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  #2601  
Old March 19th, 2009, 12:17 AM
deadboi's Avatar

deadboi deadboi is offline
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Default Re: Bug Thread: Discussion

I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui. It happens as soon as I click on the option to change fullscreen resolution option in the video preferences. If I change it through the command line it works fine.

Operating System: Ubuntu 8.10 AMD64 (2.6.27-14-generic)
Processor: AMD Turion 64 X2 Mobile
RAM: 1.87 GB
Graphics Card: Nvidia GeForce Go 6150

Code:
-------------------------
----- DOMINIONS ---------
-------------------------

Version version 3.23b (323)dbglevel 2 pc_endian
datapath='/usr/local/games/dominions3'
confpath='/home/deadboi/dominions3'
savepath='/home/deadboi/dominions3/savedgames'
modpath='/home/deadboi/dominions3/mods'
mappath='/usr/local/games/dominions3/maps'
localmappath='/home/deadboi/dominions3/maps'
temppath='/tmp/dominions3_37829'
-- InitGLStuff --
Init OpenGL extensions
Renderer (GeForce Go 6150/PCI/SSE2)
Vendor (NVIDIA Corporation)
Version (2.1.2 NVIDIA 177.82)
supported_ARB_vertex_buffer_object = 1
supported_ARB_multitexture = 1
supported_EXT_texture_env_combine = 1
supported_SGIS_generate_mipmap = 1
supported_ARB_texture_compression = 1
supported_GLX_SGI_swap_control = 1
domdata_path = /usr/local/games/dominions3
Max texture size = 4096
CreateTexture /usr/local/games/dominions3/guiborder2.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (512x512) tgalen837003
RGBA2Tex 512 512 (1048576 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
CreateTexture /usr/local/games/dominions3/guihead.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (32x32) tgalen2250
RGBA2Tex 32 32 (4096 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
InitPrint
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
  32
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
  64
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
  96
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
ResetParticles
CreateTexture /usr/local/games/dominions3/expl_white.tga alpha 2
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 2 tgatype 3210 (128x128) tgalen57002
RGBA2Tex 128 128 (65536 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
reaver_texshrink 0
Reaver file version 1040
Reaver highestrmod 42 (filemods 43)
Reaver highestrtex 44 (filertex 45)
LoadReaver, time 30
Reaver file version 1030
Reaver highestrmod 78 (filemods 36)
Reaver highestrtex 88 (filertex 44)
Create tex /usr/local/games/dominions3/tile.tga
CreateTexture /usr/local/games/dominions3/tile.tga alpha 0
Not a sgi pic, 0
sgi -1
tga 10
tga2rgba32 alphamode 0 tgatype 10 (256x256) tgalen197164
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
-- sound_init --
Init sound
  failed to load libartsc.so
  open /dev/dsp
  success
-- general_init --
host_bugcheck
-- start --
Fetch sample '/usr/local/games/dominions3/rawsound/draam13.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/maria2.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/fikon11.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/maria5.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/draam5.al' 16 bits
ResetParticles
ResetMassBoxes
Loading battle map /usr/local/games/dominions3/battlemaps/city.d3m (city.d3m)
GetHfield 512x512
  GetHfield 1
  GetHfield 2
  GetHfield 3
Extra map data perhaps? 4488 (4488)
Extra map data: ver 102 x 238 z 353 l 1
Loading massobjs (463)
(14)
512x512
OptimizeWorld, 1086 points (1062 rejected due to color)
  w512 d512 minh42.712460 maxh72.437157 statobjs 1675
CreateTexture /usr/local/games/dominions3/guiborder1.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (512x512) tgalen808147
RGBA2Tex 512 512 (1048576 bytes alloced), alpha 1, comp 1, wrap 0
pixmode = GL_COMPRESSED_RGBA_ARB
CreateTexture /usr/local/games/dominions3/dustsky1.tga alpha 0
Not a sgi pic, 0
sgi -1
tga 10
tga2rgba32 alphamode 0 tgatype 10 (800x600) tgalen932542
RGBA2Tex 800 600 (1920000 bytes alloced), alpha 0, comp 1, wrap 0
pixmode = GL_COMPRESSED_RGBA_ARB
MakeSimpleBillboard 77 rt 63
Create Texture for TexObj 63, w256 h32 data110332968 alpha1
RGBA2Tex 256 32 (32768 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 78 rt 73
Create Texture for TexObj 73, w256 h32 data112069928 alpha1
RGBA2Tex 256 32 (32768 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 51 rt 50
Create Texture for TexObj 50, w512 h1024 data1725575192 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 52 rt 51
Create Texture for TexObj 51, w512 h1024 data1723473944 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 59 rt 61
Create Texture for TexObj 61, w256 h512 data109677544 alpha1
RGBA2Tex 256 512 (524288 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 58 rt 60
Create Texture for TexObj 60, w64 h512 data109546440 alpha1
RGBA2Tex 64 512 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 5 rt 4
Create Texture for TexObj 4, w64 h64 data97829528 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 6 rt 19
Create Texture for TexObj 19, w64 h64 data101370760 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 8 rt 24
Create Texture for TexObj 24, w64 h64 data101796872 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 10 rt 26
Create Texture for TexObj 26, w64 h64 data101829704 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 7 rt 23
Create Texture for TexObj 23, w64 h64 data101780456 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 9 rt 25
Create Texture for TexObj 25, w64 h64 data101813288 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 4 rt 2
Create Texture for TexObj 2, w64 h64 data97813112 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 33, w256 h256 data102874664 alpha0
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 36, w256 h512 data103267976 alpha0
RGBA2Tex 256 512 (524288 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 5, w256 h256 data100575352 alpha0
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 7, w128 h128 data97845944 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 9, uses tex 5
model 9, uses tex 7
model 9, uses tex 33
model 9, uses tex 36
Optimizing Model 9, 4 textures
Create Texture for TexObj 35, w128 h128 data103202408 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 6, w219 h122 data100837528 alpha0
RGBA2Tex 219 122 (106872 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 8, uses tex 5
model 8, uses tex 6
model 8, uses tex 33
model 8, uses tex 35
model 8, uses tex 36
Optimizing Model 8, 5 textures
model 7, uses tex 5
model 7, uses tex 6
model 7, uses tex 7
model 7, uses tex 33
model 7, uses tex 35
model 7, uses tex 36
Optimizing Model 7, 6 textures
Create Texture for TexObj 3, w219 h366 data100254712 alpha0
RGBA2Tex 219 366 (320616 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 10, uses tex 3
model 10, uses tex 5
model 10, uses tex 7
model 10, uses tex 33
model 10, uses tex 36
Optimizing Model 10, 5 textures
Trimrmod59 left 0 right 1 top 1
Trimrmod59 left 0 right 0 top 1
model 59, uses tex 61
Optimizing Model 59, 1 textures
MakeSimpleBillboard 63 rt 69
Create Texture for TexObj 69, w128 h256 data111676648 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod63 left 0 right 1 top 0
Trimrmod63 left 0 right 8 top 1
model 63, uses tex 69
Optimizing Model 63, 1 textures
MakeSimpleBillboard 61 rt 64
Create Texture for TexObj 64, w128 h256 data110365768 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod61 left 0 right 1 top 0
Trimrmod61 left 0 right 4 top 1
model 61, uses tex 64
Optimizing Model 61, 1 textures
MakeSimpleBillboard 47 rt 53
Create Texture for TexObj 53, w128 h512 data106924776 alpha1
RGBA2Tex 128 512 (262144 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod47 left 0 right 1 top 1
Trimrmod47 left 0 right 4 top 1
model 47, uses tex 53
Optimizing Model 47, 1 textures
MakeSimpleBillboard 48 rt 57
Create Texture for TexObj 57, w128 h256 data108759912 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod48 left 0 right 1 top 0
Trimrmod48 left 0 right 8 top 1
model 48, uses tex 57
Optimizing Model 48, 1 textures
Create Texture for TexObj 16, w128 h128 data101272360 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 5, uses tex 16
Optimizing Model 5, 1 textures
Create Texture for TexObj 15, w128 h128 data101206792 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 6, uses tex 5
model 6, uses tex 15
Optimizing Model 6, 2 textures
model 4, uses tex 16
Optimizing Model 4, 1 textures
MakeSimpleBillboard 43 rt 45
Create Texture for TexObj 45, w512 h1024 data1729777688 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod52 left 0 right 1 top 1
Trimrmod52 left 0 right 0 top 1
model 52, uses tex 51
Optimizing Model 52, 1 textures
Trimrmod51 left 0 right 1 top 1
Trimrmod51 left 0 right 0 top 1
model 51, uses tex 50
Optimizing Model 51, 1 textures
Trimrmod58 left 0 right 1 top 1
Trimrmod58 left 0 right 0 top 1
model 58, uses tex 60
Optimizing Model 58, 1 textures
MakeSimpleBillboard 60 rt 62
Create Texture for TexObj 62, w128 h256 data110201864 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod60 left 0 right 1 top 0
Trimrmod60 left 0 right 7 top 1
model 60, uses tex 62
Optimizing Model 60, 1 textures
Loading /usr/local/games/dominions3/misc.trs at 1 (cs 0)
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
Loading /usr/local/games/dominions3/misc2.trs at 2 (cs 880888)
Flushing trs file 1 from cache
RGBA2Tex 256 128 (131072 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 256 128 (131072 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
Fetch sample '/usr/local/games/dominions3/rawsound/game_highlight.sw' 16 bits
Segmentation fault
Please let me know if you need additional information.
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  #2602  
Old March 19th, 2009, 02:39 AM

chrispedersen chrispedersen is offline
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Default Re: Bug Thread: Discussion

With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).

After the patch however, the scripted spell became: Contact Yama.

So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders.

Also, all memorized scripts were likewise changed.
Perhaps other errors were due to recruitment queues?
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  #2603  
Old March 19th, 2009, 03:23 AM
Edi's Avatar

Edi Edi is offline
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Default Re: Bug Thread: Discussion

There are 5 new spells in the 3.23/3.23b patch
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  #2604  
Old March 19th, 2009, 06:41 AM

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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by chrispedersen View Post
With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).

After the patch however, the scripted spell became: Contact Yama.

So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders.

Also, all memorized scripts were likewise changed.
Perhaps other errors were due to recruitment queues?
Modded spells are automatically assigned spell numbers which aren't in use. So there is no distinction between numbers used for vanilla and for mods. When new spells are added the numbers the modded spells take up are pushed off further into the distance, while the script still points to their old numbers, which are now taken up by different spells. This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.
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Old March 19th, 2009, 07:26 AM
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Default Re: Bug Thread: Discussion

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Originally Posted by Sombre View Post
This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.
No, it's not that easy. Every patch that adds new spells breaks national modded spells and makes them unusable for at least one hosting and forces you to redo your scripts on every mage you have after the hosting with the new version.

The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host.

That's why I've made this insane workaround in our last mod nations game, if you can remember. I had to change the mod so that it overwrites the newly added spells by ID, which were national ones and not used by our "mod nations only" game, so the IDs for the new patch version and old patch version were the same. It's a big hassle and very cumbersome to deal with how the game treats this.

I already wanted to bring attention to this after the last patch, but forgot about it. Thanks for bringing it up again.

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Originally Posted by Edi View Post
There are 5 new spells in the 3.23/3.23b patch
Small correction, there's 8 new spells that got added. A couple of summons and the 5 sign spells.

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I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui.
I can reproduce this on 32 bit Linux. It segfaults as soon as one tries to change the resolution.
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Last edited by lch; March 19th, 2009 at 07:38 AM..
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  #2606  
Old March 19th, 2009, 08:21 AM

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Default Re: Bug Thread: Discussion

I still don't see the problem (and didn't during Threelake). You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn. No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.
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Old March 19th, 2009, 08:52 AM

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Default Re: Bug Thread: Discussion

But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?
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Old March 19th, 2009, 09:08 AM
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Default Re: Bug Thread: Discussion

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Originally Posted by Sombre View Post
You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn.
Yes, that's what was missing from what you wrote before. There can't be an in-situ update, you will have to host for one turn without using mod nation spells. That's hardly ideal in a game that has progressed and where you need those spells, and it might be unnecessary if the game would do things differently.

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Originally Posted by Sombre View Post
No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.
My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.

"No big deal", well, that's subjective. The limitations on modding with limited slots for nations, units, spells, items, sprites etc. are no big deal either, you just have to accept them. If the game wouldn't hard code the spell books in the turn files, but use the spell books like they become active during hosting, then everybody could prepare their turns with patched versions and the host could use those without any trouble, too. Verification if mages can actually cast those spells would work like usual. How it's done now seems unnecessary to me. But there's probably a problem in general since the game accepts turn files from both, patched and unpatched versions of the game, with differing ID numbers for the "same" spell.
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Old March 19th, 2009, 12:16 PM
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Default Re: Bug Thread: Discussion

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Originally Posted by Zeldor View Post
But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?
I was Skaven in MP a while ago, and got patched mid-game. I ended up with a really weird script, but all of the non-accessible spells that were scripted were just ignored.
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Old March 19th, 2009, 12:32 PM

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Default Re: Bug Thread: Discussion

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Originally Posted by lch View Post
My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.
The worry is more that while coming up with a workaround or trying to understand/explain exactly what's gone wrong, a game ends up stalling for a long time which usually causes a lot of problems, players dropping out etc

I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out. Changing the way the game does things risks making everything far worse and delays things further, doubtless causing more problems when the next patch has to be made.

Mod limits are far more of a pain than having a single turn where things are screwy. Even then, I agree with you that they often aren't that big a deal. Though I think they are when they're so close that even 1 or 2 mods will hit them and cause errors, as was the case with the custommagic one, for instance.
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