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[Old ACC] Global/World Arrays.

Posted: Sun Jun 04, 2006 18:47
by solarsnowfall
Trying to use global/world arrays in ACS results in a crash at map start, stating "Could not realloc 2829625516 bytes". Don't know if this is of any use but,[spoiler]OS: Windows XP 5.1 (Build 2600)
Service Pack 2
adding C:/Program Files/gzdoom/gzdoom.pk3
adding ./doom2.wad (2919 lumps)
adding rpg_controltest1.wad (23 lumps)
CPU Speed: 2210.762264 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 64 Processor 3500+
Family 15 (15), Model 15, Stepping 0
Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE2
GL_VERSION: 2.0.5337 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D 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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Resolution: 800 x 600
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.[/spoiler]

This is the script I'm trying to use.

Code: Select all

#library "LIB2"
#include "zcommon.acs"

global int 1: solar[];

Script 1 OPEN
{
	solar[0] = 1;
	solar[1] = 2;
	solar[2] = 3;
}
If I define them as individual global/world ints, I have no problem, but as an array, it crashes.

Posted: Mon Jun 05, 2006 9:19
by Graf Zahl
Can you please post a WAD that doesn't work? When I copy this script into a map I don't get any crash.

Posted: Mon Jun 05, 2006 13:18
by solarsnowfall
Here.

Posted: Mon Jun 05, 2006 13:19
by Graf Zahl
Didn't I say that I don't like RARs?

Posted: Mon Jun 05, 2006 13:26
by solarsnowfall
I don't know, did you? :?

So now I have to download and install a program I'd otherwise avoid. *Bites the bullet.*

Posted: Mon Jun 05, 2006 13:31
by Graf Zahl
Heh! :mrgreen:

Anyway, I recommend an ACC upgrade. Your compiled code is completely screwed up but when compiled with ACC 1.37 is's allright.

Posted: Mon Jun 05, 2006 13:37
by solarsnowfall
Somehow, I don't think that is the case, at least the version. I just specify the input and output files.

Posted: Mon Jun 05, 2006 13:43
by Graf Zahl
Strange. When I compile that the output looks completely different than yours - and works!

This is what I get from ACC 1.37:

Code: Select all

   8, 176: PCD_PUSH2BYTES 0 0
  11, 225: PCD_TAGSTRING
  12, 236: PCD_ASSIGNGLOBALARRAY 1
  14, 176: PCD_PUSH2BYTES 1 1
  17, 225: PCD_TAGSTRING
  18, 236: PCD_ASSIGNGLOBALARRAY 1
  20, 176: PCD_PUSH2BYTES 2 2
  23, 225: PCD_TAGSTRING
  24, 236: PCD_ASSIGNGLOBALARRAY 1
  26, 176: PCD_PUSH2BYTES 3 3
  29, 225: PCD_TAGSTRING
  30, 236: PCD_ASSIGNGLOBALARRAY 1
  32,   1: PCD_TERMINATE
... and yours looks like:

Code: Select all

   8, 167: PCD_PUSHBYTE 0
  10,   3: PCD_PUSHNUMBER 707406378
  15,  16: PCD_MULTIPLY
  16, 167: PCD_PUSHBYTE 0
  18, 225: PCD_TAGSTRING
  19, 236: PCD_ASSIGNGLOBALARRAY 1
  21, 167: PCD_PUSHBYTE 1
  23,   3: PCD_PUSHNUMBER 707406378
  28,  16: PCD_MULTIPLY
  29, 167: PCD_PUSHBYTE 1
  31, 225: PCD_TAGSTRING
  32, 236: PCD_ASSIGNGLOBALARRAY 1
  34, 167: PCD_PUSHBYTE 2
  36,   3: PCD_PUSHNUMBER 707406378
  41,  16: PCD_MULTIPLY
  42, 167: PCD_PUSHBYTE 2
  44, 225: PCD_TAGSTRING
  45, 236: PCD_ASSIGNGLOBALARRAY 1
  47, 167: PCD_PUSHBYTE 3
  49,   3: PCD_PUSHNUMBER 707406378
  54,  16: PCD_MULTIPLY
  55, 167: PCD_PUSHBYTE 3
  57, 225: PCD_TAGSTRING
  58, 236: PCD_ASSIGNGLOBALARRAY 1
  60,   1: PCD_TERMINATE
And this code cannot work! However, my ACC 1.37 is dated April 3, not Feb 24, so please redownload anyway and try again.

Posted: Mon Jun 05, 2006 13:45
by solarsnowfall
Are you doing something other than "\acc infile outfile" cause I swear thats all I'm doing...

Posted: Mon Jun 05, 2006 13:47
by Graf Zahl
No. I just type ACC lib1.acs and examine the lib1.o output file

Posted: Mon Jun 05, 2006 13:48
by TheDarkArchon
Solar: WinRAR supports zipping.

Posted: Mon Jun 05, 2006 14:00
by Enjay
So does windows XP doesn't it?

Posted: Mon Jun 05, 2006 14:27
by TheDarkArchon
Ya.

Posted: Mon Jun 05, 2006 14:37
by Psycho Siggi
If you can't make zips then there is something wrong with your system.

Posted: Mon Jun 05, 2006 23:17
by solarsnowfall
Or I hadn't explored that deeply into it.