1.3.17 Crash
Moderator: Graf Zahl
- Enjay
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1.3.17 Crash
I'd just completed Morpheus' "Stomping Grounds" (I had some cheats enabled when I hit the exit switch, I forget which), and moved on to map02, then I quit the game. When I did the attached crash report was waiting for me.
I tried again but I couldn't repeat the crash. It just so happens that I'd forgotten to remove the -noautoload from my command line from a previous test so the wads loaded is pretty clean.
The only unusual thing that I did during play was to mess around with the linear/bilinear/trilinear options though I wasn't aware of a problem when I did so.
http://www.doomworld.com/idgames/?id=15910
I tried again but I couldn't repeat the crash. It just so happens that I'd forgotten to remove the -noautoload from my command line from a previous test so the wads loaded is pretty clean.
The only unusual thing that I did during play was to mess around with the linear/bilinear/trilinear options though I wasn't aware of a problem when I did so.
http://www.doomworld.com/idgames/?id=15910
- Attachments
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- CrashReport.zip
- (15.51 KiB) Downloaded 53 times
- Enjay
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Re: 1.3.17 Crash
Another crash with the same map. I just started it, typed kill monsters, ran around for a bit then quit. Again, at the desktop, there was a crash dialogue waiting for me.
[edit]
Hmmm... I noticed this in the startup. Relevant?
The dehacked lump only contains the following:
[/edit]
[edit]
Hmmm... I noticed this in the startup. Relevant?
Code: Select all
Adding dehacked patch stmpgrnd.zip:stmpgrnd.wad:DEHACKED
Unknown chunk A_Light0 encountered. Skipping.
Unknown chunk ]u encountered. Skipping.
Patch installed
Code: Select all
Patch File for DeHackEd v3.0
# Created with WhackEd2 0.60 build 214
# General version information
Doom version = 21
Patch format = 6
# Info for WhackEd2
Engine config = udoom.cfg
IWAD = c:\doom\zdoom\doom2.wad
Text 17 19
level 1: entrywayStomping Grounds
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- CrashReport.zip
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- Graf Zahl
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Re: 1.3.17 Crash
The weird error messages from Dehacked indicate memory corruption - and that's what also causes the crash so they are most likely related.
- Enjay
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Re: 1.3.17 Crash
For what it's worth, although I haven't been able to get it to crash, Zdoom gives a similar - but different - message when loading the WAD:
Code: Select all
Adding dehacked patch stmpgrnd.zip:stmpgrnd.wad:DEHACKED
Unknown chunk b encountered. Skipping.
Patch installed
- Graf Zahl
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Re: 1.3.17 Crash
It looks like the parser is reading across the end of the lump. I won't have time to check it today though.
- Dave_B
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Re: 1.3.17 Crash
GZDoom is still crashing for me - and I've pinpointed the problem to dynamic lighting. If it's still running, it slows things down to what seems 1-2 frames per ten seconds, and parts of the map are blackened. However, if I manage to disable dynamic lights, it seems fine, bar being a little bit choppy.
Attached is a copy of my startup file. In the meantime I'll just persevere with version 1.2.01.
Also, when it does crash it brings down the ATI display driver as well, locks up the system and forces me to shutdown the machine at the power button - sometimes the driver recovers, sometimes not.
Attached is a copy of my startup file. In the meantime I'll just persevere with version 1.2.01.
Also, when it does crash it brings down the ATI display driver as well, locks up the system and forces me to shutdown the machine at the power button - sometimes the driver recovers, sometimes not.
- Attachments
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- log.txt
- startup log file for GZDoom 1.3.17
- (4.76 KiB) Downloaded 37 times
- Graf Zahl
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Re: 1.3.17 Crash
An application should never be able to crash a driver. If it happens it's most likely some kind of driver bug. What settings are you using? Can you also post your INI?
Also, can you try running GZDoom with a '-sm2' command line option? That will disable all shader related features so the result might help isolating the problem spot.
Also, can you try running GZDoom with a '-sm2' command line option? That will disable all shader related features so the result might help isolating the problem spot.
- Dave_B
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Re: 1.3.17 Crash
I tried using the -sm2 command line option and that fixed it, minus the dynamic lights of course. Ran smoothly and without lag, as it should do.
Here's a copy of my ini file as well.
Here's a copy of my ini file as well.
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- zdoom-David Billing.ini
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- Graf Zahl
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Re: 1.3.17 Crash
Please retry without that option but disable the following 2 features:
- vertex buffers (they are no good on ATI, it probably works better without them)
- shaders for dynamic lights (this one's the probable candidate for your problems)
- vertex buffers (they are no good on ATI, it probably works better without them)
- shaders for dynamic lights (this one's the probable candidate for your problems)
- Dave_B
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Re: 1.3.17 Crash
Yep, the problem has been fixed, although performance is still a little choppier. So I'm left without dynamic light shaders, but it seems that's not a big deal anyway.
- Graf Zahl
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Re: 1.3.17 Crash
No. Performance-wise the dynamic light shaders are a disappointment. The only real improvement they bring is that in fog I no longer need to force additive lighting.
I really was expecting more from them...
I really was expecting more from them...
- Enjay
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Re: 1.3.17 Crash
I don't see anything in the changelog to indicate that this has been specifically addressed, but I just tried Morpheus' WAD again and the odd error messages have gone from the startup log and it hasn't crashed either - though I haven't had a chance to play a longer game.
The errors still appear in Zdoom and the official GZdoom and the official GZdoom can still crash too so it isn't anything I've done at this end with my config or anything.
The errors still appear in Zdoom and the official GZdoom and the official GZdoom can still crash too so it isn't anything I've done at this end with my config or anything.
- Graf Zahl
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Re: 1.3.17 Crash
It's random memory corruption. Such things tend to create weird results.
- Graf Zahl
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Re: 1.3.17 Crash
Can you please recheck? I recently fixed a buffer overrun in the Dehacked code. Maybe it was responsible for this, too.
- Enjay
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Re: 1.3.17 Crash
The console no longer reports any errors and I am unable to get the map in question to crash.