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Posted: Mon Oct 09, 2006 5:25
by wildweasel
The crash log should normally appear automatically whenever a crash is detected. Either something is happening that's preventing the crash log from appearing, or perhaps there is some quirk with it that makes it screw up on Chinese language systems.

If it were the latter, though, we could prove that by somehow getting ZDoom to crash. Not sure how to do that, though, since all of the "don't do that" crashes have pretty much been stricken from the code.

Posted: Mon Oct 09, 2006 14:57
by Jive
To crash GZDoom: easy!!!
You have to build the glnodes of a wad with GlbspX (maybe another one, but I didn't test any other glnodes builder)
Then play it and save your game.
Then edit it and change the architecture.
Then, call your saved game without building again the glnodes.
Crash!
That's it... Muhahaha!
Muhahaha :(

And there is this famous bug's message, telling you: "Expected a name, but found another one" (without any crash log), when you edit a wad and make changes, when you launch a saved game... Quite horripilous, yep mame!

Posted: Mon Oct 09, 2006 18:26
by TheDarkArchon
Jive wrote:To crash GZDoom: easy!!!
You have to build the glnodes of a wad with GlbspX (maybe another one, but I didn't test any other glnodes builder)
Then play it and save your game.
Then edit it and change the architecture.
Then, call your saved game without building again the glnodes.
Crash!
That's it... Muhahaha!
Muhahaha :(
That's a case of "No shit, sherlock". If you disable GZDoom's nodebuilder and have an outdated set of GL nodes, things will royally fuck up.
And there is this famous bug's message, telling you: "Expected a name, but found another one" (without any crash log), when you edit a wad and make changes, when you launch a saved game... Quite horripilous, yep mame!
Depends on the changes you make, really. If you change the architechture then things will go wrong if you restore a save of the level pre-change.