#exult@irc.freenode.net logs for 22 Oct 2011 (GMT)

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[13:29:09] <Marzo> Dominus: FYI, I have rebuilt my Exult dev environment and I am now checking to see if I can track down what is causing the vanishing objects bug
[13:29:56] <Marzo> My next step will be to make a map with separate zones in which NPCs perform a single schedule to see if it is related to any single schedule
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[15:26:47] <Dominus> Marzo: I'm eternally grateful
[15:27:19] <Marzo> But I have a question: why can't we release even with this bug?
[15:27:30] <Marzo> After all, 1.2 is far buggier than that
[15:29:11] <Dominus> I don't know how many people ran into it but it looks to me like a very bad bug especially since it doesn't show right away
[15:30:17] <Marzo> That is bad, yes
[15:30:47] <Marzo> Is there any pattern regarding it? Such as using midi drivers instead of oggs or something?
[15:31:20] <Dominus> people who haven't played u7 for a long time might not recognize absent objects right away
[15:31:39] <Dominus> I haven't found a pattern yet.
[15:32:04] <Dominus> I only had it happen once to myself (with si fixes)
[15:32:25] <Marzo> I guess I will have to play the games until it happens
[15:32:48] <Marzo> Preferably with valgrind in the background, which will make it like watching paint dry
[15:32:50] <Dominus> the only thing was that I played a long session without restarting exult (and maybe even reloading)
[15:33:16] <Marzo> You remember more or less the route you took?
[15:33:55] <Dominus> played through the plot until I was able to travel to moonshade via captain hawk
[15:34:35] <Marzo> The missing stuff was were?
[15:34:39] <Dominus> on the way to moonshade in the house ruin cellar (just a coffin and some rats) things disappeared and crashed on combat
[15:35:10] <Marzo> The one where there is usually an 'invisible all' scroll?
[15:35:21] <Dominus> i think
[15:35:47] <Marzo> That one is actually a bit to the west of moonshade
[15:35:54] <Marzo> I think there is one other
[15:35:57] <Dominus> yes
[15:36:33] <Marzo> Anyway, I have a goal for testing now
[15:36:37] <Dominus> http://sourceforge.net/tracker/?func=detail&aid=3131920&group_id=2335&atid=102335 in that bug tracker is the location
[15:36:39] <Marzo> I will still make that map
[15:37:03] <Marzo> But now, I am going to lunch
[15:37:04] <Marzo> So brb
[15:37:08] <Dominus> I tried to reproduce and found the infinite loop combat crash instead
[15:37:32] <Dominus> k, got to take cåre of the kids now
[15:42:43] <Dominus> just remembered another pattern is that when this happens people wre in combat mode
[15:42:56] <Dominus> including me
[15:43:31] <Dominus> I thgink I saw everything went into combat to figt the rats and off it went
[15:43:56] <Dominus> got the baby in the arm hence my bad writing :)
[16:54:47] <Marzo> Hrm. Invalid memory reads in Usecode_value class resulting from trying to convert an empty array to an item object in Usecode_internal::get_item
[16:55:01] <Marzo> I doubt this causes the items to vanish, but it is a bug nonetheless
[16:56:21] <Marzo> Also, conditional jump depending on unused variable in ActionInventory
[17:35:07] <Marzo> O>o
[17:35:31] <Marzo> In UI_move_object: gwin->teleport_party(tile, false, map, parms[2].get_int_value());
[17:35:56] <Marzo> In UI_recall_virtue_stone: gwin->teleport_party(t, false, vs->get_target_map(), parms[1].get_int_value());
[17:36:20] <Marzo> In UI_teleport_to_saved_pos: gwin->teleport_party(saved_pos, false, saved_map, parms[1].get_int_value());
[17:36:54] <Marzo> In all 3 cases, the parameter is expected to exist -- even though it is supposed to be an optional parameter
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[17:49:50] <sh4rm4> https://github.com/danmar/cppcheck might help too...
[17:50:44] <sh4rm4> it helps finding double-free's, leaks just by statically analysing the source
[17:52:01] <sh4rm4> and http://blog.chromium.org/2011/06/testing-chromium-addresssanitizer-fast.html
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