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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
From: Christian Knoke <ChrisK@xxxxxxxx>
Date: Thu, 17 Jan 2002 12:15:21 +0100

On Wed, Jan 16, 2002 at 11:46:34PM +0100, Raimar Falke wrote:
> On Wed, Jan 16, 2002 at 09:57:35PM +0100, Christian Knoke wrote:
> > On Wed, Jan 16, 2002 at 03:13:25PM -0500, Justin Moore wrote:
> > > 
> > > > > > I'm not sure about the correct way to solve this. "How much" tech do
> > > > > > barbarians need?
> > > > >
> > > > > Do barbarians research at all?
> > > >
> > > > That is the question.
> > > 
> > >    I would say no.  I think it's possible for them to get techs, but not
> > > to research them.
> > 
> > Is this discussion related to *this* bug: !?
> > 
> > > civserver: tech.c:56: set_invention: Zusicherung »!is_barbarian(pplayer)«
> > nicht erfüllt.
> > Abgebrochen (core dumped)
> 
> This is a new one (at least for me). It looks like
> game.global_advances really can't be used in leakage style 1.

The attached savegame asserts on load.

> 
> > This is since some weeks now, crashes a game from time to time.
> > CVS 16 JAN
> 
> The code for the stacktrace only got included yesterday.
> 
>       Raimar

-- 
* Christian Knoke                           +49 4852 92248 *
* D-25541 Brunsbuettel                  Wurtleutetweute 49 *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.

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