After quite a long period of having no crashes, they have came back. This time I will be sure to send you an email with the map, should you need it. Your email on the zdoom forums is correct?
Anyway, the crashes don't happen everytime, but if happen on starting a map. Sometimes it takes a lot of changing maps with 'map mapname' and other times it crashes straight from the first map load. 2 crash reports, one was from using a batch file I have setup for quick loading of my mod, the other was directly loading the map from double clicking it. It happens in both 1.0.16 and the newest 1.0.18.
Anything you need to know I can give you, just need verification on what your email is, as some of those profile things can get outdated easily. Anything besides the map can be posted here.
[corrupt WAD?] The 'random' crashing is back?
Moderator: Graf Zahl
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
[corrupt WAD?] The 'random' crashing is back?
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- CrashReport1.zip
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- CrashReport2.zip
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- Nash
- Developer
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I'm really sorry if this doesn't sound helpful to you but are you sure GZDoom is causing the crashes?
I mean, I've had some computers acting up exactly how you describe it, and most of the time it's because of faulty hardware (RAM or hard disk or even the IDE cables), or viruses/ad-wares.
I'll have to admit, my surf habits are just a little above average joe so sometimes I get caught with crap like that. But hey it's not entirely my fault; sometimes I've got people sticking in their USB drives into my computer (HI NASH CAN U EDIT MY PHOTO SO I CAN PUT IT ON MYSPACE LOL) and for some reason my computer gets infected...
So... yeah, just suggesting to you that sometimes thesee random crashes come from an unhealthy system rather than the software. You'll wanna check your system and stuff. I have a rather low-end system but playing GZDoom never crashes randomly as you describe it.
I mean, I've had some computers acting up exactly how you describe it, and most of the time it's because of faulty hardware (RAM or hard disk or even the IDE cables), or viruses/ad-wares.
I'll have to admit, my surf habits are just a little above average joe so sometimes I get caught with crap like that. But hey it's not entirely my fault; sometimes I've got people sticking in their USB drives into my computer (HI NASH CAN U EDIT MY PHOTO SO I CAN PUT IT ON MYSPACE LOL) and for some reason my computer gets infected...
So... yeah, just suggesting to you that sometimes thesee random crashes come from an unhealthy system rather than the software. You'll wanna check your system and stuff. I have a rather low-end system but playing GZDoom never crashes randomly as you describe it.
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
Well, I did have some bad ram for a while that caused crashes in everything. I replaced it half a year ago and haven't had a single computer crash since. From my previous reports, Graf mentioned it was from corrupt nodes, and I think that may have come from the time I was editing with the bad ram. It could be corruption in the .wad file itself, or a corrupt doombuilder install (maybe I should do a fresh install of that anyway).
I put the word random in quotes because while it does seem random, it isn't actual random. As it only happens at the stage right before rebuilding nodes, and only on my project. If it happened on any .wads, I'd say it really was random and would lean more towards blaming my computer.
I put the word random in quotes because while it does seem random, it isn't actual random. As it only happens at the stage right before rebuilding nodes, and only on my project. If it happened on any .wads, I'd say it really was random and would lean more towards blaming my computer.
- Graf Zahl
- GZDoom Developer
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- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
I've rebuilt the nodes a few times before (removed the node entries). After doing that, the crashes would go away for a while. The problem also goes away if I build the nodes outside of doombuilder. Building nodes in doombuilder, even with zdbsp's proper command line options, the nodes don't build, so I leave them unbuilt and have them rebuild every time I load the map.
Since it only happens when I'm testing/editing and not when I do node built versions, the problem isn't a big deal. I just reported it again in case something specific could have been done. You also asked for the map last time but I didn't get around to it, but seems like you don't need it this time anyway. I guess I'm just worried that the corruption could end up in a final release. Thanks for looking at it, nonetheless.
Since it only happens when I'm testing/editing and not when I do node built versions, the problem isn't a big deal. I just reported it again in case something specific could have been done. You also asked for the map last time but I didn't get around to it, but seems like you don't need it this time anyway. I guess I'm just worried that the corruption could end up in a final release. Thanks for looking at it, nonetheless.
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
At one point I was going to rebuild the whole .wad file, but gave up halfway through moving textures over. In that regard I could have used .zips, but at the time doombuilder didn't have the 'use textures from directory' option and I perfer working with .wad files. In the end, if it bothers me enough I'll copy/paste the maps into a new file and put the rest into a zip. Right now, I would have 7 maps to transfer with 3 copy/pastes each (line data, things, and scripts). I probably won't do that unless I get a single crash in the versions that I build nodes externally.

