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Nuntar
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icon DROD just crashed (0)  
I was testing a room in which a character had the following script:

  Wait for item Pit,8,7,8,7
  Build Bridge (vertical),8,6,8,8
  Build Medium health,8,6,8,6
  Build Medium health,8,8,8,8
  Build Yellow key,8,7,8,7
  End

At the moment I stepped off the bridge (thus creating pit at (8,7) and causing the Build commands to activate) the program crashed. I tried again and the exact same thing happened in exactly the same place, so the script is definitely the culprit.

Does anyone read the Bugs forum any more? None of my bug topics have been replied to going back ages. :?

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50th Skywatcher
01-03-2009 at 12:40 AM
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Kwakstur
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icon Re: DROD just crashed (+1)  
I think all the admins are taking a break. I haven't seen much of Mike, Erik, Schik, trick, Onei, or pretty much any admin for the last two months.

About your glitch: I think I can pinpoint the fatal action: You are building a Yellow Key on a pit. Wait while I test my hypothesis...
Edit: Nope, that test failed. Besides, I didn't realize this at first, but you did build a bridge there. Let me test your specific code.

Edit 2 the sequel: I cannot reproduce this crash at all. Bug hold plz.

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[Last edited by Kwakstur at 01-03-2009 01:48 AM]
01-03-2009 at 01:36 AM
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Nuntar
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File: bugreport.drh (924 bytes)
Downloaded 26 times.
License: Public Domain
icon Re: DROD just crashed (0)  
Here you go.

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50th Skywatcher
01-03-2009 at 02:46 AM
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Kwakstur
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File: Exp HPs bugreport.drh (980 bytes)
Downloaded 27 times.
License: Public Domain
icon Re: DROD just crashed (+2)  
(you forgot to put in a sword; nobody can drop the trapdoors)

I have identified the problem line to be the Build Bridge. More specifically, when you have that big pit and you build a bridge to connect the two separate bridges, the game has trouble doing so; I think it's having trouble figuring out which bridges it is a part of, even though it is clearly a part of both.

You can observe what seems to be another-yet-related problem in this hold I've attatched. I made it so that the scripted bridge doesn't connect to the north bridge. So on Turn 0, the middle bridge is built by script, connected only to the south bridge. On turn 1, the entire south part of the bridge falls. The uppermost tile of the scripted bridge remains floating there. Very strange. The following error is produced:
Assertion error in line 224 of .\Bridge.cpp: "this->bridgeSupports[wIndex].empty()"


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[Last edited by Kwakstur at 01-03-2009 07:45 AM]
01-03-2009 at 07:43 AM
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mrimer
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Yes, we're all taking a little break to let our brains dry out (undry?). Anyway, I'm pretty sure your bug reports are accurate, and I'm happy to have your reports on each of them. I'll work on fixing them up when I have a large free block of time. Then you'll (typically) see several bugs fixed at once. But, anyway, sorry about the long delay. I'll post the source code soon, and if any coders out there want to help out with fixes as before, I'll gratefully accept the help.

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I am Gandalf the White.
And I come back to you now at the turn of the tide.
01-18-2009 at 03:28 AM
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TFMurphy
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icon Re: DROD just crashed (0)  
This is quite likely the same bug as listed here for TCB. I posted a hold as well as instructions that demonstrate many different situations that cause the bug, and given that TCB is more strongly about element interactions than RPG, it might be easier to get it fixed and tested there first then port the code across.

Still, whichever place it gets fixed first will benefit the other.
01-19-2009 at 06:23 PM
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mrimer
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Yes, I remember your report on that, and I too have a suspicion that they're one and the same bug. I agree that fixing this one in 3.2 first is probably the way to go.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
01-19-2009 at 08:40 PM
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Nuntar
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icon Re: DROD just crashed (0)  
Similar problem happens when building pit in a square containing a trapdoor between two bridges that will become unstable when the trapdoor is removed. Do you need me to post a hold to illustrate?

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50th Skywatcher
02-05-2009 at 07:28 PM
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mrimer
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Nuntar wrote:
Here you go.
Sorry for taking so long to look at this. I can't reproduce any problem in this hold with version 1.2.3.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
01-19-2016 at 11:03 PM
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mrimer
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TFMurphy wrote:
This is quite likely the same bug as listed here for TCB. I posted a hold as well as instructions that demonstrate many different situations that cause the bug, and given that TCB is more strongly about element interactions than RPG, it might be easier to get it fixed and tested there first then port the code across.

Still, whichever place it gets fixed first will benefit the other.
Yes, this was the same thing. I've migrated the bridge connectivity logic fixes from DROD 5 and that fixes the assertion (rev 134). As part of this, I also fixed flying monsters being killed by falling from a dropping bridge. They shouldn't be.

I also changed the Build Tile script command to update bridge connectivity only after all tiles in the command have been built (rev 135). Now both above holds function correctly.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
01-19-2016 at 11:26 PM
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kieranmillar
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icon Re: DROD just crashed (+1)  
In 1.2.3.148 I messed around with building bridges and could not spot any issues. I also tried the two holds in this thread and there were no crashes or other issues. :thumbsup
01-24-2016 at 05:23 PM
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