink.git;a=commitdiff;h=14e52a2a757723e57d269d352a02c164cb992b2d
>>
>>
>>   
>>> One thing I forgot to mention - I have some problems with crackling   
>>> sounds. This happens when I'm not running the game if I turn up the   
>>> volume too high on my integrated sound (VIA Technologies Inc. 
>>> VT1720/24  [Envy24PT/HT] according to lspci) but in FreeDink it 
>>> happens even if I  set the sound to quite low.
>>>     
>>
>> Hmmm, this one is more difficult to track. Does it happen
>> continuously?
>>
>> I have a similar problem on an old laptop (with an Intel AC'97) where
>> when Dink is very near a save machine, there's a crackling noise. I
>> haven't figured out what's wrong yet.
>>
>> Can you send me your 'Audio hardware info' line from when the game
>> starts? Mine looks like this:
>> Audio hardware info: frequency=22050Hz format=S16LSB channels=2 opened=1 
>> times
>>
>> Thanks,
>>
>>   
> The line looks like this:
> Audio hardware info: frequency=22050Hz  format=S16LSB   channels=2       
> opened=1 times. A few examples of sounds that cause this problem is the  
> first sound in PQ, the howlish sound shortly thereafter, the sound when  
> cycling through save games (at least when done rapidly) and various  
> others. I can't recall any time that I got problems with music.
>
> Good news is that pq no longer crashes at exit with the new version. Bad  
> news is that another game I've tried crashes during the end battle. The  
> game is http://www.dinknetwork.com/file/the_fall_of_tahmar/
> To get there from the save point, go east, wait, wait a bit longer, wait  
> even more, FIGHT!
> The output on my box ends as:
> Error: freeze: invalid sprite 0
> Error: attempting to play empty sound 16.
> Local var &guard already used in this procedure in script s2-endboss.
> LOADING EN-QGUARD
> Temp thingie is C
> Loading script STORY/EN-QGUARD.C..
> Error: attempting to play empty sound 10.
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 9.
> Error: attempting to play empty sound 9.
> Error: freeze: invalid sprite 0
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 10.
> killed a returning callback, ha!
> Error: attempting to play empty sound 10.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 9.
> Error: attempting to play empty sound 9.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 10.
> Error: attempting to play empty sound 10.
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 10.
> Error: freeze: invalid sprite 0
> Error: attempting to play empty sound 8.
> Local var &guard already used in this procedure in script s2-endboss.
> LOADING EN-QGUARD
> Temp thingie is C
> Loading script STORY/EN-QGUARD.C..
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 16.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 9.
> Error: attempting to play empty sound 9.
> Error: attempting to play empty sound 15.
> Error: attempting to play empty sound 8.
> Error: attempting to play empty sound 10.
> LOADING Killsum2
> Temp thingie is C
> Loading script STORY/KILLSUM2.C..
> Error: sp_kill: invalid sprite 0
> Ok, sprite with brain 9 is 54
> Ok, sprite with brain 9 is 57
> Ok, sprite with brain 9 is 62
> Ok, sprite with brain 9 is 66
> Ok, sprite with brain 9 is 0
> Segmenteringsfel
>
>
> /Andreas




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