[not a bug]Netgame crash

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Epoch
Posts: 69
Joined: Sat Nov 05, 2005 14:38
Location: Somewhere

[not a bug]Netgame crash

Post by Epoch »

Whenever I try to host a netgame, GZdoom freezes before loading anything, creating an HOM on my desktop. When I press escape, it crashes and gives me a "netgame synchronization aborted" message.

It does not seem to be anything to do with the "waiting for players," as I can't join the server from my other computer.

Code: Select all

OS: Windows XP 5.1 (Build 2600)
    Service Pack 2
 adding gzdoom.pk3
 adding doom2.wad (2919 lumps)
 adding C:/Games/GZDoom/skins/cacolord.wad (798 lumps)
 adding C:/Games/GZDoom/skins/Doom1_2.wad (102 lumps)
 adding C:/Games/GZDoom/skins/lights.wad (4 lumps)
 adding C:/Games/GZDoom/skins/Reason.wad (353 lumps)
 adding C:/Games/GZDoom/skins/sttextures.wad (295 lumps)
 adding z_mrdifide.wad (29 lumps)
CPU Speed: 1794.200197 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Celeron(R) CPU 1.80GHzn(R) CPU 1.80GHz
  Family 15, Model 1, Stepping 3
  Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9200 Series DDR x86/SSE2
GL_VERSION: 1.3.4517 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
Occlusion query enabled.
Resolution: 800 x 600
Init DOOM refresh subsystem.





Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
Console player number: 0
Waiting for players...
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

It freezes when it doesn't get the right amount of players for a netgame, which is what you are experiencing. All it's doing is waiting for the correct number of players, even the original Doom wouldn't start up until there were the number of specified players in a net game.

No bug.
User avatar
Epoch
Posts: 69
Joined: Sat Nov 05, 2005 14:38
Location: Somewhere

Post by Epoch »

Then how many players does it expect?
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Shinjanji
Posts: 198
Joined: Sun Nov 06, 2005 16:45
Location: Pennsylvania, USA

Post by Shinjanji »

From 'ze ZDoom Wiki:

"-host #" Use this command to host a game with ZDoom, where # is the number of players.

This also applies to GZDoom.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I trust Phobus on this one.
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Epoch
Posts: 69
Joined: Sat Nov 05, 2005 14:38
Location: Somewhere

Post by Epoch »

Still not working, same error message.
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Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
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Post by Phobus »

Do you even have anybody joining your game? If not then perhaps you may want to find somebody to do it, or join it yourself from a second computer, or just play single-player. It seems to me that you don't have anybody joining, or you don't know how to join.
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Shinjanji
Posts: 198
Joined: Sun Nov 06, 2005 16:45
Location: Pennsylvania, USA

Post by Shinjanji »

Try running one instance of GZDoom, that hosts for two players, then run another instance of GZDoom (on the same computer) and join with the IP of 127.0.0.1 (the loopback address... basically, connect to yourself)
User avatar
Epoch
Posts: 69
Joined: Sat Nov 05, 2005 14:38
Location: Somewhere

Post by Epoch »

In case you haven't read the first post, I have been joining from my other computer.

I'm trying the self-connect right now.
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Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

Have you been doing it properly though? All the evidence we have says that you most likely are making a mistake somewhere.
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Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

You might want to take a look in this forum. This isn't a Gzdoom or a zdoom bug, it's something on your end.

http://forum.zdoom.org/viewforum.php?f=5
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Alter
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

Post by Alter »

Epoch you used the player connector which supports gzdoom????
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