1.0.31
Moderator: Graf Zahl
- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
I've been trying all sorts of amateurish options to see if I can find something to narrow down the problem and all I have come across is the KDiZD texture thing I mentioned. Is there anything else I could try? Is there a way of making GZdoom step slowly through the stuff it is doing at that stage to maybe help pinpoint things?
-
- Posts: 34
- Joined: Sun May 13, 2007 13:34
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
-
- Posts: 34
- Joined: Sun May 13, 2007 13:34
- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Deleting fontdefs.txt from gzdoom.pk3 allows gzdoom to start. Using the same gzdoom.pk3 (ie the one without a fontdefs) and loading fontdefs.txt from the command line still allows gzdoom to start.
Starting with a normal gzdoom.pk3 and loading the fontdefs on top of it does not allow gzdoom to start.
I don't know about but I've been trying all sorts of things all day to try and narrow this down. Everytime I get to a point where what is happening seems logical, something utterly illogical happens to send me right back to square one. So, it's definitely a anyway.
Starting with a normal gzdoom.pk3 and loading the fontdefs on top of it does not allow gzdoom to start.
I don't know about but I've been trying all sorts of things all day to try and narrow this down. Everytime I get to a point where what is happening seems logical, something utterly illogical happens to send me right back to square one. So, it's definitely a anyway.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Phew! 1.0.32 does not have a start up crash with any of my IWADS.
Thank you.
I noticed that it reports itself as r708. Presumably the fix for 709 (Status bar pointer not nulled) is not included. Is that something that will cause problems with sbarinfo?
Also, you can still get a crash when switching from shader warp, to non shader warp and then back again.
Thank you.
I noticed that it reports itself as r708. Presumably the fix for 709 (Status bar pointer not nulled) is not included. Is that something that will cause problems with sbarinfo?
Also, you can still get a crash when switching from shader warp, to non shader warp and then back again.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
No, the R709 fix is in there because it was absolutely fatal. However, I added that fix in GZDoom first before copying it to ZDoom so the revision number didn't get updated. Actually 1.0.32 is based on a modified R709.
And the shaders still crash? Shit, I thought I got that one. Well, it's not critical enough for an immediate re-release.
And the shaders still crash? Shit, I thought I got that one. Well, it's not critical enough for an immediate re-release.
- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
OK, thanks for the info.
Just in case my situation with the shaders is different to yours (as has seemed to be the case with a few things recently)
Starting GZdoom with shaders on - no problem.
Starting GZdoom with shaders off - no problem
Starting GZdoom with shaders on, then switching off, then switching on again whilst looking at a warping flat - crash
Starting GZdoom with shaders off then switching them on whilst looking at a warping flat - crash
Doing either of the above 2 whilst not looking at a warping flat does not result in an immediate crash but the game will crash as soon as you see one.
Short version:
Switching from "shaders no" to "shaders yes" will give a crash as soon as you see a warping flat.
All tested in KDiZD and the flats (or are they TX?) concerned were on deep water sectors.
Oh, and I noticed the downloads page still links to the 31 source.
Oh2 I'm sure this won't surprise you because I'm pretty sure you haven't been in that area of the code but the camera texture flicker thing is still there with symptoms exactly as reported for 1.0.30
Just in case my situation with the shaders is different to yours (as has seemed to be the case with a few things recently)
Starting GZdoom with shaders on - no problem.
Starting GZdoom with shaders off - no problem
Starting GZdoom with shaders on, then switching off, then switching on again whilst looking at a warping flat - crash
Starting GZdoom with shaders off then switching them on whilst looking at a warping flat - crash
Doing either of the above 2 whilst not looking at a warping flat does not result in an immediate crash but the game will crash as soon as you see one.
Short version:
Switching from "shaders no" to "shaders yes" will give a crash as soon as you see a warping flat.
All tested in KDiZD and the flats (or are they TX?) concerned were on deep water sectors.
Oh, and I noticed the downloads page still links to the 31 source.
Oh2 I'm sure this won't surprise you because I'm pretty sure you haven't been in that area of the code but the camera texture flicker thing is still there with symptoms exactly as reported for 1.0.30
- Torr Samaho
- Developer
- Posts: 160
- Joined: Fri Apr 13, 2007 8:26
- Location: Germany
- Contact:
- Kate
- Posts: 25
- Joined: Fri Dec 22, 2006 6:31
- Location: United States
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: