[Old ACC] Global/World Arrays.

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solarsnowfall
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[Old ACC] Global/World Arrays.

Post by solarsnowfall »

Trying to use global/world arrays in ACS results in a crash at map start, stating "Could not realloc 2829625516 bytes". Don't know if this is of any use but,[spoiler]OS: Windows XP 5.1 (Build 2600)
Service Pack 2
adding C:/Program Files/gzdoom/gzdoom.pk3
adding ./doom2.wad (2919 lumps)
adding rpg_controltest1.wad (23 lumps)
CPU Speed: 2210.762264 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 64 Processor 3500+
Family 15 (15), Model 15, Stepping 0
Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE2
GL_VERSION: 2.0.5337 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float 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_framebuffer_object 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_shadow_funcs 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_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Resolution: 800 x 600
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.[/spoiler]

This is the script I'm trying to use.

Code: Select all

#library "LIB2"
#include "zcommon.acs"

global int 1: solar[];

Script 1 OPEN
{
	solar[0] = 1;
	solar[1] = 2;
	solar[2] = 3;
}
If I define them as individual global/world ints, I have no problem, but as an array, it crashes.
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Graf Zahl
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Post by Graf Zahl »

Can you please post a WAD that doesn't work? When I copy this script into a map I don't get any crash.
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solarsnowfall
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Post by solarsnowfall »

Here.
Attachments
crashtest.rar
(798 Bytes) Downloaded 83 times
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Graf Zahl
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Post by Graf Zahl »

Didn't I say that I don't like RARs?
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solarsnowfall
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Post by solarsnowfall »

I don't know, did you? :?

So now I have to download and install a program I'd otherwise avoid. *Bites the bullet.*
Attachments
crashtest.zip
(833 Bytes) Downloaded 74 times
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Graf Zahl
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Post by Graf Zahl »

Heh! :mrgreen:

Anyway, I recommend an ACC upgrade. Your compiled code is completely screwed up but when compiled with ACC 1.37 is's allright.
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solarsnowfall
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Post by solarsnowfall »

Somehow, I don't think that is the case, at least the version. I just specify the input and output files.
Attachments
dontthinkso.gif
dontthinkso.gif (26.73 KiB) Viewed 1674 times
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Graf Zahl
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Post by Graf Zahl »

Strange. When I compile that the output looks completely different than yours - and works!

This is what I get from ACC 1.37:

Code: Select all

   8, 176: PCD_PUSH2BYTES 0 0
  11, 225: PCD_TAGSTRING
  12, 236: PCD_ASSIGNGLOBALARRAY 1
  14, 176: PCD_PUSH2BYTES 1 1
  17, 225: PCD_TAGSTRING
  18, 236: PCD_ASSIGNGLOBALARRAY 1
  20, 176: PCD_PUSH2BYTES 2 2
  23, 225: PCD_TAGSTRING
  24, 236: PCD_ASSIGNGLOBALARRAY 1
  26, 176: PCD_PUSH2BYTES 3 3
  29, 225: PCD_TAGSTRING
  30, 236: PCD_ASSIGNGLOBALARRAY 1
  32,   1: PCD_TERMINATE
... and yours looks like:

Code: Select all

   8, 167: PCD_PUSHBYTE 0
  10,   3: PCD_PUSHNUMBER 707406378
  15,  16: PCD_MULTIPLY
  16, 167: PCD_PUSHBYTE 0
  18, 225: PCD_TAGSTRING
  19, 236: PCD_ASSIGNGLOBALARRAY 1
  21, 167: PCD_PUSHBYTE 1
  23,   3: PCD_PUSHNUMBER 707406378
  28,  16: PCD_MULTIPLY
  29, 167: PCD_PUSHBYTE 1
  31, 225: PCD_TAGSTRING
  32, 236: PCD_ASSIGNGLOBALARRAY 1
  34, 167: PCD_PUSHBYTE 2
  36,   3: PCD_PUSHNUMBER 707406378
  41,  16: PCD_MULTIPLY
  42, 167: PCD_PUSHBYTE 2
  44, 225: PCD_TAGSTRING
  45, 236: PCD_ASSIGNGLOBALARRAY 1
  47, 167: PCD_PUSHBYTE 3
  49,   3: PCD_PUSHNUMBER 707406378
  54,  16: PCD_MULTIPLY
  55, 167: PCD_PUSHBYTE 3
  57, 225: PCD_TAGSTRING
  58, 236: PCD_ASSIGNGLOBALARRAY 1
  60,   1: PCD_TERMINATE
And this code cannot work! However, my ACC 1.37 is dated April 3, not Feb 24, so please redownload anyway and try again.
Last edited by Graf Zahl on Mon Jun 05, 2006 13:46, edited 1 time in total.
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solarsnowfall
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Post by solarsnowfall »

Are you doing something other than "\acc infile outfile" cause I swear thats all I'm doing...
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Post by Graf Zahl »

No. I just type ACC lib1.acs and examine the lib1.o output file
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TheDarkArchon
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Post by TheDarkArchon »

Solar: WinRAR supports zipping.
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Enjay
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Post by Enjay »

So does windows XP doesn't it?
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Post by TheDarkArchon »

Ya.
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Psycho Siggi
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Post by Psycho Siggi »

If you can't make zips then there is something wrong with your system.
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solarsnowfall
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Post by solarsnowfall »

Or I hadn't explored that deeply into it.
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