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Re: [Bug-freedink] Potential bug in FreeDink


From: Andreas Berg
Subject: Re: [Bug-freedink] Potential bug in FreeDink
Date: Sat, 22 Nov 2008 22:41:14 +0100
User-agent: Thunderbird 2.0.0.17 (X11/20080925)

Sylvain Beucler wrote:
Hi Andreas,

On Fri, Nov 21, 2008 at 10:46:10PM +0100, Andreas Berg wrote:
Can you send a savegame from a bit before the crash?
It will help me reproduce the problem here :)

(In principle your savegames are in /home/your_account/.dink/pq/)

Sure thing (though the savefiles where actually in the game directory - ~/.dink/pq was empty although the savefiles for the original game where in the ~/.dink/dink directory)

Indeed it's in ~/.dink/ only if there's no write access to the D-Mod.

Note that it is just my assumption that it doesn't crash under the standard client since I don't have a copy of Windows installed, but if it crashed there as well, it presumably would be fixed by now! To find the Tinker (who wants the scale) go north, east along the forest, and south when you reach the water thingie.

Oh, so _that_'s where the game crashed. How frustrating ;)

It's actually a buffer overflow in the game, and the Linux kernel is
generally stricter than ms woe in that area, hence why players didn't
experience it until now. PQ attempted to freeze sprite #1000 while the
maximum sprite number is 300. '1000' is a special sprite in the game
which means 'not attached to the current screen' and is much used in
cut scene, but as you can imagine this is error-prone for the engine
programming.

I rebuild a new snapshot:
http://www.freedink.org/snapshots/freedink-1.08.20081122.tar.gz
http://www.freedink.org/snapshots/debian/freedink-engine_1.08.20081122-1_i386.deb

Let me know if this works for you :)
(it does for me)

Bonjour.

Works like a charm :-) Thank you!

/Andreas




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