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[Freeciv-Dev] (PR#6226) segfault/long inactivity caused techs to cost 50
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[Freeciv-Dev] (PR#6226) segfault/long inactivity caused techs to cost 50

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To: imbaczek@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#6226) segfault/long inactivity caused techs to cost 50 again
From: "Guest" <rt-guest@xxxxxxxxxxxxxx>
Date: Sun, 21 Sep 2003 09:56:27 -0700
Reply-to: rt@xxxxxxxxxxxxxx

CVS 21st September, Linux/GTK2

Oh. Just loaded the savegame and... *kaboom*:

> load civgame-2750m.sav.gz 
Loading saved game: civgame-2750m.sav.gz...
2: Loading rulesets
> 
2: Connection request from imbaczek from localhost
2: c1 has client version 1.14.99-devel
2: imbaczek has connected from localhost.
> start
Starting game.
> 
Player 'Untombela' now has AI skill level 'normal'.
Player 'Llywelyn ap Gruffudd' now has AI skill level 'normal'.
Player 'Erik Blod&#345;ks' now has AI skill level 'normal'.
Player 'Lugh' now has AI skill level 'normal'.
Player 'Alexander' now has AI skill level 'normal'.
Player 'Caesar' now has AI skill level 'normal'.
civserver: timing.c:241: start_timer: Warunek `t != ((void *)0)' nie
zosta&#322; spe&#322;niony.
Przerwane
imbaczek@imbaczek:~/sandbox/tmp/freeciv$ 

But still the techs did cost 60, 50, 60 (AFAIR. I found the first one in
a hut.)

Save attached (I also have -3500 and -3000.)

Attachment: civgame-2750m.sav.gz
Description: civgame-2750m.sav.gz


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