[fixed]One of my 1.0.14 problems persist in 1.0.15

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Enjay
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[fixed]One of my 1.0.14 problems persist in 1.0.15

Post by Enjay »

This problem still happens.
Enjay wrote:Also, don't know if it's related or not, I got this when I warped to a level in a hub (map06) and then walked over an exit line to take me to another level in the hub (map04). I think it might be different because this is not a repeat visit to the map. The new map (04) appears in view and then GZDoom crashes. However, visiting map04 by the other way in (from map03 - also in the hub) no crash happens.
It's GZDoom specific - ie Zdoom 2.1.0 does not crash when doing the above.
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Post by Enjay »

OK, narrowed it down a bit. If I remove this line:

Code: Select all

Sector_SetColor (13, 255, 0, 0);
from an open script, the crash stops. The coloured sector is in view when you enter the level from map06, but not when you enter it from map03.

If I put the line of code into a void script, and then puke it after I am in the level, it works. I see the sector colour change and the game does not crash. However, if I then leave the level and come back, despite the fact the sector has already been coloured by me previously visiting the level and puking the script, not by an open script or any other automatic method, I get the crash.

So, in short, it seems that when I enter map04 and the coloured sector is in view - either coloured by an open script or by a previous visit where I puked a void script, the game crashes.
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Post by Enjay »

Actually, it's worse than I suspected, and could easily affect many maps. I just made a sector that is visible at the start of map02 of Doom2 coloured using exactly the same line in an open script. When going from map01 to map02, I saw the start of map02 with its red sectors and then GZDoom crashed.

So, it seems that if a coloured sector is visible when you enter a map, GZDoom will crash.

[edit]Interestingly, it doesn't happen when using idclev02 but always happens when getting to map02 by "legal" means (ie via map010[/edit]
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Post by Graf Zahl »

Already fixed. For some reason I deleted some code for the savegame picture and as a result it is being drawn with the software renderer. It crashed Daedalus massively as well. I didn't bother to check what exactly happened though but the colored light makes sense because the light tables for the software renderer are not being created when the GL renderer is active.

For the time being set storesavepic to 0 at the console to avoid the crash. I'll release a fix as soon as I find the time to recompile the code.
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Post by Enjay »

Graf Zahl wrote:For the time being set storesavepic to 0 at the console to avoid the crash.
That does indeed avoid it. At least that'll get me going again. Thanks for the info too.
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