getting core dumps

Andreas andreas at netbank.com.br
Sat Apr 12 16:37:10 EDT 2003


I'm getting consistant core dumps in the mission I'm in now.
Full backtrace below (the core has about 150Mbytes). It happens
in the middle of battle, right when a new big misterious enemy ship
arrives. The only thing I changed in the default makefile was enabling
movies and I also added -march=pentium4 to CFLAGS (gcc-3.2.2).

#0  0x081d2370 in ai_bpap(object*, vector*, vector*, vector*, vector*, float, float, vector*) (objp=0x852e378, attacker_objp_pos=0xbffff2f0, 
    attacker_objp_fvec=0xbffff2e0, attack_point=0xbffff2d0, local_attack_point=0xbffff260, fov=0.573576391, weapon_travel_dist=2100, 
    surface_normal=0x0) at src/ship/aibig.cpp:475
475                                     rel_point = *octp->verts[index];

(gdb) bt full
#0  0x081d2370 in ai_bpap(object*, vector*, vector*, vector*, vector*, float, float, vector*) (objp=0x852e378, attacker_objp_pos=0xbffff2f0, 
    attacker_objp_fvec=0xbffff2e0, attack_point=0xbffff2d0, local_attack_point=0xbffff260, fov=0.573576391, weapon_travel_dist=2100, 
    surface_normal=0x0) at src/ship/aibig.cpp:475
        nearest_dist = 2100
        result_point = {{xyz = {x = 3400.05298, y = -168.020477, z = 12072.0635}, a1d = {3400.05298, -168.020477, 12072.0635}}}
        best_point = {{xyz = {x = 3400.05298, y = -168.020477, z = 12072.0635}, a1d = {3400.05298, -168.020477, 12072.0635}}}
        rel_point = {{xyz = {x = -4.46488656e-07, y = -4.46488656e-07, z = -0.000114301096}, a1d = {-4.46488656e-07, -4.46488656e-07, 
      -0.000114301096}}}
        num_tries = 2
        octp = (model_octant *) 0x91fe438
        pm = (polymodel *) 0x91fdef8
        i = 0
        q = 3
        octs = {1, 5, 3, 0}
        attack_dir = {{xyz = {x = 0.232503369, y = 0.0297316909, z = 0.972141087}, a1d = {0.232503369, 0.0297316909, 0.972141087}}}
        end_point = {{xyz = {x = 3.00815582, y = 3.00327396, z = 3.00330353}, a1d = {3.00815582, 3.00327396, 3.00330353}}}
        temp = {{xyz = {x = 3.00815201, y = -1.99959755, z = -1.99956608}, a1d = {3.00815201, -1.99959755, -1.99956608}}}
        dist = -0
        mc = {model_num = 185499, submodel_num = 1, orient = 0x48d40040, pos = 0x8a08c60, p0 = 0x1f50, p1 = 0x8a07510, flags = 144772672, 
  radius = 0, num_hits = 0, hit_dist = 5.60519386e-45, hit_point = {{xyz = {x = 2.24207754e-44, y = 2.18431616, z = 474574}, a1d = {
        2.24207754e-44, 2.18431616, 474574}}}, hit_point_world = {{xyz = {x = 9.65717098e-34, y = 0, z = 2.75554514}, a1d = {9.65717098e-34, 0, 
        2.75554514}}}, hit_submodel = 0, hit_bitmap = 144599320, hit_u = 0, hit_v = 2.18455362, shield_hit_tri = 0, hit_normal = {{xyz = {
        x = 1.40129846e-45, y = 9.53398652e-34, z = 2.19117451}, a1d = {1.40129846e-45, 9.53398652e-34, 2.19117451}}}, edge_hit = 1077979328, 
  f_poly = 0x40408590 "", t_poly = 0xbffff1c8 "=Þx?ll0@\001"}
#1  0x081d270e in ai_big_pick_attack_point_turret(object*, ship_subsys*, vector*, vector*, vector*, float, float) (objp=0x852e378, 
    ssp=0x877ed0c, gpos=0x926e698, gvec=0x926e698, attack_point=0xbffff2d0, fov=2.00899478e-33, weapon_travel_dist=2.00899478e-33)
    at src/ship/aibig.cpp:554
        local_attack_point = {{xyz = {x = -2332.31665, y = -9.11061192, z = -9.10963535}, a1d = {-2332.31665, -9.11061192, -9.10963535}}}
#2  0x081412a2 in aifft_rotate_turret(ship*, int, ship_subsys*, object*, object*, vector*, vector*) (shipp=0x86fed20, parent_objnum=0, 
    ss=0x877ed0c, objp=0x926e698, lep=0xbffff2d0, predicted_enemy_pos=0xbffff3b0, gvec=0x926e698) at src/ship/aicode.cpp:10414
No locals.
#3  0x08141ec0 in ai_fire_from_turret(ship*, ship_subsys*, int) (shipp=0x86fed20, ss=0x877ed0c, parent_objnum=0) at src/ship/aicode.cpp:10941
        weapon_firing_range = -1.99962139
        v2e = {{xyz = {x = 7.00649232e-45, y = -0, z = -1.99963093}, a1d = {7.00649232e-45, -0, -1.99963093}}}
        lep = (object *) 0x852e378
        tp = (model_subsystem *) 0x8a6ab70
        use_angles = 0
        turret_weapon_class = 134893896
        predicted_enemy_pos = {{xyz = {x = 2.18341446, y = 3.00754833, z = -1.99963093}, a1d = {2.18341446, 3.00754833, -1.99963093}}}
        objp = (object *) 0x84d1920
        aip = (ai_info *) 0x86ca560
        gvec = {{xyz = {x = 0.0231733583, y = -0.999644458, z = -0.013186303}, a1d = {0.0231733583, -0.999644458, -0.013186303}}}
        gpos = {{xyz = {x = 2598.21436, y = -270.556702, z = 8719.42285}, a1d = {2598.21436, -270.556702, 8719.42285}}}
        dot = 1
#4  0x0814263e in process_subobjects(int) (objnum=0) at src/ship/aicode.cpp:11185
        psub = (model_subsystem *) 0x8a6ab70
        sip = (ship_info *) 0x87599a8
#5  0x08146099 in ai_frame(int) (objnum=0) at src/ship/aicode.cpp:13935
        shipp = (ship *) 0x86fed20
        aip = (ai_info *) 0x86ca560
        target_objnum = 379480
        in_formation = 153544344
#6  0x08146595 in ai_process(object*, int, float) (obj=0x84d1920, ai_index=0, frametime=0.0209960938) at src/ship/aicode.cpp:14010
        rfc = 1
        aip = (ai_info *) 0x0
#7  0x081533ff in ship_process_post(object*, float) (obj=0x0, frametime=0.0209960938) at src/ship/ship.cpp:4216
        num = 0
---Type <return> to continue, or q <return> to quit---
        shipp = (ship *) 0x0
#8  0x08106dba in obj_move_all_post(object*, float) (objp=0x84d1920, frametime=1.40129846e-45) at src/object/object.cpp:1506
No locals.
#9  0x08107297 in obj_move_all(float) (frametime=0) at src/object/object.cpp:1674
        objp = (object *) 0x84d1920
#10 0x0804ef5a in game_simulation_frame() () at src/freespace2/freespace.cpp:3979
No locals.
#11 0x0804f350 in game_frame() () at src/freespace2/freespace.cpp:4277
        actually_playing = 1
        total_time1 = 30038884
        total_time2 = 153544344
        render2_time1 = 0
        render2_time2 = 0
        render3_time1 = 0
        render3_time2 = 0
        flip_time1 = 0
        flip_time2 = 0
        clear_time1 = 0
        clear_time2 = 0
        eye_pos = {{xyz = {x = 0.0230102539, y = 0, z = 0.297782838}, a1d = {0.0230102539, 0, 0.297782838}}}
        eye_orient = {{v = {rvec = {{xyz = {x = -8.14152147e+37, y = 8.40779079e-45, z = 1.40129846e-42}, a1d = {-8.14152147e+37, 
            8.40779079e-45, 1.40129846e-42}}}, uvec = {{xyz = {x = 0, y = 9.03119085e-34, z = -1.9997716}, a1d = {0, 9.03119085e-34, 
            -1.9997716}}}, fvec = {{xyz = {x = -1.99970531, y = 1.92818669e-42, z = 1.92818669e-42}, a1d = {-1.99970531, 1.92818669e-42, 
            1.92818669e-42}}}}, a2d = {{-8.14152147e+37, 8.40779079e-45, 1.40129846e-42}, {0, 9.03119085e-34, -1.9997716}, {-1.99970531, 
        1.92818669e-42, 1.92818669e-42}}, a1d = {-8.14152147e+37, 8.40779079e-45, 1.40129846e-42, 0, 9.03119085e-34, -1.9997716, -1.99970531, 
      1.92818669e-42, 1.92818669e-42}}}
#12 0x0804f982 in game_do_frame() () at src/freespace2/freespace.cpp:4616
No locals.
#13 0x0806e464 in gameseq_process_events() () at src/gamesequence/gamesequence.cpp:620
        event = 153544344
        old_state = 1
#14 0x080522d3 in WinMainSub(int, int, char*, int) (hInst=1, hPrev=0, szCmdLine=0x926e698 "ØxDI(yDI", nCmdShow=0)
    at src/freespace2/freespace.cpp:6973
        state = 153544344
#15 0x08053543 in main (argc=1, argv=0xbffff884) at src/freespace2/unixmain.cpp:40
        userdir = "/home/andreas/.freespace2\0\001@\216ÿw\001ð÷ÿ¿\217r\0@}\236\004\b\032½\v@\020½\v@¬{@@x÷ÿ¿\004=5@\005\0\0\0\0\0\0\0\001\0\0\0B<5@À¨@@u\0\0\0éO\037\b\032½\v@\020½\v@¬{@@ø÷ÿ¿\032½\v@\020½\v@¬{@@¸÷ÿ¿\004=5@\005\0\0\0\024Ô7\b°Ð7\bB<5@À¨@@i\0\0\0¸u\035\b\225\0\0\0\230\0\0\0¬Æ#\bØ÷ÿ¿d\207\006\bdª\036\b¶u\035\bø÷ÿ¿\001\0\0\0ÿÿ\0\0\204øÿ¿"...
        argptr = 0x0
        i = 1
        len = 1
        retr = 1
#16 0x402f17f5 in __libc_start_main () from /lib/libc.so.6
No symbol table info available.




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