GZDoom crashes when playing Cheogsh 2
Moderator: Graf Zahl
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GZDoom crashes when playing Cheogsh 2
I had seen that when I play the wad "Cheogsh 2" (when GOING\WARPING to level 3, 4 and 6 in the wad) the game crashes. It gives me that "Send error report" "Don't send" massage. I was playing it on GZDoom version 1.3.17 and 1.4.3 and it looked liked it then crashes, but when you play it with GZDoom version 1.2.01 and with Skulltag 98a, it works. I don't want to play it with those versions, I want to play it with the latest version of GZDoom. It would also seem that level 5 of the wad also has problems, but the level starts, but it did also gave me an error message on the beginning. Cheogsh 2 can be downloaded from this site: http://www.doomworld.com/idgames/?id=15933
- Gez
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Re: GZDoom crashes when playing Cheogsh 2
These maps do not crash for me.
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Re: GZDoom crashes when playing Cheogsh 2
Are you sure you are using the newer GZDooms? It works with an older version, but not with these newer versions. If nobody has this
problem, then it is probably my computer's fault.
problem, then it is probably my computer's fault.
- Gez
- Developer
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- Joined: Mon Oct 22, 2007 16:47
Re: GZDoom crashes when playing Cheogsh 2
I'm using a version newer than the newest. Latest SVN plus some personal tweak and some fixes not ported over from ZDoom yet. :p
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Re: GZDoom crashes when playing Cheogsh 2
Could you please tell me where to get this version (if I may download it) so
that I can see if it works on my computer. You should also try using
GZDoom 1.4.3 for example, and see if your computer gives the same
message as mine when going to these maps (if you haven't used this
version already).
that I can see if it works on my computer. You should also try using
GZDoom 1.4.3 for example, and see if your computer gives the same
message as mine when going to these maps (if you haven't used this
version already).
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- Joined: Sat Oct 29, 2005 0:40
Re: GZDoom crashes when playing Cheogsh 2
I've tried using the official GZDoom 1.4.3 version and I'm not reproducing the bug either... I've downloaded the version of the map used in that link.
Chances are, the issue is limited to you and whatever extra added stuff that is loaded for you... you didn't even bother to post a GZDoom crash log!
Chances are, the issue is limited to you and whatever extra added stuff that is loaded for you... you didn't even bother to post a GZDoom crash log!
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Re: GZDoom crashes when playing Cheogsh 2
I don't know what is a crash log, but all I know is that there was a message
that came up said GZDoom has encountered a problem. I don't know any-
thing that is going on here! It looks like a type of bug and I am posting it,
and if you people won't do the effort to find out what is going on, then you
can close this thread and I will just have to play the wad with GZDoom
version 1.2.01!
that came up said GZDoom has encountered a problem. I don't know any-
thing that is going on here! It looks like a type of bug and I am posting it,
and if you people won't do the effort to find out what is going on, then you
can close this thread and I will just have to play the wad with GZDoom
version 1.2.01!
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- Joined: Sat Oct 29, 2005 0:40
Re: GZDoom crashes when playing Cheogsh 2
The issue that you are not understanding is that in the attempt to reproduce it, we don't experience said problem.
That is why the issue is currently limited to your GZDoom setup.
That is why the issue is currently limited to your GZDoom setup.
- Gez
- Developer
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Re: GZDoom crashes when playing Cheogsh 2
Try r737 (not r738, there's a severe bug with the rockets that was introduced there by mistake) from the DRD team SVN site.
http://svn.drdteam.org/gzdoom/
Anyway, we've done the effort of trying to find what's going on. We've tested the mod that you say crash, and found out it didn't crash. You, on the other hand, you did not try any of the standard measures that need to be taken when reporting a bug.
1. Create a file called autoexec.cfg in your GZDoom directory. In it, put this line:
logfile log.txt
Make sure it's called autoexec.cfg and not autoexec.cfg.txt or something dumb like that. By default, Windows hides file extension, which is stupid. See this for more info.
2. When you get the crash window, it'll give you a "save report to disk" button.

Click on "save report to disk". It'll give you a .zip file.
3. Attach that .zip file to a post, or if it's too big to be attached here, go to http://files.drdteam.org/, register if you haven't already, and upload it there, then copy/paste the link.
4. Now look for a "log.txt" file in your GZDoom folder, and copy/paste its content between spoiler tags:
http://svn.drdteam.org/gzdoom/
Anyway, we've done the effort of trying to find what's going on. We've tested the mod that you say crash, and found out it didn't crash. You, on the other hand, you did not try any of the standard measures that need to be taken when reporting a bug.
1. Create a file called autoexec.cfg in your GZDoom directory. In it, put this line:
logfile log.txt
Make sure it's called autoexec.cfg and not autoexec.cfg.txt or something dumb like that. By default, Windows hides file extension, which is stupid. See this for more info.
2. When you get the crash window, it'll give you a "save report to disk" button.

Click on "save report to disk". It'll give you a .zip file.
3. Attach that .zip file to a post, or if it's too big to be attached here, go to http://files.drdteam.org/, register if you haven't already, and upload it there, then copy/paste the link.
4. Now look for a "log.txt" file in your GZDoom folder, and copy/paste its content between spoiler tags:
Code: Select all
[spoiler]your log here[/spoiler]
Last edited by Gez on Tue Feb 02, 2010 23:51, edited 1 time in total.
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Re: GZDoom crashes when playing Cheogsh 2
This might sound stupid, but are you running the latest video drivers?
GZDoom has a minimum NVidia driver requirement. It's not enforced by GZDoom, but it's to avoid NVidia driver bugs that may be causing these problems.
Refer to this thread: http://forum.drdteam.org/viewtopic.php?f=22&t=4404
GZDoom has a minimum NVidia driver requirement. It's not enforced by GZDoom, but it's to avoid NVidia driver bugs that may be causing these problems.
Refer to this thread: http://forum.drdteam.org/viewtopic.php?f=22&t=4404
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- Joined: Sat Dec 26, 2009 3:29
Re: GZDoom crashes when playing Cheogsh 2
I'm running the current latest svn version (the rocket launcher error one), and I also tried a older
version, I normally try to build release versions only, I thought I'd try to build a debug version, but
I get errors:
Also, the assembler (nasm, latest version), seems to have a problem assembling some of the
asm files, so for now at least, I can't build a debug version. But I can verify that the Cheogsh 2
wad seems to have problems with the current svn version of gzdoom, I can load the wad in:
gzdoomsvn.exe -file cheogsh2.pk3
The main screen comes up where you read credits etc, I go to the main menu, select 'new game',
and the a difficulty level (doen't matter what level of difficulty), gzdoom sits there for a few
seconds and drops back to the desktop with no errors given (the 'gzdoom has had a fatal error')
window never comes up, nor do I get a 'This program has encountered a problem, please send
a report to microsoft' window either, there is no log in the directory. So since I can't build
a debug version to try and trace the problem, I'm guessing the issue is during loading/initialization
(duh!) part of the gzdoom code. If someone can tell me what's going on with the debug build
problem, I'd be glad to try and trace the problem down...
version, I normally try to build release versions only, I thought I'd try to build a debug version, but
I get errors:
Code: Select all
Build started: Project: zdoom, Configuration: Debug|Win32
Command Lines Creating temporary file "e:\downloads\gzdoomsvn\Debug\BAT00011633602796.bat" with contents
[
@echo off
.\Debug\updaterevision.exe src src/svnrevision_gz.h
if errorlevel 1 goto VCReportError
goto VCEnd
:VCReportError
echo Project : error PRJ0019: A tool returned an error code from "Checking svnrevision.h..."
exit 1
:VCEnd
]
Creating command line "e:\downloads\gzdoomsvn\Debug\BAT00011633602796.bat"
Output Window Checking svnrevision.h...
Project : error PRJ0019: A tool returned an error code from "Checking svnrevision.h..."
Results Build log was saved at "file://e:\downloads\gzdoomsvn\Debug\BuildLog.htm"
zdoom - 1 error(s), 0 warning(s)
asm files, so for now at least, I can't build a debug version. But I can verify that the Cheogsh 2
wad seems to have problems with the current svn version of gzdoom, I can load the wad in:
gzdoomsvn.exe -file cheogsh2.pk3
The main screen comes up where you read credits etc, I go to the main menu, select 'new game',
and the a difficulty level (doen't matter what level of difficulty), gzdoom sits there for a few
seconds and drops back to the desktop with no errors given (the 'gzdoom has had a fatal error')
window never comes up, nor do I get a 'This program has encountered a problem, please send
a report to microsoft' window either, there is no log in the directory. So since I can't build
a debug version to try and trace the problem, I'm guessing the issue is during loading/initialization
(duh!) part of the gzdoom code. If someone can tell me what's going on with the debug build
problem, I'd be glad to try and trace the problem down...
- Enjay
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- Contact:
Re: GZDoom crashes when playing Cheogsh 2
Can't say it's happening for me. I've been in to and out of the game a number of times, warped around the levels and played a few of them too. No problems.
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- Joined: Sat Dec 26, 2009 3:29
Re: GZDoom crashes when playing Cheogsh 2
I've tried various compatibility option settings, and other settings also, (even hung my computer, had
to hit the reset button on the system case). This particular pk3 file just won't run, (but it will load
at least)...
to hit the reset button on the system case). This particular pk3 file just won't run, (but it will load
at least)...
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- Posts: 73
- Joined: Sun Jan 24, 2010 15:48
Re: GZDoom crashes when playing Cheogsh 2
Aright, it seems like I got it fixed. I looks like when I play the wad with the original GZDoom version 1.4.3 that is provided for you, makes the error, but if I make a shortcut of GZDoom, it then works! I really don't know why it is like that, but as long as I can play the wad, I am happy. By the way, I don't think you know exactly which message I was talking about, I was talking about some other message. It makes GZDoom stand still, so I am not able to show you a screenshot, except if you tell me how to make a screenshot while not in GZDoom, I might then be able to show you how that message looks.
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- Posts: 30
- Joined: Sat Dec 26, 2009 3:29
Re: GZDoom crashes when playing Cheogsh 2
I finally got gzdoom to produce a startup logfile for cheogsh2:
I don't see any errors, but hopefully, someone can spot something, this is the only pk3 that won't load,
everything else runs fine. This is with the current svn version (740 I think)....
Code: Select all
Log started: Sun Feb 07 23:26:19 2010
W_Init: Init WADfiles.
adding E:/downloads/gzdoombench/gzdoom.pk3, 539 lumps
adding ./doom2.wad, 2920 lumps
adding cheogsh2.pk3, 12 lumps
adding cheogsh2.pk3:cheogsh2.wad, 2408 lumps
I_Init: Setting up machine state.
CPU Speed: 1808 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 64 Processor 3000+
Family 15 (15), Model 47, Stepping 0
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.01
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTS/PCI/SSE2
GL_VERSION: 3.2.0
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
WGL_EXTENSIONS: (null)
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Max. combined uniforms: 198656
Max. combined uniform blocks: 36
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1600 x 1200
MAP01 - Installation
I don't see any errors, but hopefully, someone can spot something, this is the only pk3 that won't load,
everything else runs fine. This is with the current svn version (740 I think)....