Bug? BG crashes when talking to Batlin
Posted: Thu Jun 19, 2003 4:44 am
Hi folks,
I guess I've just run about a bug, but unfortunately I wasn't able to find out to find any information about it, so maybe it's a unkown one. I'm running the Linux version of Exult 1.00 with BG (german).
When I talk to Batlin, after recovering the fellowship's chest from Destard, the game crashes when I want to talk about the chest. However, it isn't necessary to use that keyword in the dialog, so I just continued playing without doing any research about that crash. But the same thing happens, when I want to join the fellowship by talking to Batlin again at the fellowship's gathering in the evening. Batlin holds a little speech about the importance of the Avatar joining the fellowship, then Iolo asks if I really want to join and exactly that moment, the game crashes. The debugger reports a segfault in "Arts::Dispatcher::lock()", which is called from "SDL_RunAudio" (not directly, though).
Basically, that looks like a bug in the SDL-soundsystem or in aRts, but the game does also crash when audio is disabled or when using GNOME instead of KDE (aRts is used by KDE only).
Anybody got an idea what's happening here?
I guess I've just run about a bug, but unfortunately I wasn't able to find out to find any information about it, so maybe it's a unkown one. I'm running the Linux version of Exult 1.00 with BG (german).
When I talk to Batlin, after recovering the fellowship's chest from Destard, the game crashes when I want to talk about the chest. However, it isn't necessary to use that keyword in the dialog, so I just continued playing without doing any research about that crash. But the same thing happens, when I want to join the fellowship by talking to Batlin again at the fellowship's gathering in the evening. Batlin holds a little speech about the importance of the Avatar joining the fellowship, then Iolo asks if I really want to join and exactly that moment, the game crashes. The debugger reports a segfault in "Arts::Dispatcher::lock()", which is called from "SDL_RunAudio" (not directly, though).
Basically, that looks like a bug in the SDL-soundsystem or in aRts, but the game does also crash when audio is disabled or when using GNOME instead of KDE (aRts is used by KDE only).
Anybody got an idea what's happening here?