Update of bug #18977 (project wesnoth):
Open/Closed:Open = Closed
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Follow-up Comment #4, bug #18977 (project wesnoth):
Is the way to reproduce (step 2 3) actually correct ?
There are sometimes bugs that need a lua error.
I managed to reproduce a crash a bit differently in the test scenario; it
looks as if these lua errors corrupt memory.
A valgrind log for
Follow-up Comment #5, bug #18977 (project wesnoth):
Yeah, steps two and three involve sending invalid Lua to the game. I'm not
sure if both are necessary, so yeah.
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Update of bug #18977 (project wesnoth):
Status: Ready For Test = Fixed
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URL:
http://gna.org/bugs/?18977
Summary: Invalid pointer error
Project: Battle for Wesnoth
Submitted by: espreon
Submitted on: Fri 11 Nov 2011 02:48:08 AM GMT
Category: Bug
Severity: 3 - Normal
Follow-up Comment #1, bug #18977 (project wesnoth):
OK, here's how to reproduce it:
In any scenario, do the following:
1. :debug
2. :lua {
3. :lua wesnoth.wml_actions.kill {x,y=1-50,1-50} }
4. Kill a unit; try to do it with one unit; setting the enemy unit's
hitpoints to one is fine
5. Wait
Follow-up Comment #2, bug #18977 (project wesnoth):
Note that the comment about setting the enemy unit's hitpoints one was
talking about setting the enemy unit's hitpoints to one AND then killing it.
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Follow-up Comment #3, bug #18977 (project wesnoth):
Note that for step five, unless you're playing TLU's fourth scenario, you'll
have to press Escape instead of waiting. After pressing Escape after killing a
unit, the game should crash.