1.3.17 Crash

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Enjay
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1.3.17 Crash

Post by Enjay »

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
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CrashReport.zip
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Re: 1.3.17 Crash

Post by Enjay »

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?

Code: Select all

Adding dehacked patch stmpgrnd.zip:stmpgrnd.wad:DEHACKED
Unknown chunk A_Light0 encountered. Skipping.
Unknown chunk ]u encountered. Skipping.
Patch installed
The dehacked lump only contains the following:

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

[/edit]
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CrashReport.zip
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Re: 1.3.17 Crash

Post by Graf Zahl »

The weird error messages from Dehacked indicate memory corruption - and that's what also causes the crash so they are most likely related.
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Re: 1.3.17 Crash

Post by Enjay »

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
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Re: 1.3.17 Crash

Post by Graf Zahl »

It looks like the parser is reading across the end of the lump. I won't have time to check it today though.
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Re: 1.3.17 Crash

Post by Dave_B »

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.
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log.txt
startup log file for GZDoom 1.3.17
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Re: 1.3.17 Crash

Post by Graf Zahl »

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.
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Re: 1.3.17 Crash

Post by Dave_B »

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.
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zdoom-David Billing.ini
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Re: 1.3.17 Crash

Post by Graf Zahl »

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)
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Re: 1.3.17 Crash

Post by Dave_B »

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.
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Re: 1.3.17 Crash

Post by Graf Zahl »

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...
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Re: 1.3.17 Crash

Post by Enjay »

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.
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Re: 1.3.17 Crash

Post by Graf Zahl »

It's random memory corruption. Such things tend to create weird results.
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Re: 1.3.17 Crash

Post by Graf Zahl »

Can you please recheck? I recently fixed a buffer overrun in the Dehacked code. Maybe it was responsible for this, too.
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Re: 1.3.17 Crash

Post by Enjay »

The console no longer reports any errors and I am unable to get the map in question to crash.
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