[????-gb587c85] Crash in ACS code with Zombie Horde program

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Expand view Topic review: [????-gb587c85] Crash in ACS code with Zombie Horde program

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by _mental_ » Wed Sep 16, 2015 8:00 am

I prefer something slightly less obtrusive. For instance, Edward-san's test case will lead to 102 red error messages in console. I guess, this is more than enough.

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by Graf Zahl » Wed Sep 16, 2015 7:33 am

Good question. Let's get some other opinions. I'd prefer a big, ugly centered message telling in clear words that ConsoleCommand is baaaad.

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by _mental_ » Wed Sep 16, 2015 7:22 am

The crash is caused by unknown p-code encountered in a function called from a different module. I fixed it in this pull request.
In the given case, the unknown p-code is PCD_CONSOLECOMMAND. Does it make sense to "support" it by doing nothing but adjusting the stack pointer? At least, a script won't be terminated prematurely because of this Skulltag/Zandronum feature, it just will be skipped like no-op.

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by Graf Zahl » Wed Jun 10, 2015 12:32 pm

siealex wrote:Signal 11 is almost always a hardware error, usually RAM related.

Please do not post if you have no idea what you are talking about.

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by siealex » Wed Jun 10, 2015 11:30 am

Signal 11 is almost always a hardware error, usually RAM related.

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by ibm5155 » Wed Jun 10, 2015 8:45 am

I'm sorry oh lord edward850, I'll stop with nonsens for now...

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by edward850 » Tue Jun 09, 2015 9:45 pm

This is the ZDoom forums. Skulltag has nothing to do with this crashlog. Why do you keep posting this nonsense?

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by ibm5155 » Tue Jun 09, 2015 9:03 pm

phantombeta wrote:I think he's confusing ZDoom for Zandronum. (Which, if I recall correctly, has hacky support for named scripts and script numbers higher than 999...)
This (since the mod was made for skulltag,... Buy idk if that could result that bug)

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by phantombeta » Tue Jun 09, 2015 5:41 pm

I think he's confusing ZDoom for Zandronum. (Which, if I recall correctly, has hacky support for named scripts and script numbers higher than 999...)

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by Edward-san » Tue Jun 09, 2015 4:46 pm

ibm5155 wrote:isn't it related to that hacky script support higher than 999 and the hacky named script?
????

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by edward850 » Tue Jun 09, 2015 4:18 pm

ibm5155 wrote:isn't it related to that hacky script support higher than 999 and the hacky named script?
Neither of those are "hacky". And most importantly, what have you accomplished by posting this?

Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

by ibm5155 » Tue Jun 09, 2015 7:50 am

isn't it related to that hacky script support higher than 999 and the hacky named script?

[????-gb587c85] Crash in ACS code with Zombie Horde program

by Edward-san » Thu May 07, 2015 3:14 am

Download Zombie Horde + Fix and open any map with zdoom:

Code: Select all

zdoom -iwad doom2.wad -file zh-beta28.pk3 zh-beta28-fix1.wad +map ZE01
It crashes with the following crash report:
Spoiler:
For some reason, 'activeBehavior->GetScriptPtr(InModuleScriptNumber)' (with 'InModuleScriptNumber' = 6) is NULL , no clue why.

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