1.3.17 (r660M) crash

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Sussudio
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1.3.17 (r660M) crash

Post by Sussudio »

Hello. 3d_floor.wad always crashes GZDoom as soon as it starts.

Regards.
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Enjay
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Re: 1.3.17 (r660M) crash

Post by Enjay »

I notice that you mentione r660M, implying that this is a modified build of your own. Have you tried the build of r660 from the DRD download page because it plays the WAD without crashing for me?
Sussudio
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Re: 1.3.17 (r660M) crash

Post by Sussudio »

Yes, the official build works correctly so I guess this bug report is pointless. Still, I wonder what exactly triggers that "M". I didn't modify anything at all, I'm not a programmer. Could it be just different fmod/nasm versions or something?
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Gez
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Re: 1.3.17 (r660M) crash

Post by Gez »

It means one of the files in the source directory is modified. You can try reverting the whole directory. TortoiseSVN should tell you which files are modified. I know that in (G)ZDoom there are some autogenerated files that might be erroneously included in the SVN repository, so that if they're not regenerated in exactly the same way then you'll get that M, despite having made no change to the code. IIRC, one such file was removed from the ZDoom repository some times ago already, but it wasn't removed as well from the GZDoom repository.
Sussudio
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Re: 1.3.17 (r660M) crash

Post by Sussudio »

Well, I re-downloaded the source and recompiled everything and now the "M" is gone, but since it does still crash, it must have been something else.
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Graf Zahl
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Re: 1.3.17 (r660M) crash

Post by Graf Zahl »

Since you compiled it yourself, how about running the WAD in the debugger and checking for yourself what happens?

Which compiler are you using anyway? MSVC or GCC?
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Rachael
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Re: 1.3.17 (r660M) crash

Post by Rachael »

Another thing that needs mentioning -

If you compile it yourself, crash reports are utterly useless, unless you provide the map file. Even then, the map file needs to match exactly the original source - and since this version is "M" that does not always happen.
Sussudio
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Re: 1.3.17 (r660M) crash

Post by Sussudio »

Graf Zahl wrote:Since you compiled it yourself, how about running the WAD in the debugger and checking for yourself what happens?
I would, but I really don't know how to do that.
Graf Zahl wrote:Which compiler are you using anyway? MSVC or GCC?
The very same MSVC version suggested in the Wiki, but without the official updates because they turned out to be quite unstable on my system. I must also mention I have yet to upgrade to the latest DirectX SDK, so that very well could be the problem.
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Graf Zahl
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Re: 1.3.17 (r660M) crash

Post by Graf Zahl »

Sussudio wrote:
Graf Zahl wrote:Since you compiled it yourself, how about running the WAD in the debugger and checking for yourself what happens?
I would, but I really don't know how to do that.

First, set the compile target to 'Debug' (that's the list box that's probably set to 'Release'), then go to the Project menu, select 'zdoom properties, click on Configuration Properties, then Debugging. There you can enter a working directory and a command line. Have these point to the WAD. Then press F5 and run the game (make sure it's in a window and not fullscreen!) If an error message appears make a screenshot of the debugger and post it here.

I can't reproduce the crash either so I'll need your help.
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Graf Zahl
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Re: 1.3.17 (r660M) crash

Post by Graf Zahl »

I can't do anything here unless I get more information so I'll just close it.
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