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 Post subject: 1.3.17 Crash
PostPosted: Mon Nov 30, 2009 20:10 
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I'd just completed Morpheus' "Stomping Grounds" (I had some cheats enabled when I hit the exit switch, I forget which), and moved on to map02, then I quit the game. When I did the attached crash report was waiting for me.

I tried again but I couldn't repeat the crash. It just so happens that I'd forgotten to remove the -noautoload from my command line from a previous test so the wads loaded is pretty clean.

The only unusual thing that I did during play was to mess around with the linear/bilinear/trilinear options though I wasn't aware of a problem when I did so.

http://www.doomworld.com/idgames/?id=15910


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CrashReport.zip [15.51 KiB]
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 Post subject: Re: 1.3.17 Crash
PostPosted: Mon Nov 30, 2009 21:06 
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Another crash with the same map. I just started it, typed kill monsters, ran around for a bit then quit. Again, at the desktop, there was a crash dialogue waiting for me.

[edit]
Hmmm... I noticed this in the startup. Relevant?

Code:
Adding dehacked patch stmpgrnd.zip:stmpgrnd.wad:DEHACKED
Unknown chunk A_Light0 encountered. Skipping.
Unknown chunk ]u encountered. Skipping.
Patch installed


The dehacked lump only contains the following:

Code:
Patch File for DeHackEd v3.0
# Created with WhackEd2 0.60 build 214

# General version information
Doom version = 21
Patch format = 6

# Info for WhackEd2
Engine config = udoom.cfg
IWAD = c:\doom\zdoom\doom2.wad


Text 17 19
level 1: entrywayStomping Grounds


[/edit]


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CrashReport.zip [23.74 KiB]
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 Post subject: Re: 1.3.17 Crash
PostPosted: Mon Nov 30, 2009 22:26 
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Joined: Wed Jul 20, 2005 9:48
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Location: Germany
The weird error messages from Dehacked indicate memory corruption - and that's what also causes the crash so they are most likely related.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Mon Nov 30, 2009 22:29 
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For what it's worth, although I haven't been able to get it to crash, Zdoom gives a similar - but different - message when loading the WAD:

Code:
Adding dehacked patch stmpgrnd.zip:stmpgrnd.wad:DEHACKED
Unknown chunk b encountered. Skipping.
Patch installed


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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 1:11 
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Joined: Wed Jul 20, 2005 9:48
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It looks like the parser is reading across the end of the lump. I won't have time to check it today though.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 2:12 
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Joined: Sat Nov 24, 2007 7:07
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Location: Auckland, NZ
GZDoom is still crashing for me - and I've pinpointed the problem to dynamic lighting. If it's still running, it slows things down to what seems 1-2 frames per ten seconds, and parts of the map are blackened. However, if I manage to disable dynamic lights, it seems fine, bar being a little bit choppy.

Attached is a copy of my startup file. In the meantime I'll just persevere with version 1.2.01.

Also, when it does crash it brings down the ATI display driver as well, locks up the system and forces me to shutdown the machine at the power button - sometimes the driver recovers, sometimes not.


Attachments:
File comment: startup log file for GZDoom 1.3.17
log.txt [4.76 KiB]
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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 7:50 
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Hosted

Joined: Wed Jul 20, 2005 9:48
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Location: Germany
An application should never be able to crash a driver. If it happens it's most likely some kind of driver bug. What settings are you using? Can you also post your INI?

Also, can you try running GZDoom with a '-sm2' command line option? That will disable all shader related features so the result might help isolating the problem spot.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 9:37 
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Joined: Sat Nov 24, 2007 7:07
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Location: Auckland, NZ
I tried using the -sm2 command line option and that fixed it, minus the dynamic lights of course. Ran smoothly and without lag, as it should do.

Here's a copy of my ini file as well.


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zdoom-David Billing.ini [10.97 KiB]
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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 10:40 
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Hosted

Joined: Wed Jul 20, 2005 9:48
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Location: Germany
Please retry without that option but disable the following 2 features:

- vertex buffers (they are no good on ATI, it probably works better without them)
- shaders for dynamic lights (this one's the probable candidate for your problems)


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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 13:32 
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Yep, the problem has been fixed, although performance is still a little choppier. So I'm left without dynamic light shaders, but it seems that's not a big deal anyway.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Tue Dec 01, 2009 14:06 
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Location: Germany
No. Performance-wise the dynamic light shaders are a disappointment. The only real improvement they bring is that in fog I no longer need to force additive lighting.

I really was expecting more from them...


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 Post subject: Re: 1.3.17 Crash
PostPosted: Wed Dec 09, 2009 1:09 
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Joined: Tue Aug 30, 2005 23:19
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I don't see anything in the changelog to indicate that this has been specifically addressed, but I just tried Morpheus' WAD again and the odd error messages have gone from the startup log and it hasn't crashed either - though I haven't had a chance to play a longer game.

The errors still appear in Zdoom and the official GZdoom and the official GZdoom can still crash too so it isn't anything I've done at this end with my config or anything.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Wed Dec 09, 2009 8:09 
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Joined: Wed Jul 20, 2005 9:48
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Location: Germany
It's random memory corruption. Such things tend to create weird results.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Wed Dec 30, 2009 9:31 
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Joined: Wed Jul 20, 2005 9:48
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Location: Germany
Can you please recheck? I recently fixed a buffer overrun in the Dehacked code. Maybe it was responsible for this, too.


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 Post subject: Re: 1.3.17 Crash
PostPosted: Wed Dec 30, 2009 14:09 
You may fire when ready.

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Joined: Tue Aug 30, 2005 23:19
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The console no longer reports any errors and I am unable to get the map in question to crash.


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