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Author Topic: Tree Foliage Construction Problem  (Read 1124 times)

Lozzymandias

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Tree Foliage Construction Problem
« on: May 27, 2016, 06:52:10 am »

Y'all remember this one. Game crashes if a tree grows over/into a construction. It was my understanding this issue was dealt with back in 42.01. I'm in 42.06 on Linux and I'm still observing this problem. Has anyone else seen this in 42.06 or is it just me?
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Shonai_Dweller

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Re: Tree Foliage Construction Problem
« Reply #1 on: May 27, 2016, 08:46:09 pm »

If you're sure, upload a save to DFFD and contact one of the bug tracker managers asap. The last thing we need is for Toady to finish bug fixing and start another year long development phase with that damn tree bug present again.
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Loci

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Re: Tree Foliage Construction Problem
« Reply #2 on: May 27, 2016, 10:27:46 pm »

Well, the original bug was when a construction was built next to a tree, not a tree growing into a construction. Also the current version is v0.43.03 and all bugs should be logged against that version (if verified present) instead of v0.42.
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Lozzymandias

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Re: Tree Foliage Construction Problem
« Reply #3 on: May 28, 2016, 02:10:10 pm »

Well, the original bug was when a construction was built next to a tree, not a tree growing into a construction. Also the current version is v0.43.03 and all bugs should be logged against that version (if verified present) instead of v0.42.

Swings and roundabouts largely. in 40.24 i encountered it only when trees grew into constructions, largely because i knew the bug existed and put no constructions next to trees. In any case i'm linux and the bleeding edge is a bit to bleeding for the utilities and tilesets i use. I can't see any evidence in the changelogs for this problem being tightened up, so i'll assume this problem is current

If you're sure, upload a save to DFFD and contact one of the bug tracker managers asap. The last thing we need is for Toady to finish bug fixing and start another year long development phase with that damn tree bug present again.

Just waiting on sorting out my DFFD account. I'm pretty certain it is trees, i can't see any other common factors. Best regards.
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Fleeting Frames

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Re: Tree Foliage Construction Problem
« Reply #4 on: May 28, 2016, 10:43:11 pm »

You could DL newest version and pop a save in it with the bug about to occur, perhaps?

Shonai_Dweller

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Re: Tree Foliage Construction Problem
« Reply #5 on: May 29, 2016, 02:39:04 am »

Well, the original bug was when a construction was built next to a tree, not a tree growing into a construction. Also the current version is v0.43.03 and all bugs should be logged against that version (if verified present) instead of v0.42.
The bug was when a branch, leaf, trunk, etc, and a construction occupied the same space. One grew into the other, or one was built into the other, it was all the same bug. Was certainly fixed at 42.02, annoying to see it come back.
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Loci

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Re: Tree Foliage Construction Problem
« Reply #6 on: May 29, 2016, 04:17:32 pm »

Well, the original bug was when a construction was built next to a tree, not a tree growing into a construction. Also the current version is v0.43.03 and all bugs should be logged against that version (if verified present) instead of v0.42.
The bug was when a branch, leaf, trunk, etc, and a construction occupied the same space. One grew into the other, or one was built into the other, it was all the same bug.

Nope. Qrox analyzed the problem in the original bug report:

Quote from: Qrox
I just did some quick look into the game binary and have (probably) found the cause of the bug and a way to fix it. In Windows DF SDL 40.24, at dwarf fortress.exe+8F7174, inside a loop which seems to be intended to extirpate the tree, a function which is likely to be destroying all buildings built on the tree also deletes pending construction designations (which is a "building", in terms of game data structure). This also deletes the construction being finished and results in a hanging reference to it, and when the game later calls a virtual function of the structure, the vtable pointer has already been overwritten, causing a failed function call, which causes a segmentation fault. (Yeah, the good old delete object at a wrong time -> hanging reference thing).


That behavior only occurs when a designated construction is completed next to or in a tree. Trees growing next to already-completed constructions do not cause a crash in v0.40.24. Nor does ballista-removing trees which have grown up next to already-completed constructions.

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