[ZDOOM 2.8.0] Crash: no idea but might be PB related

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Erenussocrates
Posts: 36
Joined: Thu Apr 21, 2016 3:44 pm

[ZDOOM 2.8.0] Crash: no idea but might be PB related

Post by Erenussocrates »

Hello, I'm a new member here in this forum and this is my first post here.

I'm using the version stated in the topic header, and I've been playing Doom II: Hell on earth, together with Project Brutality version 2.03. The crash occurs in map 16. The crash occurs when I pick up the blue key, and a swarm of monsters spawn/teleport around the place, and at first glance everything seems normal, but a few moments later, while I was still killing the teleported monsters around, the crash occurs. This happens every time at the same moment without exception. I attached the related crash report as well.
Attachments
CrashReport.zip
(19.73 KiB) Downloaded 59 times
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49223
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Location: Germany

Re: [ZDOOM 2.8.0] Crash: no idea but might be PB related

Post by Graf Zahl »

Does it still happen with 2.8.1?
Erenussocrates
Posts: 36
Joined: Thu Apr 21, 2016 3:44 pm

Re: [ZDOOM 2.8.0] Crash: no idea but might be PB related

Post by Erenussocrates »

Just downloaded and tried now. Yes it still does, unfortunately. The crash happens some time after imps are teleported (they teleport after mancubi and cacodemons are teleported)
And the wad is not BFG edition version.

edit: uploaded new crash report too
Attachments
CrashReport.zip
the new one
(18.71 KiB) Downloaded 55 times
_mental_
 
 
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Joined: Sun Aug 07, 2011 4:32 am

Re: [ZDOOM 2.8.0] Crash: no idea but might be PB related

Post by _mental_ »

I cannot reproduce this unfortunately. In the given crash report a division by zero happened in R_DrawVisSprite() at line 361:

Code: Select all

dc_iscale = 0xffffffffu / (unsigned)vis->yscale;
Somehow vis->yscale value is zero. R_DrawVisSprite() was called from R_DrawPSprite().

Erenussocrates, your .ini file and saved game could help perhaps.
Erenussocrates
Posts: 36
Joined: Thu Apr 21, 2016 3:44 pm

Re: [ZDOOM 2.8.0] Crash: no idea but might be PB related

Post by Erenussocrates »

_mental_ wrote:I cannot reproduce this unfortunately. In the given crash report a division by zero happened in R_DrawVisSprite() at line 361:

Code: Select all

dc_iscale = 0xffffffffu / (unsigned)vis->yscale;
Somehow vis->yscale value is zero. R_DrawVisSprite() was called from R_DrawPSprite().

Erenussocrates, your .ini file and saved game could help perhaps.
I just reloaded my save and then did somethings differently. I did not just pick up the blue key but went to alternate directions and just killed off some more mobs and idled around in the map. And then I took the key. It did not crash this time, and I have no idea what was the cause for this. I saved over the game ages ago so I cannot send the savefile, so sorry about that.
I wonder what could be the cause behind it though. I just killed some enemies off somewhere else and maybe picked an item or two and it did not crash again. That's strange.
dpJudas
 
 
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Re: [ZDOOM 2.8.0] Crash: no idea but might be PB related

Post by dpJudas »

Pull request fixing the divide by zero: https://github.com/rheit/zdoom/pull/861

Edit: updated the pull request number as I found a better way to do the check that should also prevent possible overflows better.
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