On 26.01.2025 20:36, hackemslashem wrote:
On 1/26/25 3:35 PM, Janis Papanagnou wrote:
[...]
Ok I see now. Do you think it had something to do with the previous
cloning issue or something totally different? [...]
The "cloning" was your statement; I can neither confirm nor deny
your assumption (or analysis). What I tried was to mention factors
that I observed - the pet thing, for example - which, though, may
be completely irrelevant (or even wrong observations on my part).
(Inspecting the ttyrecs may also provide some information of that
sort, but I'm not too optimistic on that.)
All I can now (after the larger set of observed crashes) say is
that it has to do with level changes, all the rest is speculation
(for me). - I'd ask myself what happens when you change a level.
From other games (in other variants) I could imagine effects of
{dungeon, monster, object, artifact} generation, or a bones level
related bugs. - But now where the [second] crash happened while
climbing _up_ to an already known (and constructed) level there's
some of these assumptions more unlikely and possible others come
to mind; say problems with resurrection of monsters on the previous
level, and so on.
But as an experienced and knowing software engineer the crash may
also be an effect of an earlier coding issue (like uninitialized
or undefined pointer states) that could be completely unrelated,
but just gets visible when changing levels.
I think, when the crash happened, I saw (just for a short moment)
some information on the screen that appeared to me to look like a
stack trace (or similar); maybe the Hardfought servers maintain a
logfile of such messages that you can inspect for better hints.
Otherwise, doing code analysis and code reviews, or play-testing
with log files activated. :-)
Janis
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