Crash with RainBowStar.wad

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Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
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Crash with RainBowStar.wad

Post by Jive »

I was playing with RainBowStar.wad, the map that I done to demonstrate the capacities of Doom Legacy, and all seemed fine.
Then I thought that the monsters were annoying for such a study and I came back to KDX (the King Elvis Launcher) to check "No monster".
I launched again the game and... CRASH!!!

I just come back to let you know that I was able to play with it without monster, and ALL was fine (no crash)!!!

Such a compatibility is simply awesome :shock:
I noticed only a small problem: the value 255 (scroll wall using sidedef offset) don't work properly (sector 74)
Attachments
CrashReport.tar.gz
(12.79 KiB) Downloaded 62 times
RainBowStar.zip
Short map made in the course of 2 days to demonstrate the latest Legacy's features for an important release of the engine: fragglescripting implemented!!!
(70.28 KiB) Downloaded 69 times
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Graf Zahl
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Post by Graf Zahl »

Works fine with 1.0.16
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

GZDoom v1.0.16

Post by Jive »

No!

I have now numerous crashes, and sometimes it's loaded and played finely...

Something makes me think that the first script makes it crashing.
At least, it crashes before its activation, or when it's activated, but it don't have the time to operate.

I didn't have any crash with the previous version of GZDoom.

I made ALL the changes AFTER the crashes, searching what could hang the engine. The editions didn't changed anything and it's still crashing, most of the time.

Here is the script:
[spoiler]// FraggelScript example
// (c) 2001-2002, Thierry Van Elsuwe

[level info]
levelname = RainBowStar
creator = Thierry 'Hurdler' Van Elsuwe
consolecmd = gr_solvetjoin off
gravity = 80

[Scripts]

include("things.h");

script 150
{
int fog_density = 0;
while (fog_density <= 300)
{
runcommand("gr_fogdensity ", fog_density);
fog_density = fog_density + 1;
wait(1);
}
}

script 151
{
print("\2FraggleScript math functions...\n");
print("pow ( 2, 0.5 ) /2 : ", pow(2,0.5)/2, "\n");
print("sqrt ( 2 ) /2 : ", sqrt(2)/2, "\n");
print("sin ( PI/4 ) : ", sin(0.7853981634), "\n");
print("cos ( PI/4 ) : ", cos(0.7853981634), "\n");
print("asin ( sqrt ( 2 ) /2 ) : ", asin(sqrt(2)/2), "\n");
print("acos ( sqrt ( 2 ) /2 ) : ", acos(sqrt(2)/2), "\n");
print("atan ( 1 ) : ", atan(1), "\n");
print("floor ( 1.054546456 ) : ", floor(1.054546456), "\n");
}

// You can add here some global variables
int brol = 0;

script 1
{
runcommand("cls\n");
wait(20);

{
string helloWorld;
helloWorld = "Hello " + "World" + " !\n" + 99 + 1 + " : "+ (99+1);
print("Hurdler: ", helloWorld, "\n");
}

startscript(150);
//startscript(151);

setcorona(PLASMA_L, CORONA_TYPE, LIGHT_SPR);
setcorona(PLASMA_L, CORONA_COLOR, "FF0000FF");
setcorona(PLASMAEXP_L, CORONA_COLOR, "FF0000FF");
setcorona(PLASMA_L, LIGHT_COLOR, "FF0000FF");
setcorona(PLASMAEXP_L, LIGHT_COLOR, "FF0000FF");
setcorona(BLUETALL_L, CORONA_OFFY, 40.0);

startscript(10);

print("Welcome!\n");
beep();
wait(200);
runcommand("say Woo! I'm enjoying the new Legacy features!\n");
wait(200);
print("\2Yeah, baby... This is the joy of FraggleScript!\n");
wait(200);
timedtip(100, "Ready?\n");
beep();
wait(100);
timedtip(100, "Steady!\n");
wait(50);
timedtip(100, "Set...\n");
wait(50);
timedtip(500, "Enjoy !\n");
beep();

spawn(HEALTHPOTION, 0, 250, 0, 300);
spawn(HEALTHPOTION, -600, 1000, 0, 250);
spawn(SHOTGUY, -700, 900, 0, 250);
}

int ccolor = 0;
int col_r = 0;
int col_g = 0;
int col_b = 0;
int col_a = 0;
script 10
{
fixed offset = 20.0;
fixed inc = 1.0;
while (0==0)
{
wait(1);
col_r = (col_r+1) & 255;
col_g = (col_g+1) & 255;
col_b = 255;
col_a = 255;
ccolor = col_a*256*256*256 + col_b*256*256 + col_g*256 + col_r;
setcorona(BLUETALL_L, CORONA_COLOR, ccolor);
offset = offset+inc;
if (offset<20.0 || offset>30.0)
inc = -inc;
setcorona(BLUETALL_L, CORONA_OFFY, offset);
setcorona(BLUETALL_L, CORONA_SIZE, (offset-10)*8);
}
}

script 2
{
timedtip(400, "You entered a 3D coloured sector\n");
beep();
}

int s3_first = 0;
script 3
{
if (s3_first==0)
{
timedtip(400, "Plouf in 3D translucent water\n");
beep();
s3_first = 1;
}
}

int s4_first = 0;
script 4
{
if (s4_first==0)
{
timedtip(400, "3D translucent water below 3D translucent floor\n");
beep();
s4_first = 1;
}
}

script 5
{
timedtip(400, "coloured sector with alpha intensity\n");
}

int s6_first = 0;
script 6
{
if (s6_first==0)
{
timedtip(400, "nearly opaque 3D water\n");
beep();
s6_first = 1;
}
}

int s7_first = 0;
script 7
{
if (s7_first==0)
{
timedtip(400, "3D translucent water with small alpha valuee\n");
beep();
s7_first = 1;
}
}


startscript(1);[/spoiler]
Attachments
CrashReport.zip
Crash as soon as loaded, BEFORE the very first fragglescript.
(13.66 KiB) Downloaded 49 times
RainBowStar.zip
It's an updated version (alignements, minor changes of some textures, lightings changed for some places, trick to block things on a moving platform, minor edition of some sectors (architectural work)
(71.32 KiB) Downloaded 61 times
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