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-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

deadboi March 19th, 2009 12:17 AM

Re: Bug Thread: Discussion
 
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui. It happens as soon as I click on the option to change fullscreen resolution option in the video preferences. If I change it through the command line it works fine.

Operating System: Ubuntu 8.10 AMD64 (2.6.27-14-generic)
Processor: AMD Turion 64 X2 Mobile
RAM: 1.87 GB
Graphics Card: Nvidia GeForce Go 6150

Code:

-------------------------
----- DOMINIONS ---------
-------------------------

Version version 3.23b (323)dbglevel 2 pc_endian
datapath='/usr/local/games/dominions3'
confpath='/home/deadboi/dominions3'
savepath='/home/deadboi/dominions3/savedgames'
modpath='/home/deadboi/dominions3/mods'
mappath='/usr/local/games/dominions3/maps'
localmappath='/home/deadboi/dominions3/maps'
temppath='/tmp/dominions3_37829'
-- InitGLStuff --
Init OpenGL extensions
Renderer (GeForce Go 6150/PCI/SSE2)
Vendor (NVIDIA Corporation)
Version (2.1.2 NVIDIA 177.82)
supported_ARB_vertex_buffer_object = 1
supported_ARB_multitexture = 1
supported_EXT_texture_env_combine = 1
supported_SGIS_generate_mipmap = 1
supported_ARB_texture_compression = 1
supported_GLX_SGI_swap_control = 1
domdata_path = /usr/local/games/dominions3
Max texture size = 4096
CreateTexture /usr/local/games/dominions3/guiborder2.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (512x512) tgalen837003
RGBA2Tex 512 512 (1048576 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
CreateTexture /usr/local/games/dominions3/guihead.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (32x32) tgalen2250
RGBA2Tex 32 32 (4096 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
InitPrint
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
  32
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
  64
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
  96
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
ResetParticles
CreateTexture /usr/local/games/dominions3/expl_white.tga alpha 2
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 2 tgatype 3210 (128x128) tgalen57002
RGBA2Tex 128 128 (65536 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
reaver_texshrink 0
Reaver file version 1040
Reaver highestrmod 42 (filemods 43)
Reaver highestrtex 44 (filertex 45)
LoadReaver, time 30
Reaver file version 1030
Reaver highestrmod 78 (filemods 36)
Reaver highestrtex 88 (filertex 44)
Create tex /usr/local/games/dominions3/tile.tga
CreateTexture /usr/local/games/dominions3/tile.tga alpha 0
Not a sgi pic, 0
sgi -1
tga 10
tga2rgba32 alphamode 0 tgatype 10 (256x256) tgalen197164
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
-- sound_init --
Init sound
  failed to load libartsc.so
  open /dev/dsp
  success
-- general_init --
host_bugcheck
-- start --
Fetch sample '/usr/local/games/dominions3/rawsound/draam13.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/maria2.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/fikon11.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/maria5.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/draam5.al' 16 bits
ResetParticles
ResetMassBoxes
Loading battle map /usr/local/games/dominions3/battlemaps/city.d3m (city.d3m)
GetHfield 512x512
  GetHfield 1
  GetHfield 2
  GetHfield 3
Extra map data perhaps? 4488 (4488)
Extra map data: ver 102 x 238 z 353 l 1
Loading massobjs (463)
(14)
512x512
OptimizeWorld, 1086 points (1062 rejected due to color)
  w512 d512 minh42.712460 maxh72.437157 statobjs 1675
CreateTexture /usr/local/games/dominions3/guiborder1.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (512x512) tgalen808147
RGBA2Tex 512 512 (1048576 bytes alloced), alpha 1, comp 1, wrap 0
pixmode = GL_COMPRESSED_RGBA_ARB
CreateTexture /usr/local/games/dominions3/dustsky1.tga alpha 0
Not a sgi pic, 0
sgi -1
tga 10
tga2rgba32 alphamode 0 tgatype 10 (800x600) tgalen932542
RGBA2Tex 800 600 (1920000 bytes alloced), alpha 0, comp 1, wrap 0
pixmode = GL_COMPRESSED_RGBA_ARB
MakeSimpleBillboard 77 rt 63
Create Texture for TexObj 63, w256 h32 data110332968 alpha1
RGBA2Tex 256 32 (32768 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 78 rt 73
Create Texture for TexObj 73, w256 h32 data112069928 alpha1
RGBA2Tex 256 32 (32768 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 51 rt 50
Create Texture for TexObj 50, w512 h1024 data1725575192 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 52 rt 51
Create Texture for TexObj 51, w512 h1024 data1723473944 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 59 rt 61
Create Texture for TexObj 61, w256 h512 data109677544 alpha1
RGBA2Tex 256 512 (524288 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 58 rt 60
Create Texture for TexObj 60, w64 h512 data109546440 alpha1
RGBA2Tex 64 512 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 5 rt 4
Create Texture for TexObj 4, w64 h64 data97829528 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 6 rt 19
Create Texture for TexObj 19, w64 h64 data101370760 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 8 rt 24
Create Texture for TexObj 24, w64 h64 data101796872 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 10 rt 26
Create Texture for TexObj 26, w64 h64 data101829704 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 7 rt 23
Create Texture for TexObj 23, w64 h64 data101780456 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 9 rt 25
Create Texture for TexObj 25, w64 h64 data101813288 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 4 rt 2
Create Texture for TexObj 2, w64 h64 data97813112 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 33, w256 h256 data102874664 alpha0
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 36, w256 h512 data103267976 alpha0
RGBA2Tex 256 512 (524288 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 5, w256 h256 data100575352 alpha0
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 7, w128 h128 data97845944 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 9, uses tex 5
model 9, uses tex 7
model 9, uses tex 33
model 9, uses tex 36
Optimizing Model 9, 4 textures
Create Texture for TexObj 35, w128 h128 data103202408 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 6, w219 h122 data100837528 alpha0
RGBA2Tex 219 122 (106872 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 8, uses tex 5
model 8, uses tex 6
model 8, uses tex 33
model 8, uses tex 35
model 8, uses tex 36
Optimizing Model 8, 5 textures
model 7, uses tex 5
model 7, uses tex 6
model 7, uses tex 7
model 7, uses tex 33
model 7, uses tex 35
model 7, uses tex 36
Optimizing Model 7, 6 textures
Create Texture for TexObj 3, w219 h366 data100254712 alpha0
RGBA2Tex 219 366 (320616 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 10, uses tex 3
model 10, uses tex 5
model 10, uses tex 7
model 10, uses tex 33
model 10, uses tex 36
Optimizing Model 10, 5 textures
Trimrmod59 left 0 right 1 top 1
Trimrmod59 left 0 right 0 top 1
model 59, uses tex 61
Optimizing Model 59, 1 textures
MakeSimpleBillboard 63 rt 69
Create Texture for TexObj 69, w128 h256 data111676648 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod63 left 0 right 1 top 0
Trimrmod63 left 0 right 8 top 1
model 63, uses tex 69
Optimizing Model 63, 1 textures
MakeSimpleBillboard 61 rt 64
Create Texture for TexObj 64, w128 h256 data110365768 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod61 left 0 right 1 top 0
Trimrmod61 left 0 right 4 top 1
model 61, uses tex 64
Optimizing Model 61, 1 textures
MakeSimpleBillboard 47 rt 53
Create Texture for TexObj 53, w128 h512 data106924776 alpha1
RGBA2Tex 128 512 (262144 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod47 left 0 right 1 top 1
Trimrmod47 left 0 right 4 top 1
model 47, uses tex 53
Optimizing Model 47, 1 textures
MakeSimpleBillboard 48 rt 57
Create Texture for TexObj 57, w128 h256 data108759912 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod48 left 0 right 1 top 0
Trimrmod48 left 0 right 8 top 1
model 48, uses tex 57
Optimizing Model 48, 1 textures
Create Texture for TexObj 16, w128 h128 data101272360 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 5, uses tex 16
Optimizing Model 5, 1 textures
Create Texture for TexObj 15, w128 h128 data101206792 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 6, uses tex 5
model 6, uses tex 15
Optimizing Model 6, 2 textures
model 4, uses tex 16
Optimizing Model 4, 1 textures
MakeSimpleBillboard 43 rt 45
Create Texture for TexObj 45, w512 h1024 data1729777688 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod52 left 0 right 1 top 1
Trimrmod52 left 0 right 0 top 1
model 52, uses tex 51
Optimizing Model 52, 1 textures
Trimrmod51 left 0 right 1 top 1
Trimrmod51 left 0 right 0 top 1
model 51, uses tex 50
Optimizing Model 51, 1 textures
Trimrmod58 left 0 right 1 top 1
Trimrmod58 left 0 right 0 top 1
model 58, uses tex 60
Optimizing Model 58, 1 textures
MakeSimpleBillboard 60 rt 62
Create Texture for TexObj 62, w128 h256 data110201864 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod60 left 0 right 1 top 0
Trimrmod60 left 0 right 7 top 1
model 60, uses tex 62
Optimizing Model 60, 1 textures
Loading /usr/local/games/dominions3/misc.trs at 1 (cs 0)
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
Loading /usr/local/games/dominions3/misc2.trs at 2 (cs 880888)
Flushing trs file 1 from cache
RGBA2Tex 256 128 (131072 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 256 128 (131072 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
Fetch sample '/usr/local/games/dominions3/rawsound/game_highlight.sw' 16 bits
Segmentation fault

Please let me know if you need additional information.

chrispedersen March 19th, 2009 02:39 AM

Re: Bug Thread: Discussion
 
With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).

After the patch however, the scripted spell became: Contact Yama.

So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders.

Also, all memorized scripts were likewise changed.
Perhaps other errors were due to recruitment queues?

Edi March 19th, 2009 03:23 AM

Re: Bug Thread: Discussion
 
There are 5 new spells in the 3.23/3.23b patch

Sombre March 19th, 2009 06:41 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by chrispedersen (Post 681032)
With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).

After the patch however, the scripted spell became: Contact Yama.

So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders.

Also, all memorized scripts were likewise changed.
Perhaps other errors were due to recruitment queues?

Modded spells are automatically assigned spell numbers which aren't in use. So there is no distinction between numbers used for vanilla and for mods. When new spells are added the numbers the modded spells take up are pushed off further into the distance, while the script still points to their old numbers, which are now taken up by different spells. This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.

lch March 19th, 2009 07:26 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Sombre (Post 681051)
This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.

No, it's not that easy. Every patch that adds new spells breaks national modded spells and makes them unusable for at least one hosting and forces you to redo your scripts on every mage you have after the hosting with the new version.

The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host.

That's why I've made this insane workaround in our last mod nations game, if you can remember. I had to change the mod so that it overwrites the newly added spells by ID, which were national ones and not used by our "mod nations only" game, so the IDs for the new patch version and old patch version were the same. It's a big hassle and very cumbersome to deal with how the game treats this.

I already wanted to bring attention to this after the last patch, but forgot about it. Thanks for bringing it up again.

Quote:

Originally Posted by Edi (Post 681042)
There are 5 new spells in the 3.23/3.23b patch

Small correction, there's 8 new spells that got added. A couple of summons and the 5 sign spells.

Quote:

Originally Posted by deadboi (Post 681015)
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui.

I can reproduce this on 32 bit Linux. It segfaults as soon as one tries to change the resolution.

Sombre March 19th, 2009 08:21 AM

Re: Bug Thread: Discussion
 
I still don't see the problem (and didn't during Threelake). You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn. No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.

Zeldor March 19th, 2009 08:52 AM

Re: Bug Thread: Discussion
 
But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?

lch March 19th, 2009 09:08 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Sombre (Post 681066)
You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn.

Yes, that's what was missing from what you wrote before. There can't be an in-situ update, you will have to host for one turn without using mod nation spells. That's hardly ideal in a game that has progressed and where you need those spells, and it might be unnecessary if the game would do things differently.

Quote:

Originally Posted by Sombre (Post 681066)
No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.

My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.

"No big deal", well, that's subjective. The limitations on modding with limited slots for nations, units, spells, items, sprites etc. are no big deal either, you just have to accept them. :) If the game wouldn't hard code the spell books in the turn files, but use the spell books like they become active during hosting, then everybody could prepare their turns with patched versions and the host could use those without any trouble, too. Verification if mages can actually cast those spells would work like usual. How it's done now seems unnecessary to me. But there's probably a problem in general since the game accepts turn files from both, patched and unpatched versions of the game, with differing ID numbers for the "same" spell. :confused:

vfb March 19th, 2009 12:16 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Zeldor (Post 681071)
But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?

I was Skaven in MP a while ago, and got patched mid-game. I ended up with a really weird script, but all of the non-accessible spells that were scripted were just ignored.

Sombre March 19th, 2009 12:32 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by lch (Post 681074)
My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.

The worry is more that while coming up with a workaround or trying to understand/explain exactly what's gone wrong, a game ends up stalling for a long time which usually causes a lot of problems, players dropping out etc

I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out. Changing the way the game does things risks making everything far worse and delays things further, doubtless causing more problems when the next patch has to be made.

Mod limits are far more of a pain than having a single turn where things are screwy. Even then, I agree with you that they often aren't that big a deal. Though I think they are when they're so close that even 1 or 2 mods will hit them and cause errors, as was the case with the custommagic one, for instance.

Johan K March 19th, 2009 12:49 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by deadboi (Post 681015)
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui. It happens as soon as I click on the option to change fullscreen resolution option in the video preferences. If I change it through the command line it works fine.

Fixed for next patch. In the meantime linux users will have to set resolution via command line switches.

Sombre March 19th, 2009 12:53 PM

Re: Bug Thread: Discussion
 
JK is on roll like a toad in a hole.

lch March 19th, 2009 01:11 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Sombre (Post 681103)
The worry is more that while coming up with a workaround or trying to understand/explain exactly what's gone wrong, a game ends up stalling for a long time which usually causes a lot of problems, players dropping out etc

I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out.

True, I can see that, and I agree with you. At the time, it was unclear if there would be unforeseen repercussions that would ruin the game later on, though, as people claimed happened with similar scenarios (I forgot what those were) in other games, so I'm still happy that time was spent on this, that the problem and its effects were understood. When I'm administrating, I'm trying to make painstakingly sure that things don't drive into a wall.

Zeldor March 19th, 2009 01:17 PM

Re: Bug Thread: Discussion
 
Johan K:

Would it be possible to disable retreat at all from assassination battles? One extremely annoying thing, to lose your guy without having a chance to fight. I'm sure people would love you even more if that thing got fixed :)

deadboi March 19th, 2009 03:55 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Johan K (Post 681110)
Fixed for next patch. In the meantime linux users will have to set resolution via command line switches.

Thanks Johan. :up:

Gregstrom March 19th, 2009 06:20 PM

Re: Bug Thread: Discussion
 
Here's an oddity: I had a dead Celestial Master in the HoF, so I cast Ritual of Rebirth for the undead mage/priest goodness and got what looks for all the world like a mummified Caelian back.

Zeldor March 19th, 2009 07:02 PM

Re: Bug Thread: Discussion
 
Screenie!

Gregstrom March 19th, 2009 07:07 PM

Re: Bug Thread: Discussion
 
1 Attachment(s)
Here.

Zeldor March 19th, 2009 07:09 PM

Re: Bug Thread: Discussion
 
Nice SC! Too bad he did not get flying...

Endoperez March 20th, 2009 01:05 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Gregstrom (Post 681163)
Here's an oddity: I had a dead Celestial Master in the HoF, so I cast Ritual of Rebirth for the undead mage/priest goodness and got what looks for all the world like a mummified Caelian back.

The game tries to quess the body type from several characteristics. Flying units are brought back as winged mummies, big units (size 4+) are brought back as giant mummies, cold-blooded might be brought back as C'tis lizard mummies, etc.

Edi March 20th, 2009 03:23 AM

Re: Bug Thread: Discussion
 
Endo has it right. E.g. Abysian Demonbreds come back as Caelian mummies.

Gregstrom March 20th, 2009 09:30 AM

Re: Bug Thread: Discussion
 
Cool. I'd never seen the winged mummy before, and hadn't expected to get it for a normal human. Live and learn :)

Zeldor March 20th, 2009 10:28 AM

Re: Bug Thread: Discussion
 
Celestial Masters are not really flying guys though :)

thejeff March 20th, 2009 10:37 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Zeldor (Post 681260)
Celestial Masters are not really flying guys though :)

EA Celestial Masters are.

archaeolept March 21st, 2009 04:17 PM

Re: Bug Thread: Discussion
 
bug: flying mummy should fly :)

Edi March 21st, 2009 04:34 PM

Re: Bug Thread: Discussion
 
Not with those tattered wings it won't. :)

Lordeh March 25th, 2009 03:20 AM

Re: Bug Thread: Discussion
 
1 Attachment(s)
Hi guys, I found a bug. It's about the fact that the commander user interface (and it ONLY) keeps disappearing when playing the game normally. It means, you play, do what youre supposed to do, and then suddenly, you discover that there are is no user interface on the above left to give orders to the commanders. (Don't mistake it with the general GUI disappearance when using a fake key)

Now, it seems also that this bug "diffuses" into other savegames, meaning that when i leave the bugging savegamefiles intact, start a new nation and play with it for a while, the same the Commander User Interface bug visits me again, but get better when i delete the original buggy savegame. I have no idea if the latter observation is just a coincidence or really valid.

Savefile attached

Endoperez March 25th, 2009 03:55 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Lordeh (Post 682106)
Hi guys, I found a bug. It's about the fact that the commander user interface (and it ONLY) keeps disappearing when playing the game normally. It means, you play, do what youre supposed to do, and then suddenly, you discover that there are is no user interface on the above left to give orders to the commanders. (Don't mistake it with the general GUI disappearance when using a fake key)

There was a report about something like a cast rituals window opening relative to the mouse, and opening out-of-screen when mouse is near edges, or something similar. I think you could close the out-of-screen command window by pressing Esc.

I doubt that's it, though. Your problem sounds different.

Edi March 25th, 2009 08:05 AM

Re: Bug Thread: Discussion
 
If you don't get commander orders menu when you hit space, hit Esc, move mouse to the left some way and hit space again. The commander orders menu is not static on the screen, which is why it sometimes appears off-screen.

If all of your GUI is disappearing, contact tech support.

Lordeh March 25th, 2009 01:05 PM

Re: Bug Thread: Discussion
 
I know what you mean, but this thing is entirely new. Its not the the complete GUI that disappears, and its not that the entire GUI disappers as soon as you hit a commander to give orders, but the order screen somehow is out of the screen and can be brought in again by moving the mouse and hitting space/escape. Its not these two problems at all. Its completely new. You play normally, then suddenly everything is completely normal except for the fact that there is no commander order screen when right clicking on a territory where you KNOW there are commanders there. You click, escape, click, test everything...you press all buttons on the keyboard (that are not assigned as hotkeys) but still, everything is there except for the COMMANDER GUI. Could it be a filter bug?

I have to save and get out of the game and then return again, but with a 50-60% probability, the Commmander GUI thing happens again within 2-3 rounds. And if i start a new game, that new game also gets afflicted, until i physically DELETE the savefiles that are afflicted. I have no idea what it is, but i know its entirely new.

Thanks for your help though.

llamabeast March 25th, 2009 05:41 PM

Re: Bug Thread: Discussion
 
Contact Shrapnel Lordeh.

cleveland March 25th, 2009 09:52 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Lordeh (Post 682180)
I know what you mean, but this thing is entirely new. Its not the the complete GUI that disappears, and its not that the entire GUI disappers as soon as you hit a commander to give orders, but the order screen somehow is out of the screen and can be brought in again by moving the mouse and hitting space/escape. Its not these two problems at all. Its completely new. You play normally, then suddenly everything is completely normal except for the fact that there is no commander order screen when right clicking on a territory where you KNOW there are commanders there. You click, escape, click, test everything...you press all buttons on the keyboard (that are not assigned as hotkeys) but still, everything is there except for the COMMANDER GUI. Could it be a filter bug?

I have to save and get out of the game and then return again, but with a 50-60% probability, the Commmander GUI thing happens again within 2-3 rounds. And if i start a new game, that new game also gets afflicted, until i physically DELETE the savefiles that are afflicted. I have no idea what it is, but i know its entirely new.

Thanks for your help though.

$60 fix.

I wish all problems were that inexpensive.

Dub March 28th, 2009 01:08 AM

Re: Bug Thread: Discussion
 
Lordeh I am having the same problem as you. I run a vista OS and that might be the culprit. What OS are you running?

llamabeast March 28th, 2009 07:29 AM

Re: Bug Thread: Discussion
 
Dub, where did you buy your copy from?

P3D April 3rd, 2009 04:06 AM

Re: Bug Thread: Discussion
 
Is picking up cursed items a bug?

I had leaders finding Knife of the Damned and Lycanthropos' Amulet in two different games - 3.23b with CBM 1.41.

ON the display bug,
My Vista is does not really like Dom3 graphics either, got a thread a few pages back.

lch April 3rd, 2009 04:09 AM

Re: Bug Thread: Discussion
 
P3D, in general all items are supposed to be an improvement on a unit. If you have a thug and don't want to get him to pick up cursed items, then stuff his slots with junk.

archaeolept April 3rd, 2009 10:41 AM

Re: Bug Thread: Discussion
 
I had problems w/ vista graphics... was able eventually to find a driver for the onboard video that worked.

P3D April 3rd, 2009 12:38 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by lch (Post 683619)
P3D, in general all items are supposed to be an improvement on a unit. If you have a thug and don't want to get him to pick up cursed items, then stuff his slots with junk.

It was not the thug picking it up, but an E3 or E4 mage...

Edi April 4th, 2009 04:41 PM

Re: Bug Thread: Discussion
 
Not a bug, P3D.

In other news, the sadly neglected Shortlist thread has been updated and cleaned up some, so that now there will be no confusion over what is fixed in which patch.

Could someone please confirm for me whether the Citadel and Ermorian Citadel fort battlemap bugs were fixed sometime? I don't have any LA Man or LA Ermor games going where it would be easiest to check.

P3D April 5th, 2009 12:41 AM

Re: Bug Thread: Discussion
 
Regarding the W7/Vista display bug.
In my case updating the display driver worked wonders.

Micah April 5th, 2009 06:51 PM

Re: Bug Thread: Discussion
 
Is the Dom spread thing really a bug at this point? It seems best left alone to me, as otherwise it would be the only thing in pretender creation that can be influenced during the course of the game, since your bless, scales, and chassis are all fixed during creation and can't be changed later (aside from chassis-changing spells that work on all units, likewise any unit can be empowered, since it doesn't change the bless.) Just seems odd to me to have one thing that can change when the rest cannot. Just my 2 cents, since this is labeled as a discussion thread. =)

lch April 7th, 2009 05:40 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by lch (Post 681054)
The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host.

To rehash this discussion that took place a few pages ago, there is reason to believe that the way that the game handles the fixed spellbooks is the reason that there are inconsistencies between battle replays and battle results, too. See this post for turn files and this post for the analysis.

Edi April 7th, 2009 06:10 AM

Re: Bug Thread: Discussion
 
Thanks

Dub April 7th, 2009 07:30 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by llamabeast (Post 682666)
Dub, where did you buy your copy from?

I bought my copy from my local game store. The guy that owns the place lives cross county. He had like 3 copies of the game. IDK where he got them. Could it be a bad copy? I paid $35 for it and it came with the manual and a key in a little cardboard box.

Endoperez April 8th, 2009 08:39 AM

Re: Bug Thread: Discussion
 
If it had the manual, it's probably fine, but it's hard to be sure... Shrapnel Games sells the game without a box, with the cd shrinkwrapped inside the manual for 50$.

If your cd-key is on the first page of a 300-page ring-bound manual, at worst it's a used game and someone else is using the same key, which should only matter if you happen to play against him. I don't believe anyone would go to the trouble of reprinting the manual to go with a pirated copy.

lch April 12th, 2009 06:07 PM

Re: Bug Thread: Discussion
 
Saving this thread from page 2...

A quick reminder: Secondshape replaces a unit with another unit when it's being killed. If a Firstshape is set, then a unit reverts back to that after battle. Secondtmpshape replaces a unit with another unit when it's being killed, but that unit will completely vanish after the battle.

As far as I understand it, secondtmpshapes are being used when there are "wild" mounts like Serpents, Wolves, Gryphons, etc., secondshapes for more "domesticated" ones (??) like Hunter Spiders from Black Hunters, Cave Drakes from Cave Knights, etc., while strangely only the Chariot Archer, for example, is being remanned after combat through a firstshape effect.

This is now concerning MA Pythium mostly:
  • Serpent Cataphract (3) has secondtmpshape Serpent (4)
  • Serpent Cataphract (763) has secondtmpshape Serpent (4)
  • Serpent Lord (5) has no secondtmpshape
  • Serpent Lord (765) has no secondtmpshape

Bugs:
  • Serpent Cataphract (763) should get secondtmpshape Serpent (764), judging from the graphics.
  • Serpent Lord (5) should get secondtmpshape Serpent (4), Serpent Lord (765) should get secondtmpshape Serpent (764).
  • The Serpent Cataphract and Serpent Lord have Plate Hauberks as armor, the Serpents (4+764) have no armor listed, which doesn't quite agree with their graphics and renders Destruction etc. ineffective.

lch April 13th, 2009 04:54 AM

Re: Bug Thread: Discussion
 
P.S., one more thing about the Serpent Lord (765), he doesn't have the poison resistance that the Serpent Cataphract (763) has. Looks like an oversight to me.

And Manflayer (1177) and Witch King (1178) should get secondtmpshape of Serpent (1179), too.

sansanjuan April 15th, 2009 10:54 PM

Submitted a prophet bug today 3.23b
 
Have an alive and well prophet. Was just told "..dead remnants have left chose another.." Looks like it would left me create another (even on the already propheted scout).
-ssj

chrispedersen April 16th, 2009 12:13 AM

Re: Bug Thread: Discussion
 
Are you playing LE-Rylleh?

Edi April 16th, 2009 05:27 AM

Re: Bug Thread: Discussion
 
That's probably related to the late winter disease issue which could lead to a prophet being permanently dead and unable to appoint a new prophet. JK fixed that in the last patch, so this could be a new manifestation of the same thing, but in reverse.


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