[works for me]DO-TIMS crashes GZDoom v1.0.10

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Dark Pulse
Posts: 18
Joined: Thu May 25, 2006 5:49
Location: Buffalo, NY

[works for me]DO-TIMS crashes GZDoom v1.0.10

Post by Dark Pulse »

After grabbing and trying out DO-TIMS under GZDoom (Which is based on ZDoom .96x, as the site recommends you to download) This WAD will always crash the game when you try to exit the second map (And first real map) DOTIMS01.

At first I thought it was my modified gzdoom.pk3 file (I added in the light definitions so I didn't constantly have to add in lights.wad) but it still crashed.

It works fine on community build .96x.

Any other info I need to provide? Or should I stick to that to play this particular WAD? For it to have been based off that same code, I thought it'd work. :?
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Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England

Post by Phobus »

Actually the latest GZDoom is based off of the code for Zdoom 2.0.99, and that may contain the sort of changes that could break a wad that exploits various parts of the engine like this.
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Graf Zahl
GZDoom Developer
GZDoom Developer
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Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

My latest development version doesn't crash so I consider this closed. I won't subject myself to this pile of garbage longer than absolutely necessary.

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