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[Bug #1999] Pingus Crashes with segmentation fault, while bashing out of
From: |
Gervase Lam |
Subject: |
[Bug #1999] Pingus Crashes with segmentation fault, while bashing out of right screen |
Date: |
Wed, 18 Dec 2002 00:59:48 +0000 |
> =================== BUG #1999: FULL BUG SNAPSHOT ===================
> http://savannah.nongnu.org/bugs/?func=detailbug&bug_id=1999&group_id=2184
>
> Submitted by: None Project: Pingus
> Submitted on: 2002-Dec-16 15:36
> Category: None Severity: 5 - Major
> Bug Group: Crash Error Resolution: None
> Assigned to: None Status: Open
> Release: 0.5.0 Platform Version: Linux
> Planned Release: None
>
> Summary: Pingus Crashes with segmentation fault, while bashing out of
> right screen
>
> Original Submission: Entering any level, that has a bashable ground to
> it's right. Whenever i bash through and reach the end of the screen the
> program is aborted and throwing the lines: '<pingu-action time="1724"
> id="11" action="basher"/>
> EditorEvent::on_button_release: 0
> Segmentation fault'
>
> To the left, that's no problem. (I guess you're already working on
> it.)Neither to the down nor the up(although bashing up is pretty
> difficult, meaning impossible) Specific solution could be to put solids
> near the right screen edge, but that would not be too good, eh.
> Attaching one demo file, so you see, what i'm talking about.
Hmm. Had a quick look around the code. From what I can tell, this is a
boundary problem and is applicable to all actions. That is, "problems"
should occur when a Pingu goes beyond the end of the screen. For example,
a Basher hitting the left side of the screen is a problem because no
provision for it really exists.
Originally, I thought the level was put inside a large colmap, which meant
there would have been no problems, or at least something else sorted out
boundary conditions.
Off the top of my head, the "easiest" solution I can think of is to make
the colmap slightly larger than the level and then put an appropriate
GroundType around the boundaries. Along the bottom of the level there
could be GroundType::Nothing. The bonus of having a large enough boundary
along the bottom is that you will so Pingus fall off the bottom of the
level rather than just disappear.
Along the side of the level, I'd prefer something similar to the original
Lemmings. Touch (i.e. "Fall off") the sides of the level and the Pingu
dies.
In the original Lemmings, touching the top of the screen meant that the
Pingu also died. My preference would be to have nothing along the top of
the screen.
For example, in desert1.xml, the top of the level is the sky. In this
instance, it would seem a bit stupid to me if a Bridger all of a sudden
stopped because it hit the top of the screen.
But I'm not too sure how this affects playability considering you'll be
able to have Pingus doing something off the level and therefore can't be
seen.
Ingo, what's your opinion?
Thanks,
Gervase.
- [Bug #1999] Pingus Crashes with segmentation fault, while bashing out of right screen,
Gervase Lam <=