On Mon, 18 Sep 1995, Boris Levit wrote: > > Well, considering my last days of futration I decided to write a little > > message here. > > > > I've been changing some assorted stuff in the Circle3.00, patchlevel8 code. > > It's run at a remote computer, but due to limited disk space I decided to > > work at the source at home, testing it and so forth... > > My own setup is Linux based, and as far as programming and compiling the > > prgram seems error free. > > > > The problem arises when I transfer the sourcecocode to the remote mashine > > (SunOS), the source still compiles without errors, and seemingly runs fine... > > > > BUT, MOSTLY when fighting, sometimes even when the mud is more or less > > idle it CRASHES ... the program returns "Segmentation Fault".. > > > > NOW, considering this I thought... Well.. Has to be my code.. BUT, > > whatever I do It's IMPOSSIBLE to reproduce the event at my Linux setup... > > What I wndered is, if anyone knows why the mud gets a segmentation > > fault.. and if it's possibly the remote systems recources that arent > > adequate... ? > > > > > > Anyways, any comments are appreciated... actually flames too 8) > > > > Regards, > > Rasmus R, aka. Con. > > You don't mention whether you copy the playerfile over, or whether it is source only. If you do copy the playerfile/player objects over, I had this same problem myself between a Linux machine at home and a SGI machine at work (erm.. you didn't hear that. :) The byte order differences between the Linux and SGI caused the binary playerfile and related binary stuff in circle/lib to be botched, and I had random crashes until I deleted the pfile. Sun has the same byte order as SGI (i.e. reversed from Linux) so this might be your problem. Levork
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