[comp.sources.games.bugs] Nethack 3.0 still crashes on my NCR Tower

jack@stevie.cs.unlv.edu (Jack Alexander) (10/27/89)

Does anybody have the secret needed to get nethack3.0 to run successfully
on an NCR Tower (XP or 32)?  It seems to run normally until I try to throw
objects, which sometimes causes "segmentation violation -- core dumped".

Also, it sometimes does it when I'm just walking around.  I've tried all
permutations of compile options such as STUPID_CPP, I can't think of a single
thing I haven't tried short of actually looking at the code via some debugger.

Yet, I've seen people post messages refering to their NCR Towers as if
they are running nethack 3.0 without any problems.  What's their secret?

Any help will be appreciated, accepted, etc, etc...

						-- Jack Alexander
						jack@jimi.UUCP
						jack@marley.UUCP

kevin@cfctech.UUCP (Kevin Darcy) (10/28/89)

In article <1358@jimi.cs.unlv.edu> jack@jimi.cs.unlv.edu (Jack Alexander) writes:
>Does anybody have the secret needed to get nethack3.0 to run successfully
>on an NCR Tower (XP or 32)?  It seems to run normally until I try to throw
>objects, which sometimes causes "segmentation violation -- core dumped".
>

I'm not familiar with Towers, but I have seen machine-to-machine behavior
inconsistencies with reference to throwing objects - maybe this has something 
to do with your problem, maybe not...

Case in point: Virgin 3.0 PL 0 on my 3B1 (SysV, Rev. 3 curses/terminfo, or so
I'm led to believe) at home would produce ugly "50)50)50)"-type garbage on my 
screen when I threw something. I traced this down to the tputs() call in the
delay_output() function in termcap.c. Its purpose is to "animate" the throwing 
of objects by pausing between the drawing and undrawing of symbols in a thrown 
object's trajectory. Well, tputs() on the 3B1 is broken; it interprets 
"$<50>" *literally*, instead of as the documented "wait for 50 msecs". 
Changing to termcap didn't help, either. (I have documented and diff'ed the 
fix for this, BTW, and am about to forward it to the development team for 
possible inclusion in the next patch level). 

Expecting the same behavior on the 3B2 (SysV, 3.2.1) at work, I discover that, 
while the string is not interpreted literally, it doesn't delay, either (?!?!).
So objects just "teleport" across rooms. 

The only reason I think this might have something to do with your problem is
that you mention it occurred often when throwing objects. Bear in mind also
that goblins and kobolds will often throw objects at *you* through doorways.
This could potentially explain why it happens at "other" times too.

Please let me know if this is at all applicable.
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