I have modified the client, server, and input graphics files (a few of them) to form a modified game. It is still in pre-alpha. Hall of Selection looks good, as does the room right after, but walking into the Newbie House or Scorn causes a crash "libpng error: Not a PNG file". This is a message that is not from the game source; it is from libPNG.
The meaning is obvious, that I tried to display an image that is not a png.
This could happen if not all *.base.*.* files ended in png
(as are compressed in the crossfire.0 file), or if I am calling a face that is an invalid index.
I would appreciate if someone suggested other possible causes?
Remember that the "make collect" file is supposed to form archives of pngs,
and that the server accesses these archives and pushes them to the clients.
The client accumulates its own archives, and accesses them when drawing new scenes.
From this interpretation, I modified "gen_draw_face" to print the number of the face in the client's debug window every time it drew, in the hopes of getting an index that was invalid.
Instead, I crashed with "not a valid PNG" prior to calling that function, and never saw face numbers that were not from the room right before.
Could someone familiar with libPNG please explain how this error could occur outside of the actual drawing to the screen?
libpng error
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This is probably a long shot...
How "old" is the crossfire data that you are working with?
I recall a bug/issue with the trap(s) located in the newbiehouse. An animation was missing from one of the trap archtypes.
Details can be found here:
http://crossfire.cvs.sourceforge.net/cr ... c?view=log
How "old" is the crossfire data that you are working with?
I recall a bug/issue with the trap(s) located in the newbiehouse. An animation was missing from one of the trap archtypes.
Details can be found here:
http://crossfire.cvs.sourceforge.net/cr ... c?view=log
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Eric Meyer
I am working with the 1.9.1 crossfire data. I have no problems in the HallOfSelection, thankfully. I "converted" nearly every tile used in newbiehouse to 64x64 so that the new client and server can work with them. I verified the "trap" bitmap and arch as being okay.
I could not find any files that were not bmps that are called bmp. The bitmaps are in indexed pairs, at least before the "make collect" and the processing by the server and client.
I might make a test map to locate the "bad apple".
What's interesting is that scorn is semi-stable, and I can walk short distances without crashes. Scorn has multi-tile buildings (which I haven't converted, and are invisible now)
and the crashes do not seem to involve running into dark tiles.
We know that if a bitmap is "missing", nothing or a corrupt bitmap will display.
Seeing a crash is unusual.
I could not find any files that were not bmps that are called bmp. The bitmaps are in indexed pairs, at least before the "make collect" and the processing by the server and client.
I might make a test map to locate the "bad apple".
What's interesting is that scorn is semi-stable, and I can walk short distances without crashes. Scorn has multi-tile buildings (which I haven't converted, and are invisible now)
and the crashes do not seem to involve running into dark tiles.
We know that if a bitmap is "missing", nothing or a corrupt bitmap will display.
Seeing a crash is unusual.