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[solved] Presentation bug

Posted: Thu Dec 18, 2008 8:44 am
by 1337
Hi all.

I've done a little bit of "revision tracking". The result is everything else than conclusive unfortunately. The bug still occurred after the oh2 merge, mostly in the same fashion (segfault in Ogre particle effects while rendering), but in other positions.

Before the oh2 merge it seems like destroying a ship is an extremely bad idea. I mean, my debugger can show me the error code almost always. But when a pawn gets killed, my call stack doesn't even reach main and there is no code translation at all, just the disassembly.

"Conclusively" I can say that we will have to examine some code, maybe disable some feature and test with a multicore system of course.

Btw: The random number generator was my fault... I had srand(time(0)); in get getOutstream function of the OutputHandler to have multiple logs for the client and the server. I have fixed it now with a static bool.

Posted: Thu Jan 01, 2009 8:11 pm
by 1337
The bug has been resolved. There was a static function variable that should not have been static at all.

Posted: Mon Jan 05, 2009 8:12 am
by beni
Wow, cool :D