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CVS Seg Faulting

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I was able to recreate this twice.

 

First time I teleported across the river in DP. Took about 10 steps then the client segfaults.

 

(gdb) run
Starting program: /home/nintenduh/elc/el.x86.linux.bin
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 19506)]
[New Thread 32769 (LWP 19525)]
[New Thread 16386 (LWP 19526)]
[New Thread 32771 (LWP 19529)]
HarvestingEffect (0xb2f7220) created (0).
ImpactEffect (0xe559818) created.
ImpactEffect (0xe559818) destroyed.
HarvestingEffect (0xb2f7220) destroyed.
SmokeEffect (0xefdc300) created (<107.769, 3.2, -173.625>, 0.3)
SmokeEffect (0xf003430) created (<130.875, 5.1, -150.766>, 0.3)
SmokeEffect (0xf0034a0) created (<144.697, 5.4, -174.367>, 0.3)
SmokeEffect (0xf003510) created (<152.469, 5.6, -172.865>, 0.3)
SmokeEffect (0xf003580) created (<162.813, 6.4, -171.635>, 0.3)
SmokeEffect (0xf0035f0) created (<160.829, 4.3, -153.08>, 0.3)
SmokeEffect (0xf003660) created (<151.627, 3.8, -150.185>, 0.3)
SmokeEffect (0xf0036d0) created (<155.664, 4.2, -115.495>, 0.3)
LampEffect (0xf003740) created.
LampEffect (0xf003a28) created.
TeleporterEffect (0xe411d98) created.
TeleporterEffect (0xf00b168) created.
TeleporterEffect (0xf0177c8) created.
TeleporterEffect (0xf0201f0) created.
TeleporterEffect (0xf028720) created.
Deactivating effect 0xefdc300(10492.1 > 700)
Deactivating effect 0xf003430(7656.36 > 700)
Deactivating effect 0xf0034a0(13157.2 > 700)
Deactivating effect 0xf003510(13726.4 > 700)
Deactivating effect 0xf003580(14841.1 > 700)
Deactivating effect 0xf0035f0(11195.5 > 700)
Deactivating effect 0xf003660(9560.18 > 700)
Deactivating effect 0xf0036d0(5876.88 > 700)
Deactivating effect 0xf003740(7015.44 > 700)
Deactivating effect 0xf003a28(6128.26 > 700)
Deactivating effect 0xe411d98(3462.12 > 700)
Deactivating effect 0xf00b168(12446.5 > 700)
Deactivating effect 0xf0177c8(1374.16 > 700)
Deactivating effect 0xf0201f0(15911.3 > 700)
Deactivating effect 0xf028720(8170.49 > 700)
SelfMagicEffect (0xf3f4868) created.
SelfMagicEffect (0xf084120) created.
SelfMagicEffect (0xf3f4868) destroyed.
SelfMagicEffect (0xf084120) destroyed.
Activating effect 0xf0177c8(699.45 < 700)
Deactivating effect 0xf0177c8(700.434 > 700)
*** glibc detected *** free(): invalid pointer: 0x0f070058 ***

Program received signal SIGABRT, Aborted.
[Switching to Thread 16384 (LWP 19506)]
0x40506c81 in kill () from /lib/libc.so.6
(gdb) backtrace
#0  0x40506c81 in kill () from /lib/libc.so.6
#1  0x400d64a1 in pthread_kill () from /lib/libpthread.so.0
#2  0x400d687b in raise () from /lib/libpthread.so.0
#3  0x405068f8 in raise () from /lib/libc.so.6
#4  0x40507f00 in abort () from /lib/libc.so.6
#5  0x4053a6ce in __libc_message () from /lib/libc.so.6
#6  0x40540cae in _int_free () from /lib/libc.so.6
#7  0x40541076 in free () from /lib/libc.so.6
#8  0x402e391a in _nv000007gl () from /usr/lib/libGL.so.1
#9  0x0f070058 in ?? ()
#10 0x40be7e95 in _nv000093gl () from /usr/lib/libGLcore.so.1
#11 0x0f070058 in ?? ()
#12 0x00000002 in ?? ()
#13 0x0b33a0b0 in ?? ()
#14 0x00000001 in ?? ()
#15 0x00000000 in ?? ()

 

I killed the client and relogged in and everything goes black and freezes.

 

(gdb) run
The program being debugged has been started already.
Start it from the beginning? (y or n) y
Starting program: /home/nintenduh/elc/el.x86.linux.bin
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 20160)]
[New Thread 32769 (LWP 20173)]
[New Thread 16386 (LWP 20174)]
[New Thread 32771 (LWP 20177)]
SmokeEffect (0xed26590) created (<107.769, 3.2, -173.625>, 0.3)
SmokeEffect (0xed4d900) created (<130.875, 5.1, -150.766>, 0.3)
SmokeEffect (0xed4d970) created (<144.697, 5.4, -174.367>, 0.3)
SmokeEffect (0xed4d9e0) created (<152.469, 5.6, -172.865>, 0.3)
SmokeEffect (0xed4da50) created (<162.813, 6.4, -171.635>, 0.3)
SmokeEffect (0xed4dac0) created (<160.829, 4.3, -153.08>, 0.3)
SmokeEffect (0xed4db30) created (<151.627, 3.8, -150.185>, 0.3)
SmokeEffect (0xed4dba0) created (<155.664, 4.2, -115.495>, 0.3)
LampEffect (0xed4dc10) created.
LampEffect (0xed4def8) created.
TeleporterEffect (0xb3e19f0) created.
TeleporterEffect (0xed55878) created.
TeleporterEffect (0xed61e18) created.
TeleporterEffect (0xed6a7f0) created.
TeleporterEffect (0xed72d68) created.
Deactivating effect 0xed26590(40861.8 > 700)
Deactivating effect 0xed4d900(39162.5 > 700)
Deactivating effect 0xed4d970(50521 > 700)
Deactivating effect 0xed4d9e0(52333 > 700)
Deactivating effect 0xed4da50(55206.7 > 700)
Deactivating effect 0xed4dac0(48623.3 > 700)
Deactivating effect 0xed4db30(44868.8 > 700)
Deactivating effect 0xed4dba0(37122.9 > 700)
Deactivating effect 0xed4dc10(15258 > 700)
Deactivating effect 0xed4def8(15687.1 > 700)
Deactivating effect 0xb3e19f0(3688.9 > 700)
Deactivating effect 0xed55878(34071 > 700)
Deactivating effect 0xed61e18(9702.68 > 700)
Deactivating effect 0xed6a7f0(26511.7 > 700)
Deactivating effect 0xed72d68(41447.2 > 700)

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 20160)]
0x400b1190 in ?? ()
(gdb) backtrace
#0  0x400b1190 in ?? ()

 

I did a $ make -f Makefile.linux clean and recompiled.

 

This time it seg faulted right when I teleported.

 

(gdb) run
Starting program: /home/nintenduh/elc/el.x86.linux.bin
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 27750)]
[New Thread 32769 (LWP 27764)]
[New Thread 16386 (LWP 27766)]
[New Thread 32771 (LWP 27767)]
BagEffect (0xe16d698) created.
BagEffect (0xe16d698) destroyed.
BagEffect (0xe5229e0) created.
BagEffect (0xe5229e0) destroyed.
SelfMagicEffect (0xe509240) created.
SelfMagicEffect (0xe509240) destroyed.
BagEffect (0xe578980) created.
BagEffect (0xe578980) destroyed.
HarvestingEffect (0xe3aca50) created (238521248).
HarvestingEffect (0xe3aca50) destroyed.
SwordEffect (0xe3aca50) created.
SwordEffect (0xe3aca50) destroyed.
SmokeEffect (0xf00f2e0) created (<107.769, 3.2, -173.625>, 0.3)
SmokeEffect (0xf00f350) created (<130.875, 5.1, -150.766>, 0.3)
SmokeEffect (0xf00f3c0) created (<144.697, 5.4, -174.367>, 0.3)
SmokeEffect (0xf00f430) created (<152.469, 5.6, -172.865>, 0.3)
SmokeEffect (0xf00f4a0) created (<162.813, 6.4, -171.635>, 0.3)
SmokeEffect (0xf00f510) created (<160.829, 4.3, -153.08>, 0.3)
SmokeEffect (0xf00f580) created (<151.627, 3.8, -150.185>, 0.3)
SmokeEffect (0xf00f5f0) created (<155.664, 4.2, -115.495>, 0.3)
LampEffect (0xf00f660) created.
LampEffect (0xf00f948) created.
TeleporterEffect (0xe56ff80) created.
TeleporterEffect (0xf017100) created.
TeleporterEffect (0xf023800) created.
TeleporterEffect (0xf02c228) created.
TeleporterEffect (0xf034758) created.
Deactivating effect 0xf00f2e0(9176.15 > 700)
Deactivating effect 0xf00f350(6687.32 > 700)
Deactivating effect 0xf00f3c0(11884.9 > 700)
Deactivating effect 0xf00f430(12485.9 > 700)
Deactivating effect 0xf00f4a0(13632.6 > 700)
Deactivating effect 0xf00f510(10238.5 > 700)
Deactivating effect 0xf00f580(8629.45 > 700)
Deactivating effect 0xf00f5f0(5427.45 > 700)
Deactivating effect 0xf00f660(6266.72 > 700)
Deactivating effect 0xf00f948(5390.15 > 700)
Deactivating effect 0xe56ff80(4068.26 > 700)
Deactivating effect 0xf017100(13508.1 > 700)
Deactivating effect 0xf023800(1230.16 > 700)
Deactivating effect 0xf02c228(14557.5 > 700)
Deactivating effect 0xf034758(7992.04 > 700)
SelfMagicEffect (0xf2e94e0) created.
SelfMagicEffect (0xf074390) created.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 27750)]
0x080f9a67 in ec::Vec3::operator- (this=0x14, rhs=@0xf2e94e0) at eye_candy/eye_candy.h:160
160		 Vec3 lhs(x, y, z);
Current language:  auto; currently c++
(gdb) backtrace
#0  0x080f9a67 in ec::Vec3::operator- (this=0x14, rhs=@0xf2e94e0) at eye_candy/eye_candy.h:160
#1  0x08107836 in ec::SimpleCylinderObstruction::get_force_gradient (this=0xbfffefc0, p=@0x0)
at eye_candy/eye_candy.cpp:424
#2  0x0814a217 in ec::SelfMagicEffect::draw (this=0xf2e94e0, usec=32076)
at eye_candy/effect_selfmagic.cpp:499
#3  0x08111ec2 in ec::EyeCandy::draw (this=0x831d740) at eye_candy/eye_candy.cpp:1398
#4  0x080ee5b2 in ec_draw () at eye_candy_wrapper.cpp:240
#5  0x08087275 in display_game_handler (win=0xb3bab58) at gamewin.c:680
#6  0x0807cee3 in draw_window (win=0xb3bab58) at elwindows.c:1059
#7  0x0807d422 in display_window (win_id=0) at elwindows.c:1207
#8  0x0807a902 in display_windows (level=1) at elwindows.c:57
#9  0x08074a29 in draw_scene () at draw_scene.c:98
#10 0x0809e59c in start_rendering () at main.c:123
#11 0x0809e80f in main (argc=1, argv=0xbffff364) at main.c:235

 

Thats quite a bit different from the first backtrace.

 

The same thing happens when I try to relog. I can log in but everything goes black and seg faults.

 

(gdb) run
The program being debugged has been started already.
Start it from the beginning? (y or n) y
Starting program: /home/nintenduh/elc/el.x86.linux.bin
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 30426)]
[New Thread 32769 (LWP 30443)]
[New Thread 16386 (LWP 30444)]
[New Thread 32771 (LWP 30447)]
SmokeEffect (0xed263c8) created (<107.769, 3.2, -173.625>, 0.3)
SmokeEffect (0xed4d738) created (<130.875, 5.1, -150.766>, 0.3)
SmokeEffect (0xed4d7a8) created (<144.697, 5.4, -174.367>, 0.3)
SmokeEffect (0xed4d818) created (<152.469, 5.6, -172.865>, 0.3)
SmokeEffect (0xed4d888) created (<162.813, 6.4, -171.635>, 0.3)
SmokeEffect (0xed4d8f8) created (<160.829, 4.3, -153.08>, 0.3)
SmokeEffect (0xed4d968) created (<151.627, 3.8, -150.185>, 0.3)
SmokeEffect (0xed4d9d8) created (<155.664, 4.2, -115.495>, 0.3)
LampEffect (0xed4da48) created.
LampEffect (0xed4dd30) created.
TeleporterEffect (0xe0ee098) created.
TeleporterEffect (0xed55700) created.
TeleporterEffect (0xed61c58) created.
TeleporterEffect (0xed6a680) created.
TeleporterEffect (0xed72bf8) created.
Deactivating effect 0xed263c8(40912.5 > 700)
Deactivating effect 0xed4d738(39309.2 > 700)
Deactivating effect 0xed4d7a8(50670.6 > 700)
Deactivating effect 0xed4d818(52505.5 > 700)
Deactivating effect 0xed4d888(55409.1 > 700)
Deactivating effect 0xed4d8f8(48844.3 > 700)
Deactivating effect 0xed4d968(45069.1 > 700)
Deactivating effect 0xed4d9d8(37383.9 > 700)
Deactivating effect 0xed4da48(15164.5 > 700)
Deactivating effect 0xed4dd30(15612.2 > 700)
Deactivating effect 0xe0ee098(3804.75 > 700)
Deactivating effect 0xed55700(34553.9 > 700)
Deactivating effect 0xed61c58(9746.4 > 700)
Deactivating effect 0xed6a680(26306.5 > 700)
Deactivating effect 0xed72bf8(41789.4 > 700)

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 30426)]
0x400b1190 in ?? ()
(gdb) backtrace
#0  0x400b1190 in ?? ()
#1  0x00000000 in ?? ()

 

I commented eye_candy out from make.conf, made clean, recompiled and it segfaults right off the hop.

 

(gdb) run
Starting program: /home/nintenduh/elc/el.x86.linux.bin
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 2829)]
*** glibc detected *** free(): invalid pointer: 0x0afc0d20 ***

Program received signal SIGABRT, Aborted.
[Switching to Thread 16384 (LWP 2829)]
0x404e2c81 in kill () from /lib/libc.so.6
(gdb) backtrace
#0  0x404e2c81 in kill () from /lib/libc.so.6
#1  0x400d64a1 in pthread_kill () from /lib/libpthread.so.0
#2  0x400d687b in raise () from /lib/libpthread.so.0
#3  0x404e28f8 in raise () from /lib/libc.so.6
#4  0x404e3f00 in abort () from /lib/libc.so.6
#5  0x405166ce in __libc_message () from /lib/libc.so.6
#6  0x4051ccae in _int_free () from /lib/libc.so.6
#7  0x4051d076 in free () from /lib/libc.so.6
#8  0x080d5133 in free_xml_parser (type=2, gPtr=0xafc5ba8, no=5) at translate.c:1734
#9  0x080d467a in load_translatables () at translate.c:1378
#10 0x08091a40 in init_stuff () at init.c:569
#11 0x0809d892 in main (argc=1, argv=0xbffff364) at main.c:233

 

Hope thats helpful.

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#8  0x402e391a in _nv000007gl () from /usr/lib/libGL.so.1
#9  0x0f070058 in ?? ()
#10 0x40be7e95 in _nv000093gl () from /usr/lib/libGLcore.so.1
#11 0x0f070058 in ?? ()
#12 0x00000002 in ?? ()
#13 0x0b33a0b0 in ?? ()
#14 0x00000001 in ?? ()
#15 0x00000000 in ?? ()

bleh, there's a lot of this going on, something odd with nvidia's linux drivers, it seems... try updaing to the latest binary drivers from nvidia, it should fix it

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I get a similar backtrace every so often and unfortunately updating to the latest nvidia drivers did not solve the problem.

 

My backtrace ends with something happening in 3d_objects.c. Line 380 on one crash and 1715 on another.

 

Edit: this is with shadow mapping off, but shadows on.

Edited by larrystorch

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If you disabled eye candy in make.conf, it has nothing to do with eye candy. With that out, the eye candy code doesn't even get compiled, let alone used. Eye candy is the most visible change since the last release, so I guess that's why it gets blamed for everything :D

 

Something(s) in EL have been writing to memory out of bounds -- at least for the past few weeks. I have no clue what it is, but we're going to need to get it fixed.

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It works now after your recent changes. Getting a low framerate but it works! :D

 

I don't wanna blame eye candy for it. It was just the only thing I could think of that could cause it. I suspected it might have had something to do with teleporting near a teleportal. Or maybe the SmokeEffect stuff. I wasnt even near a fire.

 

I'm not a programmer and I'm starting to think my posts might not be helpful. If thats the case let me know and I will stop posting them. The last thing I want to do is send people on wild goose chases.

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Oh, no no, never stop reporting bugs! :D I was just clarifying. We greatly appreciate reported bugs.

 

Now, *framerate* issues probably have to do with eye candy. If you want improvements to framerate, and you have a good example of a prime slowdown situation (you can compare with vs. without eye candy by disabling it in your options), feel free to post in the eye candy thread. I may or may not be able to help you (we may be limited by your video card), but I can certainly try. I'd want a screenshot and the framerate differences between enabled and disabled.

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I was using an older version of the linux nvidia drivers last post. It seems much faster now.

 

I was trying to play with beryl awhile ago and it may have messed a few things up :(

 

Before I updated the drivers there was a slowdown of about 3-7 FPS. Now I don't think there's a difference but where I am now isn't a great test :/

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Just came across this when teleporting at the same spot as before.

 

Activating effect 0xeec9de0(698.612 < 700)
SelfMagicEffect (0xe831338) created.
SelfMagicEffect (0xef79398) created.
Deactivating effect 0xeec9de0(773.295 > 700)

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 11612)]
0x0814b88d in ec::SelfMagicEffect::draw (this=0xef79398, usec=53845)
at eye_candy/effect_selfmagic.cpp:521
521		 (*iter)->draw();
Current language:  auto; currently c++
(gdb) backtrace
#0  0x0814b88d in ec::SelfMagicEffect::draw (this=0xef79398, usec=53845)
at eye_candy/effect_selfmagic.cpp:521
#1  0x08112a8a in ec::EyeCandy::draw (this=0x831e240) at eye_candy/eye_candy.cpp:1422
#2  0x080eeac9 in ec_draw () at eye_candy_wrapper.cpp:260
#3  0x08087435 in display_game_handler (win=0xb3c94d8) at gamewin.c:680
#4  0x0807d097 in draw_window (win=0xb3c94d8) at elwindows.c:1059
#5  0x0807d5d6 in display_window (win_id=0) at elwindows.c:1207
#6  0x0807aab6 in display_windows (level=1) at elwindows.c:57
#7  0x08074b5d in draw_scene () at draw_scene.c:98
#8  0x0809e758 in start_rendering () at main.c:123
#9  0x0809e9cb in main (argc=1, argv=0xbffff324) at main.c:235

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This may be related to a problem that bluap is fixing (his remote heals were causing a crash due to a buffer overflow in counters.c that messed up memory, causing eye candy or other things to crash at later points in time). His fix will be checked in this evening; try again after that.

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I was in a pk map fighting armed orcs. Someone snuck up on me while they were invisible. As soon as the orc i was fighting had died, the unnamed person summoned a creature, and became visable by attacking me. I died but the game segfaulted before I was teleported to the underworld.

 

Here's the backtrace.

 

...
Deactivating effect 0xfacd110(2661.27 > 600)
Deactivating effect 0xfacd580(735.247 > 600)
Deactivating effect 0x10337ce8(1537.59 > 600)

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 21835)]
0x08118365 in std::less<ec::Particle*>::operator() (this=0xf361bf8, __x=@0x3f8cd247,
__y=@0xbfffeef4)
at /usr/lib/gcc/i486-slackware-linux/3.4.6/../../../../include/c++/3.4.6/bits/stl_function.h:227
227		   { return __x < __y; }
Current language:  auto; currently c++
(gdb) backtrace
#0  0x08118365 in std::less<ec::Particle*>::operator() (this=0xf361bf8, __x=@0x3f8cd247,
__y=@0xbfffeef4)
at /usr/lib/gcc/i486-slackware-linux/3.4.6/../../../../include/c++/3.4.6/bits/stl_function.h:227
#1  0x08118423 in std::_Rb_tree<ec::Particle*, std::pair<ec::Particle* const, bool>, std::_Select1st<std::pair<ec::Particle* const, bool> >, std::less<ec::Particle*>, std::allocator<std::pair<ec::Particle* const, bool> > >::find (this=0xf361bf8, __k=@0xbfffeef4)
at /usr/lib/gcc/i486-slackware-linux/3.4.6/../../../../include/c++/3.4.6/bits/stl_tree.h:1104
#2  0x08116884 in std::map<ec::Particle*, bool, std::less<ec::Particle*>, std::allocator<std::pair<ec::Particle* const, bool> > >::find (this=0xf361bf8, __x=@0xbfffeef4)
at /usr/lib/gcc/i486-slackware-linux/3.4.6/../../../../include/c++/3.4.6/bits/stl_map.h:498
#3  0x08116376 in ec::Effect::unregister_particle (this=0xf361bd0, p=0xe62b8c8)
at eye_candy/eye_candy.h:1035
#4  0x081150e1 in ec::EyeCandy::idle (this=0x83212e0) at eye_candy/eye_candy.cpp:1592
#5  0x080eeb7a in ec_idle () at eye_candy_wrapper.cpp:202
#6  0x08087397 in display_game_handler (win=0xb45ed70) at gamewin.c:683
#7  0x0807cff7 in draw_window (win=0xb45ed70) at elwindows.c:1059
#8  0x0807d536 in display_window (win_id=0) at elwindows.c:1207
#9  0x0807aa16 in display_windows (level=1) at elwindows.c:57
#10 0x08074abe in draw_scene () at draw_scene.c:98
#11 0x0809e6cc in start_rendering () at main.c:123
#12 0x0809e93f in main (argc=1, argv=0xbffff314) at main.c:235

 

edit:Come to think of it. I suspect that unnamed person may be using CVS too. They mentioned crashing as well. They aren't on for me to confirm it though :P

Edited by Nintenduh

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Thanks, Nintenduh. :P I'll get right on it.

 

1) When was your build from?

2) Was there any targeted magic spell cast?

3) To your best recollection, what sort of effects may have been ongoing at that point?

Edited by KarenRei

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Using the most recent. 14hr ago.

 

No ranged effects. Just 2 bag, and 1 summon effect within the period of about 1.5-2 sec. And the map has a few lamp effects always going. Don't know if that has anything to do with it.

Edited by Nintenduh

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Hmm. 14 hours ago... I'm not sure whether that was before or after my last commit.

 

Too bad we don't have the effects list; it's truncated above your output. There may well have also been an "alert" effect from when they went visible, if ent has the server sending those signals.

 

Well, I'll take a look at it with what info I have.

 

Ed: have you seen summons used before? Did they cause crashes? Perhaps we could try to reproduce this tonight, if you're up to it. The particular summon shouldn't matter -- a rabbit should do. Also, if you could cast invis and then have it wear off, that would also be useful.

Edited by KarenRei

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Hmm. 14 hours ago... I'm not sure whether that was before or after my last commit.

 

Too bad we don't have the effects list; it's truncated above your output. There may well have also been an "alert" effect from when they went visible, if ent has the server sending those signals.

 

Well, I'll take a look at it with what info I have.

 

Doh! My console was only set to have a 1000 line history. It's gone now :(

 

I've used summon a few times. Usually with lots and lots of creatures with out any trouble.

 

I'll try to recreate it.

 

Edit: The other person was using CVS but didn't have eye_candy enabled. They had network trouble afterwards and lagged out.

 

They also had an orc slayer. So there was another effect going on too.

Edited by Nintenduh

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I doubt summons are here to be blamed - I killed nintenduh with orcslayer (1 hit) [yes i was an ugly bastard :(], maybe some special effect+ going directly to underworld caused segfault, dunno?

 

I use CVS, but I lagged out later, because of internet provider problems.

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