Map crashes GZDoom.

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Nash
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Map crashes GZDoom.

Post by Nash »

[I have PM'ed a link to a map to Gez and Graf Zahl who are possibly the only 2 people who could fix this?]

The map simply crashes GZDoom. It doesn't crash ZDoom.

Thanks for your time.
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Gez
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Re: Map crashes GZDoom.

Post by Gez »

I get tons of missing texture errors, but it doesn't crash.
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Nash
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Re: Map crashes GZDoom.

Post by Nash »

I just tried with fresh INIs, still crash. Home-compiled r1449 and also downloaded off svn.drdteam.org still the same.

It crashes without even letting me save a crash dump. It's just the standard "GZDoom has stopped working". +logfile reveals nothing.

What else can I do to help?
Major Cooke
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Re: Map crashes GZDoom.

Post by Major Cooke »

I think I'm getting the same thing, but mine's a different case. The release version crashes, but the debug version does not.

When I ran it in debug mode and attached to GZdoom, the only thing I got was:

Code: Select all

'gzdoom.exe': Loaded 'ImageAtBase0x25e00000', No symbols loaded.
'gzdoom.exe': Unloaded 'ImageAtBase0x25e00000'
Attachments
CrashReport.zip
(20.36 KiB) Downloaded 72 times
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Nash
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Re: Map crashes GZDoom.

Post by Nash »

Does not crash r1450 so I guess this can be [Closed].

(Evidently, I just realized that I forgot to specify that the crashing happens with r1449 in the first post... :S)
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Re: Map crashes GZDoom.

Post by Major Cooke »

Before that's done, I'd like clarification to see if mine's in the same boat as Nash's first, and what exactly was causing it to crash if someone can tell me what's causing it by chance? i.e. a bad texture, ACS command/script, or something?
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Nash
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Re: Map crashes GZDoom.

Post by Nash »

I don't think we'll ever know. As I've said, it just bombs GZDoom, no fatal errors, +logfile reveals nothing. And then suddenly it's working again.
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Gez
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Re: Map crashes GZDoom.

Post by Gez »

I've sometimes managed to obtain strange crashes in GZDoom, which seem to come from this:

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void GLFlat::DrawSubsector(subsector_t * sub)
{
	gl.Begin(GL_TRIANGLE_FAN);

	for(unsigned int k=0; k<sub->numlines; k++) <-- breakpoint was reached here
	{
		vertex_t *vt = sub->firstline[k].v1;
		gl.TexCoord2f(vt->fx/64.f, -vt->fy/64.f);
		float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
		gl.Vertex3f(vt->fx, zc, vt->fy);
	}
	gl.End();

	flatvertices += sub->numlines;
	flatprimitives++;
}
But I haven't been able to find out how to reliably replicate the issue for in-depth debugging. Like, I have that crash quickloading a savegame after taking too much damage. The game crashes. I had quickloaded that same save earlier without crashing. Relaunching GZDoom, I reload the save, no crash. Why did it happen once? No idea.
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