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Stone Warden segfault (1.5.5) http://forums.te4.org/viewtopic.php?f=42&t=48189 |
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Author: | lantti [ Fri Aug 11, 2017 8:29 pm ] |
Post subject: | Stone Warden segfault (1.5.5) |
Hi everybody! Is anybody else having problems with Stone Wardens? I'm running ToME 1.5.5 and having Stone Vines on autocast during autoexploring seems to be a sure way to invite a segfault. It won't segfault every time, not even nearly, but eventually it will. Unless I take the autocast off I am not able to complete more than a couple of levels before a segfault. edit: Setting the autocast on "cast when enemies are visible" seems to avoid the crash A normal autoexplore run looks like this on the logs: (several pages of this) Code: [LOG] Segi activates Stone Vines. [CALLBACK] upgrading to prioritized talents_on_act_base [CALLBACK] upgrading to prioritized talents_on_rest [CALLBACK] upgrading to prioritized talents_on_run [LOG] Segi deactivates Stone Vines. [LOG] Segi activates Stone Vines. [CALLBACK] upgrading to prioritized talents_on_act_base [CALLBACK] upgrading to prioritized talents_on_rest [CALLBACK] upgrading to prioritized talents_on_run [LOG] Segi deactivates Stone Vines. [LOG] Segi activates Stone Vines. [CALLBACK] upgrading to prioritized talents_on_act_base [CALLBACK] upgrading to prioritized talents_on_rest [CALLBACK] upgrading to prioritized talents_on_run [LOG] Segi deactivates Stone Vines. Usually nothing goes wrong and game continues as normal. Occasionally something does go wrong and the run ends like: Code: [LOG] Segi activates Stone Vines.
[CALLBACK] upgrading to prioritized talents_on_act_base [CALLBACK] upgrading to prioritized talents_on_rest [CALLBACK] upgrading to prioritized talents_on_run [LOG] Segi deactivates Stone Vines. Segmentation fault |
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