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Crash at Modoc well #491

@TheBrainScrambler

Description

@TheBrainScrambler

In my current save, whenever I'm loading a new map, I crash. Enter the well, crash. Enter the exit grid, crash. Accept some guy's job to hunt the dogs that kill his brahmin, crash.

I did the following to make it happen: when I entered Modoc for the first time, one of the first things I did was trying to enter the well. Curiously, the game showed the loading cursor, and faded black before coming back and changing nothing. The next times I try to enter the well, nothing happens. At some point I realize I need a rope to enter it. So I go explore the village, enter the exit grid north, do stuff there and save. Then I do some more stuff, come back to the map with the well. Then I use a rope on the well, try to enter it, and crash. Restarting the same, I redo the same stuff, come to the well, use the rope on it, and save. This is the savegame that I'm attaching. Then whenever I load a new map, crash.

I'm running the latest commit, built it myself with CMAKE_BUILD_TYPE=Debug .
Logs from fallout2-ce, when entering the well (probably useless):

INFO: 
Fade time is 982
Fade steps are 42
INFO: Chi squared is 23.437000, P = 4000.000000 at 0.05
INFO: Sequence is random, 95% confidence.
INFO: Reading SNDLIST.LST Sound FX Count: 1361
INFO: >gsound_init	
INFO: >initMovie		
INFO: >gmovie_init	
INFO: >moviefx_init	
INFO: >art_init		
INFO: >tile_init		
INFO: >obj_init		
INFO: >cycle_init		
INFO: >intface_init		
INFO: >iso_init	
INFO: >gmouse_init	
INFO: >proto_init	
INFO: >anim_init	
INFO: >scr_init	
INFO: >game_load_info	
INFO: >scr_game_init	
INFO: >wmWorldMap_init	
INFO: >CharEditInit	
INFO: >pip_init		
INFO: >InitLoadSave	
INFO: >gdialog_init	
INFO: >combat_init	
INFO: >automap_init	
INFO: >message_init	
INFO: >message_load	
INFO: >scr_disable	
INFO: >init_options_menu
INFO: >endgameDeathEndingInit
INFO: 
Playing movie: iplogo.mve
INFO: Direct 
INFO: Playing at (192, 144)  
INFO: not scaled
INFO: Movie aborted
INFO: Frames 1, dropped 0
INFO: 
Playing movie: intro.mve
INFO: Direct 
INFO: Playing at (192, 144)  
INFO: not scaled
INFO: Movie aborted
INFO: Frames 1, dropped 0
INFO: 
Playing movie: credits.mve
INFO: Opening subtitle file text\english\cuts\credits.SVE
INFO: subtitle: couldn't parse 
INFO: Read 35 subtitles
INFO: Direct 
INFO: Playing at (192, 144)  
INFO: not scaled
INFO: Movie aborted
INFO: Frames 1, dropped 0
INFO:  Filename SAVEGAME\SLOT01\SAVE.DAT
INFO:  Filename SAVEGAME\SLOT01\SAVE.DAT
INFO: 
LOADSAVE: Load name: 
INFO: LOADSAVE: Load file header size read: 30051 bytes.
INFO: 
Scripts: [Game Reset]
INFO: LOADSAVE: Load function #0 data size read: 0 bytes.
INFO: LOADSAVE: Load function #1 data size read: 4 bytes.
INFO: LOADSAVE: Load function #2 data size read: 2784 bytes.
INFO: LOADSAVE: in SlotMap2Game
INFO: 
MAP: Loading SAVED map.
INFO: OVERRIDE_MAP_START: x: 133, y: 117
INFO: 
INFO: [Party Member 0]: None
INFO: Error: attempt to set_obj_visibility in load/save-game: scripts\ZSWsign.int!
INFO: 
Gsound: playing ambient map sfx: brdchirp
INFO: LOADSAVE: Load function #3 data size read: 382 bytes.
INFO: LOADSAVE: Load function #4 data size read: 2784 bytes.
INFO: LOADSAVE: Load function #5 data size read: 3304 bytes.
INFO: LOADSAVE: Load function #6 data size read: 376 bytes.
INFO: LOADSAVE: Load function #7 data size read: 76 bytes.
INFO: LOADSAVE: Load function #8 data size read: 16 bytes.
INFO: LOADSAVE: Load function #9 data size read: 0 bytes.
INFO: LOADSAVE: Load function #10 data size read: 12376 bytes.
INFO: LOADSAVE: Load function #11 data size read: 4 bytes.
INFO: LOADSAVE: Load function #12 data size read: 3420 bytes.
INFO: LOADSAVE: Load function #13 data size read: 20 bytes.
INFO: LOADSAVE: Load function #14 data size read: 0 bytes.
INFO: LOADSAVE: Load function #15 data size read: 8 bytes.
INFO: LOADSAVE: Load function #16 data size read: 4 bytes.
INFO: LOADSAVE: Load function #17 data size read: 80 bytes.
INFO: LOADSAVE: Load function #18 data size read: 5 bytes.
INFO: LOADSAVE: Load function #19 data size read: 9516 bytes.
INFO: LOADSAVE: Load function #20 data size read: 0 bytes.
INFO: LOADSAVE: Load function #21 data size read: 17 bytes.
INFO: LOADSAVE: Load function #22 data size read: 216 bytes.
INFO: 


[Party Members]:
INFO: 
   PM: Laddie
INFO: 
   PM: Cassidy
INFO: 
   PM: Bess
INFO: 
   PM: Davin
INFO: 
   PM: Miria
INFO: 
Total Critter Count: 0

INFO: LOADSAVE: Load function #23 data size read: 312 bytes.
INFO: LOADSAVE: Load function #24 data size read: 292 bytes.
INFO: LOADSAVE: Load function #25 data size read: 16 bytes.
INFO: LOADSAVE: Load function #26 data size read: 0 bytes.
INFO: LOADSAVE: Total load data read: 66063 bytes.
ALSA lib pcm.c:8424:
Killed

(you see "Killed" instead of a segfault because I catched the segfault with gdb, then killed the program)

gdb debug when entering the well:

Thread 1 "fallout2-ce" received signal SIGSEGV, Segmentation fault.
0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
1340        script->source = nullptr;
(gdb) bt
#0  0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
#1  0x00000000004edcfa in fallout::scriptsExecMapUpdateScripts (proc=16) at /tmp/fallout2-ce/src/scripts.cc:2661
#2  0x00000000004edd26 in fallout::scriptsExecMapExitProc () at /tmp/fallout2-ce/src/scripts.cc:2673
#3  0x00000000004b45ad in fallout::_map_save_in_game (a1=true) at /tmp/fallout2-ce/src/map.cc:1440
#4  0x00000000004b30dd in fallout::mapLoad (stream=0x7fa3a3016c50) at /tmp/fallout2-ce/src/map.cc:818
#5  0x00000000004b301e in fallout::mapLoadByName (fileName=0x7ffd7ec4a0c0 "MODWELL.MAP") at /tmp/fallout2-ce/src/map.cc:783
#6  0x00000000004b30b1 in fallout::mapLoadById (map=23) at /tmp/fallout2-ce/src/map.cc:808
#7  0x00000000004b3f37 in fallout::mapHandleTransition () at /tmp/fallout2-ce/src/map.cc:1261
#8  0x00000000004b0e36 in fallout::mainLoop () at /tmp/fallout2-ce/src/main.cc:338
#9  0x00000000004b0ae3 in fallout::falloutMain (argc=1, argv=0x7ffd7ec4a218) at /tmp/fallout2-ce/src/main.cc:167
#10 0x00000000005021e3 in fallout::main (argc=1, argv=0x7ffd7ec4a218) at /tmp/fallout2-ce/src/win32.cc:66
#11 0x000000000050220b in main (argc=1, argv=0x7ffd7ec4a218) at /tmp/fallout2-ce/src/win32.cc:79

gdb debug when entering exit grid to go to the world map:

Thread 1 "fallout2-ce" received signal SIGSEGV, Segmentation fault.
0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
1340        script->source = nullptr;
(gdb) bt
#0  0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
#1  0x00000000004edcfa in fallout::scriptsExecMapUpdateScripts (proc=16) at /tmp/fallout2-ce/src/scripts.cc:2661
#2  0x00000000004edd26 in fallout::scriptsExecMapExitProc () at /tmp/fallout2-ce/src/scripts.cc:2673
#3  0x00000000004b45ad in fallout::_map_save_in_game (a1=true) at /tmp/fallout2-ce/src/map.cc:1440
#4  0x0000000000519f15 in fallout::wmInterfaceInit () at /tmp/fallout2-ce/src/worldmap.cc:4459
#5  0x0000000000516b6f in fallout::wmWorldMapFunc (a1=0) at /tmp/fallout2-ce/src/worldmap.cc:2981
#6  0x0000000000516b3f in fallout::wmWorldMap () at /tmp/fallout2-ce/src/worldmap.cc:2971
#7  0x00000000004b3edc in fallout::mapHandleTransition () at /tmp/fallout2-ce/src/map.cc:1252
#8  0x00000000004b0e36 in fallout::mainLoop () at /tmp/fallout2-ce/src/main.cc:338
#9  0x00000000004b0ae3 in fallout::falloutMain (argc=1, argv=0x7ffef0ddfdb8) at /tmp/fallout2-ce/src/main.cc:167
#10 0x00000000005021e3 in fallout::main (argc=1, argv=0x7ffef0ddfdb8) at /tmp/fallout2-ce/src/win32.cc:66
#11 0x000000000050220b in main (argc=1, argv=0x7ffef0ddfdb8) at /tmp/fallout2-ce/src/win32.cc:79

gdb debug when entering north exit grid, to get to north of Modoc:

Thread 1 "fallout2-ce" received signal SIGSEGV, Segmentation fault.
0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
1340        script->source = nullptr;
(gdb) bt
#0  0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
#1  0x00000000004edcfa in fallout::scriptsExecMapUpdateScripts (proc=16) at /tmp/fallout2-ce/src/scripts.cc:2661
#2  0x00000000004edd26 in fallout::scriptsExecMapExitProc () at /tmp/fallout2-ce/src/scripts.cc:2673
#3  0x00000000004b45ad in fallout::_map_save_in_game (a1=true) at /tmp/fallout2-ce/src/map.cc:1440
#4  0x00000000004b30dd in fallout::mapLoad (stream=0x7f3bc9004d30) at /tmp/fallout2-ce/src/map.cc:818
#5  0x00000000004b301e in fallout::mapLoadByName (fileName=0x7fff2f3f2c10 "MODINN.SAV") at /tmp/fallout2-ce/src/map.cc:783
#6  0x00000000004b3857 in fallout::mapLoadSaved (fileName=0x7fff2f3f2ca0 "MODINN.MAP") at /tmp/fallout2-ce/src/map.cc:1061
#7  0x00000000004b2fd8 in fallout::mapLoadByName (fileName=0x7fff2f3f2ca0 "MODINN.MAP") at /tmp/fallout2-ce/src/map.cc:774
#8  0x00000000004b30b1 in fallout::mapLoadById (map=19) at /tmp/fallout2-ce/src/map.cc:808
#9  0x00000000004b3f37 in fallout::mapHandleTransition () at /tmp/fallout2-ce/src/map.cc:1261
#10 0x00000000004b0e36 in fallout::mainLoop () at /tmp/fallout2-ce/src/main.cc:338
#11 0x00000000004b0ae3 in fallout::falloutMain (argc=1, argv=0x7fff2f3f2df8) at /tmp/fallout2-ce/src/main.cc:167
#12 0x00000000005021e3 in fallout::main (argc=1, argv=0x7fff2f3f2df8) at /tmp/fallout2-ce/src/win32.cc:66
#13 0x000000000050220b in main (argc=1, argv=0x7fff2f3f2df8) at /tmp/fallout2-ce/src/win32.cc:79

gdb debug when accepting the mission I explained above:

Thread 1 "fallout2-ce" received signal SIGSEGV, Segmentation fault.
0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
1340        script->source = nullptr;
(gdb) bt
#0  0x00000000004eaf70 in fallout::scriptExecProc (sid=50331699, proc=16) at /tmp/fallout2-ce/src/scripts.cc:1340
#1  0x00000000004edcfa in fallout::scriptsExecMapUpdateScripts (proc=16) at /tmp/fallout2-ce/src/scripts.cc:2661
#2  0x00000000004edd26 in fallout::scriptsExecMapExitProc () at /tmp/fallout2-ce/src/scripts.cc:2673
#3  0x00000000004b45ad in fallout::_map_save_in_game (a1=true) at /tmp/fallout2-ce/src/map.cc:1440
#4  0x00000000004b30dd in fallout::mapLoad (stream=0x7f27050068e0) at /tmp/fallout2-ce/src/map.cc:818
#5  0x00000000004b301e in fallout::mapLoadByName (fileName=0x7ffe9ce9a470 "MODBRAH.MAP") at /tmp/fallout2-ce/src/map.cc:783
#6  0x00000000004b30b1 in fallout::mapLoadById (map=20) at /tmp/fallout2-ce/src/map.cc:808
#7  0x00000000004b3f37 in fallout::mapHandleTransition () at /tmp/fallout2-ce/src/map.cc:1261
#8  0x00000000004b0e36 in fallout::mainLoop () at /tmp/fallout2-ce/src/main.cc:338
#9  0x00000000004b0ae3 in fallout::falloutMain (argc=1, argv=0x7ffe9ce9a5c8) at /tmp/fallout2-ce/src/main.cc:167
#10 0x00000000005021e3 in fallout::main (argc=1, argv=0x7ffe9ce9a5c8) at /tmp/fallout2-ce/src/win32.cc:66
#11 0x000000000050220b in main (argc=1, argv=0x7ffe9ce9a5c8) at /tmp/fallout2-ce/src/win32.cc:79

The promised save: https://0x0.st/8w5v.tgz
(sorry uploading to github didn't work)

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