Crashes on going up the stairs

i’ve just about had it!

my last 02 guy died everytime he got to the stair that would take him out of the lab he was in

the first 03 guy i lost with a stair
yesterday i again lost hours running into crashes relating to going up the stairs or, like with the brazier, doing what worked above ground
now again. i was tinkering with logs in a brazier … then foolishly entered the basement to look at how i left it yesterday … and, having done nothing, again loose an hour.

and yeah sure its all my fault for not saving at every f* turn. damn. in true tradition of roguelikes, whenever you get the slightest bit optimistic this game kills you.

/throws mininuke at the guy who thought he had fixed the stair troubles.

I’m having a similar problem.

While riding a motorbike around a bit and killing a couple of Z I found a house with a basement. After finding a grow room down there, it autosaved and when I try to go back upstairs it segfaults, whether I’ve looted the room or not.

I’m running .3 on the tiny core image.

Stacktrace follows, i’ve also got the save directory backed up and a coredump, but that stuff zips to ~3mb so I’ll prob have to email that if anyone wants it.

#0 0x0815e0a0 in std::vector<monster_effect, std::allocator<monster_effect> >::size ( this=0x8444a250) at /tmp/tcloop/gcc/usr/local/bin/../lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:533 No locals. #1 0x0813ebe7 in monster::has_effect (this=0x8444a230, effect=ME_ONFIRE) at monster.cpp:718 i = 0 #2 0x0893b3dd in light_map::generate (this=0xb73f1960, g=0xb73ea008, x=53, y=52, natural_light=20, luminance=0) at lightmap.cpp:118 terrain = t_null items = {<std::_Vector_base<item, std::allocator<item> >> = { _M_impl = {<std::allocator<item>> = {<__gnu_cxx::new_allocator<item>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}}, <No data fields>} current_field = {type = fd_null, density = 1 '\001', age = 0} sy = -14 sx = -19 dir_x = {1, 0, -1, 0} dir_y = {0, 1, 0, -1} dir_d = {180, 270, 0, 90} #3 0x0823107e in game::draw_ter (this=0xb73ea008, posx=53, posy=52) at game.cpp:2592 t = 0 distx = -1220619652 disty = 148176760 #4 0x08230970 in game::draw (this=0xb73ea008) at game.cpp:2524 cur_ter = ot_null tername = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0xb76d3804 ""}} col_temp = 3074347624 #5 0x08231763 in game::refresh_all (this=0xb73ea008) at game.cpp:2641 No locals. #6 0x08250777 in game::vertical_move (this=0xb73ea008, movez=1, force=false) at game.cpp:7248 stairy = 52 rope_ladder = false replace_monsters = false tmpmap = {_vptr.map = 0x8d7c598, itypes = 0xb73ea01c, vehicle_list = {_M_t = { _M_impl = {<std::allocator<std::_Rb_tree_node<vehicle*> >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<vehicle*> >> = {<No data fields>}, <No data fields>}, _M_key_compare = {<std::binary_function<vehicle*, vehicle*, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red, _M_parent = 0x0, _M_left = 0xbfa84a08, _M_right = 0xbfa84a08}, _M_node_count = 0}}}, veh_cached_parts = {_M_t = { _M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<std::pair<int, int> const, std::pair<vehicle*, int> > > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<std::pair<int, int> const, std::pair<vehicle*, int> > > >> = {<No data fields>}, <No data fields>}, _M_key_compare = {<std::binary_function<std::pair<int, int>, std::pair<int, int>, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red, _M_parent = 0x0, _M_left = 0xbfa84a20, _M_right = 0xbfa84a20}, _M_node_count = 0}}}, veh_exists_at = {{ false <repeats 132 times>} <repeats 132 times>}, my_MAPSIZE = 11, nulitems = {<std::_Vector_base<item, std::allocator<item> >> = { _M_impl = {<std::allocator<item>> = {<__gnu_cxx::new_allocator<item>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}}, <No data fields>}, nulter = t_null, nultrap = tr_null, nulfield = {type = fd_null, density = 1 '\001', age = 0}, nulveh = {g = 0x0, name = { static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0xb76d3804 ""}}, type = 0, parts = {<std::_Vector_base<vehicle_part, std::allocator<vehicle_part> >> = { _M_impl = {<std::allocator<vehicle_part>> = {<__gnu_cxx::new_allocator<vehicle_part>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}}, <No data fields>}, external_parts = {<std::_Vector_base<int, std::allocator<int> >> = { _M_impl = {<std::allocator<int>> = {<__gnu_cxx::new_allocator<int>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}}, <No data fields>}, exhaust_dx = -1220020906, exhaust_dy = 160936506, smx = -1, smy = -1220031621, insides_dirty = true, posx = 0, posy = 0, face = {deltax = 0, deltay = 0, leftover = 0, direction = 0, last_dx = 0, last_dy = 0, steps = 0, infinite = false}, move = {deltax = 0, deltay = 0, leftover = 0, direction = 0, last_dx = 0, last_dy = 0, steps = 0, infinite = false}, velocity = 0, cruise_velocity = 0, cruise_on = true, lights_on = false, turn_dir = 0, skidding = false, last_turn = 0, of_turn = -1.30661847e-05, of_turn_carry = 0, turret_mode = 0}, nulrad = -1218758480, traps = 0xb73ea040, mapitems = 0xb73ea064, veh_in_active_range = true, grid = {0xbd025c0, 0xbd6d5a0, 0xbdd6fb0, 0xbe3f808, 0xbea64b0, 0xbf0e450, 0xbf751a8, 0xbfda748, 0xc033fe8, 0xc08e278, 0xc0e8ea8, 0xbd05380, 0xbd70360, 0xbdd9fe0, 0xbe432a8, 0xbea97c8, 0xbf11498, 0xbf77f90, 0xbfdd558, 0xc036ff0, 0xc0913c0, 0xc0ebeb0, 0xbd08190, 0xbd73350, 0xbddcfd0, 0xbe465a0, 0xbeace10, 0xbf147d8, 0xbf7adc0, 0xbfe0560, 0xc03a300, 0xc0949b8, 0xc0eec70, 0xbd0afb0, 0xbd76110, 0xbde0050, 0xbe49360, 0xbeafc68, 0xbf17b90, 0xbf7dce8, 0xbfe3320, 0xc03d3f0, 0xc098548, 0xc0f1a30, 0xbd0dde0, 0xbd78ed0, 0xbde2e10, 0xbe4c1b8, 0xbeb2fc0, 0xbf1acd0, 0xbf80af8, 0xbfe60e0, 0xc040600, 0xc09b3e8, 0xc0f4878, 0xbd10c10, 0xbd7bc90, 0xbde5bd0, 0xbe4f1a8, 0xbeb5fd8, 0xbf1e9f8, 0xbf83928, 0xbfe8ef0, 0xc043b48, 0xc09f538, 0xc0f76f0, 0xbd13a40, 0xbd7eaa0, 0xbde89e0, 0xbe51f68, 0xbeb9288, 0xbf217b8, 0xbf869a8, 0xbfebf20, 0xc046b38, 0xc0a22f8, 0xc0fa520, 0xbd16a48, 0xbd81aa8, 0xbdebf00, 0xbe54d78, 0xbebc0a8, 0xbf245c8, 0xbf89768, 0xbfeece0, 0xc0499b8, 0xc0a5240, 0xc0fd350, 0xbd19830, 0xbd84890, 0xbdef3d8, 0xbe57d68, 0xbebeed8, 0xbf273e8, 0xbf8c7a0, 0xbff1aa0, 0xc04c9a8, 0xc0a8270, 0xc100180, 0xbd1d060, 0xbd876b0, 0xbdf2198, 0xbe5ab28, 0xbec1d08, 0xbf2a218, 0xbf8f560, 0xbff4860, 0xc04f800, 0xc0ab090, 0xc1030c0, 0xbd21770, 0xbd8a4e8, 0xbdf4f58, 0xbe5d8e8, 0xbec4b38, 0xbf2d048, 0xbf92320, 0xbff7890, 0xc052660, 0xc0adfd0, 0xc105f58}} stairx = 53 discover = {<std::_Vector_base<point, std::allocator<point> >> = { _M_impl = {<std::allocator<point>> = {<__gnu_cxx::new_allocator<point>> = {<No data fields>}, <No data fields>}, _M_start = 0x9a00c28, _M_finish = 0x9a00c70, _M_end_of_storage = 0x9a00ca8}}, <No data fields>} z = 0 #7 0x08226c53 in game::handle_action (this=0xb73ea008) at game.cpp:1168 colGlyph = c_ltblue fFactor = 0.0199999996 veh = 0x0 ch = 60 '<' cGlyph = 44 ',' bWeatherEffect = true act = ACTION_MOVE_UP veh_part = -1217877660 veh_ctrl = false #8 0x082235f7 in game::do_turn (this=0xb73ea008) at game.cpp:400 No locals. #9 0x080afa52 in main (argc=0, argv=0xbfa89898) at main.cpp:70 delete_world = false g = 0xb73ea008 seed = 1364427591 quit_game = false sigIntHandler = {__sigaction_handler = {sa_handler = 0x80afade <exit_handler(int)>, sa_sigaction = 0x80afade <exit_handler(int)>}, sa_mask = {__val = { 0 <repeats 32 times>}}, sa_flags = 0, sa_restorer = 0xbfa897e8}