Geoff McLane wrote:

> It is certainly _NOT_ 'normal' behavior, and
> historically (I assume Curt ;=)) implemented some
> draconian 'rlimit' - setrlimit(RLIMIT_CPU,<timeout>),
> to abort after a period of time, which is just
> NOT available in my WIN32 environment, to avoid
> such a 'forever' loop...

Hi,

while i can't give you the exact output that I reported, right now (i'm not 
on my Computer where it happened), I have dug a bit deeper into the rlimit 
stuff. I used TG with the following patch applied (partly strange): 
http://git.overlays.gentoo.org/gitweb/?p=proj/gamerlay.git;a=blob;f=games-
util/terragear-cs/files/terragear-cs-
setrlimit.patch;h=bcb166cd1c6311d655416c4aacefa1b71bcd25c4;hb=e330979f290cc3b2259f124ddc9d9527d42280c5

To rule out any influence of it, I built TG without it, but the fgfs-
construct process got interrupted very early, even with a small part of 
scenery to build. So it seems like this patch is needed one or the other 
way. Maybe with other settings. What do you use there?


Chris

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