The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Death 999 on April 25, 2003, 12:01:40 am



Title: Some Stack Traces
Post by: Death 999 on April 25, 2003, 12:01:40 am
Here's some further information on the crashes I've been getting (Just found the crash logs, thought you might find it useful)

There are mainly two types of crash here:

Thread 3 Crashed:
#0   0x90000f50 in strlen
#1   0x90001d00 in vfprintf
#2   0x90015800 in __sbprintf
#3   0x900011c8 in vfprintf
#4   0x9000110c in fprintf
#5   0x0007660c in StreamDecoderTaskFunc (crt.c:299)
#6   0x000952e4 in ThreadHelper (crt.c:299)
#7   0x0070953c in SDL_RunThread (SDL_thread.c:218)
#8   0x00709738 in RunThread (SDL_systhread.c:83)
#9   0x90020d48 in _pthread_body

and

Thread 4 Crashed:
#0   0x0005b308 in blt (crt.c:299)
#1   0x00021c88 in RedrawQueue (crt.c:299)
#2   0x0000399c in Battle (crt.c:299)
#3   0x0001a9ec in DoMelee (crt.c:299)
#4   0x0000eaf0 in DoInput (crt.c:299)
#5   0x0001aed8 in Melee (crt.c:299)
#6   0x000232cc in StartGame (crt.c:299)
#7   0x0002cb1c in Starcon2Main (crt.c:299)
#8   0x000952e4 in ThreadHelper (crt.c:299)
#9   0x0070953c in SDL_RunThread (SDL_thread.c:218)
#10  0x00709738 in RunThread (SDL_systhread.c:83)
#11  0x90020d48 in _pthread_body

I also found this third one:

Thread 4 Crashed:
#0   0x0070d958 in SDL_mutexP (SDL_sysmutex.c:117)
#1   0x0005ec18 in blt (crt.c:299)
#2   0x0005d074 in DrawBatch (crt.c:299)
#3   0x00021e5c in RedrawQueue (crt.c:299)
#4   0x00003a90 in Battle (crt.c:299)
#5   0x0001b05c in DoMelee (crt.c:299)
#6   0x0000f0ac in DoInput (crt.c:299)
#7   0x0001b46c in Melee (crt.c:299)
#8   0x000234a0 in StartGame (crt.c:299)
#9   0x0002cbf0 in Starcon2Main (crt.c:299)
#10  0x000979c4 in ThreadHelper (crt.c:299)
#11  0x0070d53c in SDL_RunThread (SDL_thread.c:218)
#12  0x0070d738 in RunThread (SDL_systhread.c:83)
#13  0x90020d48 in _pthread_body


I don't know if this will help. I posted it here because I do not know which bug this would belong to (I guess, a generic crashing bug)...