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Map crashes GZDoom.
Posted: Sat Aug 25, 2012 20:18
by Nash
[I have PM'ed a link to a map to Gez and Graf Zahl who are possibly the only 2 people who could fix this?]
The map simply crashes GZDoom. It doesn't crash ZDoom.
Thanks for your time.
Re: Map crashes GZDoom.
Posted: Sun Aug 26, 2012 12:03
by Gez
I get tons of missing texture errors, but it doesn't crash.
Re: Map crashes GZDoom.
Posted: Sun Aug 26, 2012 12:28
by Nash
I just tried with fresh INIs, still crash. Home-compiled r1449 and also downloaded off svn.drdteam.org still the same.
It crashes without even letting me save a crash dump. It's just the standard "GZDoom has stopped working". +logfile reveals nothing.
What else can I do to help?
Re: Map crashes GZDoom.
Posted: Wed Aug 29, 2012 1:12
by Major Cooke
I think I'm getting the same thing, but mine's a different case. The release version crashes, but the debug version does not.
When I ran it in debug mode and attached to GZdoom, the only thing I got was:
Code: Select all
'gzdoom.exe': Loaded 'ImageAtBase0x25e00000', No symbols loaded.
'gzdoom.exe': Unloaded 'ImageAtBase0x25e00000'
Re: Map crashes GZDoom.
Posted: Wed Aug 29, 2012 19:04
by Nash
Does not crash r1450 so I guess this can be [Closed].
(Evidently, I just realized that I forgot to specify that the crashing happens with r1449 in the first post... :S)
Re: Map crashes GZDoom.
Posted: Thu Aug 30, 2012 15:30
by Major Cooke
Before that's done, I'd like clarification to see if mine's in the same boat as Nash's first, and what exactly was causing it to crash if someone can tell me what's causing it by chance? i.e. a bad texture, ACS command/script, or something?
Re: Map crashes GZDoom.
Posted: Fri Aug 31, 2012 5:56
by Nash
I don't think we'll ever know. As I've said, it just bombs GZDoom, no fatal errors, +logfile reveals nothing. And then suddenly it's working again.
Re: Map crashes GZDoom.
Posted: Fri Aug 31, 2012 17:00
by Gez
I've sometimes managed to obtain strange crashes in GZDoom, which seem to come from this:
Code: Select all
void GLFlat::DrawSubsector(subsector_t * sub)
{
gl.Begin(GL_TRIANGLE_FAN);
for(unsigned int k=0; k<sub->numlines; k++) <-- breakpoint was reached here
{
vertex_t *vt = sub->firstline[k].v1;
gl.TexCoord2f(vt->fx/64.f, -vt->fy/64.f);
float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
gl.Vertex3f(vt->fx, zc, vt->fy);
}
gl.End();
flatvertices += sub->numlines;
flatprimitives++;
}
But I haven't been able to find out how to reliably replicate the issue for in-depth debugging. Like, I have that crash quickloading a savegame after taking too much damage. The game crashes. I had quickloaded that same save earlier without crashing. Relaunching GZDoom, I reload the save, no crash. Why did it happen once? No idea.