[fixed?] 2 problems with 1.0.13
Moderator: Graf Zahl
- Enjay
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[fixed?] 2 problems with 1.0.13
Items in your inventory do not get shown on screen in AltHUD mode with Ver 1.0.13. They worked with 1.0.11, so something broke/changed between these versions. Seems to apply to all games and both regular and custom inventory items.
Sometimes when I start Hexen, GZDoom crashes. Hasn't happened with other games, but has a few times with Hexen. Crash log attached. Launched via ZDL.
Sometimes when I start Hexen, GZDoom crashes. Hasn't happened with other games, but has a few times with Hexen. Crash log attached. Launched via ZDL.
- Graf Zahl
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Interesting. I tried pasting the command line from the crash dump ("F:\Doom\gzdoom\GZDoom.exe" -iwad "F:\Doom\gzdoom\HEXEN.WAD") into a cmd prompt session and started and re-started gzdoom loads of times (maybe 30 or more) without a single crash. However, use ZDL, or the start>run box or even a shortcut on my desktop using the same command line and GZdoom crashes about 50% of the time. So, my observations certainly back up yours - as long as you consider "launcher" in a wider sense.Graf Zahl wrote:It only happens to me when the game is started from a launcher

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I had this crash twice on my unnamed mod: Once with the Tome of Power (DevIL hated one of the sprites when it was between the SS_START/END namespace.) and once with pinky gibbing sprites which didn't crash GZDoom in another WAD. :/
EDIT: Fixes when launched from the command line as well. I'm taking a very, VERY rough guess and saying that something with another program has written into an area of memory that a Doom patch is attempted to write to and when DevIL sees this area, it has a fit.
I also doubt the file format is to blame, either: The tome crash which I sent earlier wasn't fussy on whever the sprite which appeared to trigger the crash was in patch or in a PNG
EDIT: Fixes when launched from the command line as well. I'm taking a very, VERY rough guess and saying that something with another program has written into an area of memory that a Doom patch is attempted to write to and when DevIL sees this area, it has a fit.
I also doubt the file format is to blame, either: The tome crash which I sent earlier wasn't fussy on whever the sprite which appeared to trigger the crash was in patch or in a PNG
- Graf Zahl
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That's my guess as well. Somewhere in its graphics identification code DevIL massively screws up. My fix was to check every single lump for Doom patch format before calling DevIL which should reduce the chance of this happening considerably. The really annoying thing is that DevIL somehow manages to evade Windows's exception handling I put into the loading function so I can't catch the crash.
But if this continues I will have to consider switching to a different graphics library...
But if this continues I will have to consider switching to a different graphics library...
