Anonymous | Login | 2024-11-21 15:23 UTC |
My View | View Issues | Change Log | Roadmap |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001002 | VCMI | AI - Adventure Map | public | 2012-06-13 20:00 | 2012-06-23 15:57 | ||||
Reporter | douggie_m | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | major | Reproducibility | random | ||||
Status | closed | Resolution | duplicate | ||||||
Platform | PowerPC | OS | GNU/Linux | OS Version | |||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001002: Unexpected behavior when AI loses its hero | ||||||||
Description | When you kill AI's hero, game may crash on AI turn: ---------------------------------------- Player 1 starting turn System message: You are not allowed to perform this action! const PlayerState* CGameInfoCallback::getPlayer(int, bool) const: Cannot find player 255info! vcmiclient: CGameState.cpp:2740: void CPathfinder::calculatePaths(int3, int): Assertion `hero == getHero(hero->id)' failed. Aborted ---------------------------------------- | ||||||||
Steps To Reproduce | Looks like it occurs randomly. Saved game to re-produce this issue is attached. Load it and just end turn. | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | dungeon_keeper_2.saved_game.tar.bz2 [^] (103,996 bytes) 2012-06-13 20:00 | ||||||||
Relationships | |||||||||||
|
Notes | |
(0002673) Warmonger (administrator) 2012-06-13 20:03 |
Duplicate of 0000954 & 0000998. |
(0002675) douggie_m (reporter) 2012-06-14 15:16 |
> Duplicate of 0000954 & 0000998. Ah, so other guys found this too. I supposed it is so rare, so... Sorry for dupe. And that saved game which I've uploaded doesn't reproduce this bug. It looks like you need to kill some hero (I believe it shall be AI's starting one) and finish the turn without saving/loading after that. Real magic, yeah. |
(0002676) Warmonger (administrator) 2012-06-14 15:22 |
AI state is currently not saved, so after reload it may behave totally different. |
(0002677) douggie_m (reporter) 2012-06-14 15:27 |
> AI state is currently not saved, so after reload it may behave totally different. Ah, okay. So I do confirm: when you save game after killing AI's hero, and the game crashes after that, just load that savegame and 99% chance it would be okay. |
(0002767) Ivan (developer) 2012-06-23 15:57 |
Closing duplicates |
Issue History | |||
Date Modified | Username | Field | Change |
2012-06-13 20:00 | douggie_m | New Issue | |
2012-06-13 20:00 | douggie_m | Status | new => assigned |
2012-06-13 20:00 | douggie_m | Assigned To | => Tow |
2012-06-13 20:00 | douggie_m | File Added: dungeon_keeper_2.saved_game.tar.bz2 | |
2012-06-13 20:03 | Warmonger | Note Added: 0002673 | |
2012-06-13 20:03 | Warmonger | Relationship added | duplicate of 0000954 |
2012-06-13 20:03 | Warmonger | Relationship added | duplicate of 0000998 |
2012-06-14 15:16 | douggie_m | Note Added: 0002675 | |
2012-06-14 15:22 | Warmonger | Note Added: 0002676 | |
2012-06-14 15:27 | douggie_m | Note Added: 0002677 | |
2012-06-23 15:57 | Ivan | Note Added: 0002767 | |
2012-06-23 15:57 | Ivan | Status | assigned => closed |
2012-06-23 15:57 | Ivan | Assigned To | Tow => |
2012-06-23 15:57 | Ivan | Resolution | open => duplicate |
Copyright © 2000 - 2024 MantisBT Team |