[1.0.26] Crash report

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Vaecrius
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Joined: Fri Jan 05, 2007 10:40

[1.0.26] Crash report

Post by Vaecrius »

Also happens in .25, IIRC.

Basically:

1) I play through a level.
2) I enter a new level. (either map02 or map03, haven't seen this elsewhere)
3) I fire at an enemy.

I can see the first couple firing frames and hear the alert sounds.
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Graf Zahl
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Post by Graf Zahl »

I hope it's fixed now. Does this happen with autosave on, off or both?
Karate Chris
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Post by Karate Chris »

Thanks for fixing this. Could you post the changes here? This bug makes GZDoom quite unplayable.
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Graf Zahl
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Post by Graf Zahl »

I ask again: Do you have autosave on or off? I'm not sure about the cause of this bug.
Karate Chris
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Post by Karate Chris »

Sorry. I misread your post.

I have autosave enabled.
Vaecrius
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Post by Vaecrius »

Graf Zahl wrote:I hope it's fixed now. Does this happen with autosave on, off or both?
I have this in my ini:

Code: Select all

autosavecount=4
disableautosave=1
autosavenum=2
It still autosaves on wads that have them scripted, though.

I should also mention, having gone up to map04 without any problem with the latest release of Diaz, that I don't recall this happening with anything other than Doom Enhanced...

EDIT: I just tried changing disableautosave to 0 and it worked fine, but then changing it back to 1 doesn't seem to make a difference. The crash just isn't happening today...
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Graf Zahl
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Post by Graf Zahl »

Ok.

The crash happens because some actor references a dynamic light that doesn't exist. And the only actor travelling between maps is the player. So my only guess is that somehow the light created for the weapon flash is the cause of your trouble, But looking at the code this really could only happen with autosaving disabled because autosaving deletes all dynamic lights before doing its job. In any case, what I did was explicitly deleting all dynamic lights before leaving the old map. I hope it solves your problem.
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