The crash was caused because each sound needs a location. Those locations are saved in the units or in the trees (in the case of terrain sounds). In certain cases, the units rework their locations, the sound still pointed to the old spot, and crashed. The trees used the same locational code.Do i understand correctly the 3.1b differs from 3.0b only for the sound code rework to avoid ctds?
The answer to your question is yes, but there's a little more in there. The trees now take up 8 bytes less per tree in ram. When you have 16k trees that can add up. There was a bug where casfx dead bodies would float, that's fixed. They were related. The units now update their sound location rather than having the sound code request it. So in the spirit of full disclosure

