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[1.0.26] Crash report

Posted: Thu Sep 27, 2007 1:09
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.

Posted: Sat Sep 29, 2007 14:17
by Graf Zahl
I hope it's fixed now. Does this happen with autosave on, off or both?

Posted: Sat Sep 29, 2007 15:18
by Karate Chris
Thanks for fixing this. Could you post the changes here? This bug makes GZDoom quite unplayable.

Posted: Sat Sep 29, 2007 15:20
by Graf Zahl
I ask again: Do you have autosave on or off? I'm not sure about the cause of this bug.

Posted: Sat Sep 29, 2007 15:23
by Karate Chris
Sorry. I misread your post.

I have autosave enabled.

Posted: Sun Sep 30, 2007 3:38
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...

Posted: Sun Sep 30, 2007 8:57
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.