GZDoom crashes when a lot of voxels are spawned

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
Jekyll Grim Payne
Posts: 4
Joined: Wed Nov 03, 2010 21:21

GZDoom crashes when a lot of voxels are spawned

Post by Jekyll Grim Payne »

Hello.

I've come across a problem when I tried to implement voxel blood pools instead of sprite ones to create advanced bleeding/gibbing effect for Beautiful Doom. I attach a small demo wad which includes voxel blood and advanced Zombieman gibbing with this blood. If I try to gib even one zombie, the game crashes immediately. If I try playing without gibbing anyone, it'll be fine, but will eventually crash. So it seems like GZDoom is crashing when I have a certain big number of voxels, or when they're spawning too quickly.

I asked at zdoom.org first, but it seems like not everybody has it; Blue Shadow tested the wad and it didn't crash for him. So that's really weird.

I'm running Windows 7 64 bit. Here's a link to the wad (Google Drive): https://docs.google.com/file/d/0BxsbTPl ... ZRSTQ/edit

I tried it with 1.8.02 and I double-checked that I was running clean GZDoom with a default config.
Another thing is, it doesn't crash when a lot of models appear (like with 3d blood in Brutal Doom), but AFAIK voxels are rendered as models in GZDoom, so that's weird.
UPD: On 1.8.04 the game crashes whenever voxel blood pool appears, even if it's just one. Other voxel actors (like from a compilation of voxel Doom items or voxel vehicles) work fine.

And I attached the bug report.
Attachments
CrashReport.zip
(23.88 KiB) Downloaded 69 times
Last edited by Jekyll Grim Payne on Wed Feb 05, 2014 14:54, edited 1 time in total.
Blue Shadow
Global Moderator
Global Moderator
Posts: 308
Joined: Sun Aug 29, 2010 6:09

Re: GZDoom crashes when a lot of voxels are spawned

Post by Blue Shadow »

For the record, and as I noted in my post here, I was using GZDoom 1.9pre-406, which is a development build, and the latest one as of this post.
Jekyll Grim Payne wrote:I tried it with 1.8.02 and I double-checked that I was running clean GZDoom with a default config.
GZDoom 1.8.2 is not the latest official release. 1.8.4 is.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom crashes when a lot of voxels are spawned

Post by Graf Zahl »

The main reason for the 1.8.4 release was a voxel problem so unless this can be reproduced with a recent git build I'll assume it's the same.
Jekyll Grim Payne
Posts: 4
Joined: Wed Nov 03, 2010 21:21

Re: GZDoom crashes when a lot of voxels are spawned

Post by Jekyll Grim Payne »

Blue Shadow wrote:For the record, and as I noted in my post here, I was using GZDoom 1.9pre-406, which is a development build, and the latest one as of this post.
Jekyll Grim Payne wrote:I tried it with 1.8.02 and I double-checked that I was running clean GZDoom with a default config.
GZDoom 1.8.2 is not the latest official release. 1.8.4 is.
Um, OK... this version crashes immediately when any voxel blood pool appears, even one.

Also, for some reason all sounds lag in this version (not connected to my wad) in Default sound mode, but that's another thing.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom crashes when a lot of voxels are spawned

Post by Graf Zahl »

What about a more recent git build?
Jekyll Grim Payne
Posts: 4
Joined: Wed Nov 03, 2010 21:21

Re: GZDoom crashes when a lot of voxels are spawned

Post by Jekyll Grim Payne »

Yes, turns out the development build works fine, both bleeding and gibbing (although the palette is messed up, and i thought OverridePalette should fix it but it didn't). It's still a mystery to me as to why it doesn't work on earlier versions since other voxel wads work just fine... I wonder how to fix the palette now and why I can still see this warning: "No sprite specified for the voxel" referring to the lines in VOXELDEF where the sprites are specified (the sprites are actually missing from the wad in the first post, but I uploaded them in the wad properly yet the warning is still there).
Locked

Return to “Closed Bugs”