Comments (11)
Yes, the fireballs no longer damage through walls with this version.
Just checked: the game is beatable now for sure.
from devilutionx.
The issue with Lazurus not triggering when entering his room has also been fixed now: diasurgical/devilution#595
The issues will thereby be fixed in devilutionX the next time we do a syn so going to close this issue.
from devilutionx.
The game didn't crash for me, but the monsters also never attacked. I'm guessing this is because of #22 . Basically the playback never reports the end of the audio so the monsters don't know when it is time to attack. Garbad is a bit differen't I think because you can interrupt his scrolling text dialog.
from devilutionx.
Interesting, I deleted the original save file and extracted this one into my saves folder. The crash still happens seconds after loading into the game with that character.
from devilutionx.
Terminal output of the game after the crash:
DUMMY: exception_install_filter @ /home/ajenbo/devilutionX/SourceX/fault.cpp:12
DUMMY: j_exception_init_filter @ /home/ajenbo/devilutionX/SourceX/fault.cpp:17
DUMMY: GetSystemInfo @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:412
DUMMY: CreateFileMappingA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:488
DUMMY: RestrictedTest @ /home/ajenbo/devilutionX/SourceX/restrict.cpp:5
DUMMY: ReadOnlyTest @ /home/ajenbo/devilutionX/SourceX/restrict.cpp:11
DUMMY: exception_get_filter @ /home/ajenbo/devilutionX/SourceX/fault.cpp:5
DUMMY: FindWindowA : class: DIABLO window: (null)
DUMMY: LoadIconA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:335
DUMMY: LoadCursorA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:350
DUMMY: LoadImageA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:344
DUMMY: RegisterClassExA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:303
DUMMY: UpdateWindow @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:286
DUMMY: dx_init @ /home/ajenbo/devilutionX/SourceX/dx.cpp:361
DUMMY: UiAppActivate @ /home/ajenbo/devilutionX/SourceX/DiabloUI/diabloui.cpp:431
DUMMY: GetWindowLongA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:592
DUMMY: SetWindowLongA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:598
DUMMY: SDrawRealizePalette @ /home/ajenbo/devilutionX/SourceX/storm.cpp:457
DUMMY: DefWindowProcA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:586
DUMMY: CreatePalette @ /home/ajenbo/devilutionX/SourceX/dx.cpp:274
DUMMY: SetPalette @ /home/ajenbo/devilutionX/SourceX/dx.cpp:195
DUMMY: WaitForVerticalBlank @ /home/ajenbo/devilutionX/SourceX/dx.cpp:346
DUMMY: snd_init @ /home/ajenbo/devilutionX/SourceX/sound.cpp:90
SND INIT
Opened 8 sound channels
DUMMY: GetFileVersionInfoSizeA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:125
DUMMY: GetFileVersionInfoA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:133
DUMMY: VerQueryValueA @ /home/ajenbo/devilutionX/SourceX/miniwin.cpp:141
DUMMY: SFileSetBasePath @ /home/ajenbo/devilutionX/SourceX/storm.cpp:451
DUMMY: SFileSetBasePath @ /home/ajenbo/devilutionX/SourceX/storm.cpp:451
DUMMY: play_movie : gendata\logo.smk
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: snd_playing @ /home/ajenbo/devilutionX/SourceX/sound.cpp:49
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: sound_create_primary_buffer @ /home/ajenbo/devilutionX/SourceX/sound.cpp:128
DUMMY: snd_playing @ /home/ajenbo/devilutionX/SourceX/sound.cpp:49
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: SDrawGetFrameWindow @ /home/ajenbo/devilutionX/SourceX/storm.cpp:239
DUMMY: UiProfileGetString @ /home/ajenbo/devilutionX/SourceX/DiabloUI/diabloui.cpp:395
DUMMY: snd_playing @ /home/ajenbo/devilutionX/SourceX/sound.cpp:49
DUMMY: snd_playing @ /home/ajenbo/devilutionX/SourceX/sound.cpp:49
DUMMY: UiSetupPlayerInfo @ /home/ajenbo/devilutionX/SourceX/DiabloUI/diabloui.cpp:403
DUMMY: SNetGetGameInfo @ /home/ajenbo/devilutionX/SourceX/storm_net.cpp:64
DUMMY: SNetGetGameInfo @ /home/ajenbo/devilutionX/SourceX/storm_net.cpp:64
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: IsLost @ /home/ajenbo/devilutionX/SourceX/dx.cpp:162
DUMMY: BltFast @ /home/ajenbo/devilutionX/SourceX/dx.cpp:72
DUMMY: DispatchMessageA @ /home/ajenbo/devilutionX/SourceX/miniwin_msg_sdl.cpp:272
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: GetFileAttributesA : file: /home/predator8bit/.local/share/diasurgical/devilution\single_1.sv (/home/predator8bit/.local/share/diasurgical/devilution/single_1.sv)
DUMMY: SetFileAttributesA : file: /home/predator8bit/.local/share/diasurgical/devilution\single_1.sv
DUMMY: CreateFileA : file: /home/predator8bit/.local/share/diasurgical/devilution\single_1.sv (/home/predator8bit/.local/share/diasurgical/devilution/single_1.sv)
DUMMY: GetFileSize @ /home/ajenbo/devilutionX/SourceX/miniwin_io.cpp:53
DUMMY: ReadFile @ /home/ajenbo/devilutionX/SourceX/miniwin_io.cpp:42
DUMMY: SetFilePointer @ /home/ajenbo/devilutionX/SourceX/miniwin_io.cpp:79
DUMMY: CloseHandle @ /home/ajenbo/devilutionX/SourceX/miniwin_io.cpp:131
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: music_stop @ /home/ajenbo/devilutionX/SourceX/sound.cpp:160
DUMMY: sound_create_primary_buffer @ /home/ajenbo/devilutionX/SourceX/sound.cpp:128
DUMMY: SDrawRealizePalette @ /home/ajenbo/devilutionX/SourceX/storm.cpp:457
DUMMY: SDrawRealizePalette @ /home/ajenbo/devilutionX/SourceX/storm.cpp:457
DUMMY: snd_update @ /home/ajenbo/devilutionX/SourceX/sound.cpp:38
Segmentation fault (core dumped)
from devilutionx.
Unfortunately that doesn't give much more information then that it's an illegal memory access issue. I have attached a Debug build, could you test using it and see if that gives some more information.
from devilutionx.
Finally got the issue to replicate, if i go threw the exit twice the monsters awake and after a bit of fighting i to an error when the fireball checks if it's path is blocked:
0x56af841c is located 28 bytes to the right of global variable 'dPiece' defined in '/home/ajenbo/code/devilutionX/Source/gendung.cpp:21:5' (0x56aec000) of size 50176
0x56af841c is located 4 bytes to the left of global variable 'dTransVal' defined in '/home/ajenbo/code/devilutionX/Source/gendung.cpp:22:6' (0x56af8420) of size 12544
....
=31592==The signal is caused by a READ memory access.
#0 0x5676ad73 in CheckBlock(int, int, int, int) /home/ajenbo/code/devilutionX/Source/missiles.cpp:431
#1 0x56791491 in MI_Fireball(int) /home/ajenbo/code/devilutionX/Source/missiles.cpp:4477
#2 0x567aa66a in ProcessMissiles() /home/ajenbo/code/devilutionX/Source/missiles.cpp:6342
#3 0x566bcde2 in game_logic() /home/ajenbo/code/devilutionX/Source/diablo.cpp:1923
#4 0x566bcc28 in game_loop(int) /home/ajenbo/code/devilutionX/Source/diablo.cpp:1898
#5 0x566b1d30 in run_game_loop(unsigned int) /home/ajenbo/code/devilutionX/Source/diablo.cpp:181
#6 0x566b1a14 in StartGame(int, int) /home/ajenbo/code/devilutionX/Source/diablo.cpp:125
#7 0x56766dca in mainmenu_init_menu(int) /home/ajenbo/code/devilutionX/Source/mainmenu.cpp:140
#8 0x56766d7e in mainmenu_single_player() /home/ajenbo/code/devilutionX/Source/mainmenu.cpp:127
#9 0x56766c1a in mainmenu_loop() /home/ajenbo/code/devilutionX/Source/mainmenu.cpp:99
#10 0x566b2375 in WinMain(void*, void*, char*, int) /home/ajenbo/code/devilutionX/Source/diablo.cpp:315
#11 0x566aee3b in main /home/ajenbo/code/devilutionX/SourceX/main.cpp:23
#12 0xf735cb40 in __libc_start_main (/lib/i386-linux-gnu/libc.so.6+0x1ab40)
#13 0x565fc450 (/home/ajenbo/code/devilutionX/build32/devilutionx+0x37450)
from devilutionx.
Managed to track it down to this coordinate being checked:
x: 112, y: 36
112 is the edge of the map so possibly the values here haven't been properly initialized in nSolidTable :/
from devilutionx.
Although I wasn't able to replicate the crash in upstream it did actually exhibit some of the same issues:
- Lazerous doesn't start the dialog and doesn't wake properly.
- Fireballs continue flying after hitting a solid object (this is probably what leads to the crash devolutionX as they continue flying to the end of the map).
from devilutionx.
@predator8bit the issue now has a fix, just so that you don't have to wait with testing until the next release here is a special build with the fix in it:
--removed--
(you will have to set it to executable your self since GitHub only allows zip in comments)
from devilutionx.
Thanks for the bug reports @predator8bit, they definitely help identify and fix the remaining issues in Devilution (the backend of DevilutionX, so to speak).
from devilutionx.
Related Issues (20)
- [Issue Report]: [Switch] Controller inputs are ignored in latest buildbot version HOT 5
- Timedemo.WarriorLevel1to2 fails without shareware data HOT 8
- [Feature Request]: 8 or 16 players max cap HOT 1
- [Issue Report]: libsodium issue on Manjaro Arm64 HOT 14
- [Issue Report]: nxdk does not implement `strtod()` HOT 4
- Is there a way to decrease fps? HOT 1
- [Feature Request]: Proposal to Add Confirmation When Clicking NewGame/QuitGame Buttons HOT 2
- [Issue Report]: HOT 3
- [Issue Report]: Android 13: Unable to copy files to protected folder Android/data/org.diasurgical.devilutionx/files HOT 13
- [Issue Report]: Game crashes when creating a new character
- [Issue Report]: How to select active magic spell? HOT 3
- [Issue Report]: stuttering sound after console standby HOT 6
- [Feature Request]: semitransparent overlay map HOT 2
- [Issue Report]: Cannot get gold from stash HOT 11
- [Issue Report]: Inventory pickup tiny issue HOT 1
- [Feature Request]: [android] option to modify GUI joystick/buttons (e.g. make partially transparent/relocate on screen or shrink) HOT 5
- [Issue Report]: Griswold’s stone disappears if placed in the stash HOT 1
- [Feature Request]: A way to skip cinematics on Switch HOT 1
- [Issue Report]: Auric amulet doesn’t seems to work HOT 2
- [Feature Request]: Move stash pages
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from devilutionx.