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[r64] Crash when loading maps

Posted: Wed Mar 19, 2008 12:46
by RazTK

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gzdoom -iwad doom2 +map map01
MAP01 is just an example. It crashes in every other map I tested.

Posted: Thu Mar 20, 2008 21:27
by Nash
Same here, right after a fresh SVN update to r64. Starting a new game crashes GZDoom.

Posted: Thu Mar 20, 2008 23:39
by Graf Zahl
How's r65?

Posted: Fri Mar 21, 2008 0:09
by RazTK
Uncompilable:

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src\fragglescript\t_script.cpp(693) : error C2065: 'FS_Execute' : undeclared identifier
c1xx : fatal error C1083: Cannot open source file: '.\src\p_linkedsectors.cpp': No such file or directory
:P

Posted: Fri Mar 21, 2008 9:42
by Graf Zahl
New revision, new try... ;)

Posted: Fri Mar 21, 2008 10:46
by RazTK
Nope, still the same.

Call stack:

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>	gzdoom.exe!gl_InitVertexData()  Line 219 + 0x4 bytes	C++
 	gzdoom.exe!gl_PreprocessLevel()  Line 508	C++
 	gzdoom.exe!P_SetupLevel(char * lumpname=0x00000000, int position=0)  Line 3883	C++
 	gzdoom.exe!G_DoLoadLevel(int position=0, bool autosave=false)  Line 2076	C++
 	gzdoom.exe!G_InitNew(const char * mapname=0x00000000, bool bTitleLevel=false)  Line 1698	C++
 	gzdoom.exe!G_DoNewGame()  Line 1524	C++
 	gzdoom.exe!G_Ticker()  Line 890	C++
 	gzdoom.exe!TryRunTics()  Line 1845	C++
 	gzdoom.exe!D_DoomLoop()  Line 788	C++
 	ad51da31()	
 	gzdoom.exe!DoMain(HINSTANCE__ * hInstance=0x00000000)  Line 919	C++
 	gzdoom.exe!WinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * nothing=0x00000000, char * cmdline=0x00162317, int nCmdShow=10)  Line 1166	C++
 	gzdoom.exe!__tmainCRTStartup()  Line 324 + 0x1c bytes	C
 	kernel32.dll!7c816fd7() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
The crash is in gl_vertex.cpp at line 219:

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AddToVertex(sec, vt_sectorlists[v-vertexes]);
The problem first appeared in r62.

Posted: Fri Mar 21, 2008 14:26
by Graf Zahl
The strange thing is that I can compile it and it works. Have you tried a complete rebuild?

What's the error the debugger reports?

Posted: Fri Mar 21, 2008 16:20
by Enjay
r66 crashes for me too. Compiling a release version went OK with no warnings. I started the exe - no command line just double clicking the exe, picked doom2.wad and GZdoom started. I brought up the menu and went through the choices to start a game and it crashed instead of starting a game. I didn't see the level on screen but I did hear d_runnin. This is repeatable and seems to happen in exactly the same way with all IWADs.

Posted: Fri Mar 21, 2008 18:00
by RazTK
Graf Zahl wrote:The strange thing is that I can compile it and it works. Have you tried a complete rebuild?
I always do a rebuild. :>
Graf Zahl wrote:What's the error the debugger reports?

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Unhandled exception at 0x00915f69 in gzdoomd.exe: 0xC0000005: Access violation reading location 0x0000010c.
Call stack:

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>	gzdoomd.exe!gl_InitVertexData()  Line 215 + 0x3 bytes	C++
 	gzdoomd.exe!gl_PreprocessLevel()  Line 508	C++
 	gzdoomd.exe!P_SetupLevel(char * lumpname=0x00b0952c, int position=0)  Line 3883	C++
 	gzdoomd.exe!G_DoLoadLevel(int position=0, bool autosave=false)  Line 2075 + 0xe bytes	C++
 	gzdoomd.exe!G_InitNew(const char * mapname=0x00b08fb0, bool bTitleLevel=false)  Line 1697 + 0x9 bytes	C++
 	gzdoomd.exe!G_DoNewGame()  Line 1523 + 0xc bytes	C++
 	gzdoomd.exe!G_Ticker()  Line 890	C++
 	gzdoomd.exe!TryRunTics()  Line 1845	C++
 	gzdoomd.exe!D_DoomLoop()  Line 788	C++
 	gzdoomd.exe!D_DoomMain()  Line 2522	C++
 	gzdoomd.exe!DoMain(HINSTANCE__ * hInstance=0x00400000)  Line 907 + 0x5 bytes	C++
 	gzdoomd.exe!WinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * nothing=0x00000000, char * cmdline=0x00161ef8, int nCmdShow=1)  Line 1164 + 0x9 bytes	C++
 	gzdoomd.exe!__tmainCRTStartup()  Line 324 + 0x35 bytes	C
 	gzdoomd.exe!WinMainCRTStartup()  Line 196	C
 	kernel32.dll!7c816fd7() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
Crash is in gl_vertex.cpp line 215:

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extsector_t::xfloor &x = sec->e->XFloor;
Any helpful information here? :?

Posted: Fri Mar 21, 2008 18:05
by Graf Zahl
Hm, that's weird. There seems to be a discrepancy between my local code and the repository. It's the only explanation I have. I'll do a separate checkout and then compare the files. I hope I'll find it.

Posted: Fri Mar 21, 2008 19:51
by Graf Zahl
I really don't know what's happening. I just got the entire project from the SVN into a separate directory and compiled it. It runs just as well as my other version.

Posted: Fri Mar 21, 2008 20:43
by RazTK
Okay, I completely removed my local copy and did a checkout of the entire trunk directory again and it's still the same. What the hell is going on? :?
Something happened between r61 and r62 that's causing it not to work properly.

Posted: Fri Mar 21, 2008 21:08
by Graf Zahl
Can you zip your entire project directory, including EXE and object files and put it on RapidShare? Maybe if I debug that something pops up.

Posted: Fri Mar 21, 2008 21:43
by RazTK
Here (right click and 'Save As'), I've uploaded it to my Diino account, I'm sure you'll find it more convenient than RapidShare.

Posted: Fri Mar 21, 2008 22:03
by Graf Zahl
Thanks. BTW, I just updated to ZDoom r833 without the new sound code and it still works fine for me. This has to be the weirdest bug I ever encountered.