GZDoom Crash on Starting Dragon Sector

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Expand view Topic review: GZDoom Crash on Starting Dragon Sector

Re: GZDoom Crash on Starting Dragon Sector

by CandiceJoy » Sun Jan 29, 2023 3:10 pm

This is fixed in https://github.com/ZDoom/gzdoom/pull/1981 (just tried it myself) :D

Re: GZDoom Crash on Starting Dragon Sector

by Kappes Buur » Sun Jan 29, 2023 2:54 pm

Daryn wrote: Sun Jan 29, 2023 12:40 pm May I ask, what renderer you're using?
Well, now I really feel stupid. I blame my deteriorating memory for that.
I was so certain that I set the renderer to Hardware Accelerated, as I always use that,
but I had been playing Knee-Deep in KDiZD and changed it to Software Renderer
and forgot to change it back.

I'm sorry for my misleading posts. I will correct the posts above.

Re: GZDoom Crash on Starting Dragon Sector

by Daryn » Sun Jan 29, 2023 12:40 pm

Kappes Buur wrote: Sun Jan 29, 2023 12:04 pm In case it is important, I edited my earlier reply to include other pwads
where the models are not displayed.

[edit]
Still happens with gzdoom-x64-g4.11pre-112-g4d9e60574
May I ask, what renderer you're using?

Re: GZDoom Crash on Starting Dragon Sector

by Kappes Buur » Sun Jan 29, 2023 12:04 pm

In case it is important, I edited my earlier reply to include other pwads
where the models are not displayed.

[edit]
Still happens with gzdoom-x64-g4.11pre-112-g4d9e60574


Sorry for erroneous post, see below.

Re: GZDoom Crash on Starting Dragon Sector

by Daryn » Sun Jan 29, 2023 11:55 am

Kappes Buur wrote: Sun Jan 29, 2023 11:43 am
CandiceJoy wrote: Sun Jan 29, 2023 5:35 am Is that a dev build?
Yes:
gzdoom-x64-g4.11pre-6-g46d36cf5c
gzdoom-x64-g4.11pre-109-g70d355cfa

and
gzdoom-4-10-0-Windows-64bit
I don't know if this particular fix would have been in 109 since Graf made the commit that afternoon.

I've just tried it out with gzdoom-x64-g4.11pre-112-g4d9e60574 and I set the wipe effect to melt and skill to Brutal. I was able to load into Map 01 and play through, and all the 3D models are in there. So, might be something else going on here.

Just throwing my 0.02 Canadian cents in as another data point.

Re: GZDoom Crash on Starting Dragon Sector

by Kappes Buur » Sun Jan 29, 2023 11:43 am

CandiceJoy wrote: Sun Jan 29, 2023 5:35 am Is that a dev build?
Yes, all 4.11pre are development versions:
  • gzdoom-x64-g4.11pre-6-g46d36cf5c
  • gzdoom-x64-g4.11pre-109-g70d355cfa


and the final release of 4.10
  • gzdoom-4-10-0-Windows-64bit


Sorry for erroneous post, see below.

Re: GZDoom Crash on Starting Dragon Sector

by CandiceJoy » Sun Jan 29, 2023 5:35 am

Kappes Buur wrote: Sun Jan 29, 2023 5:32 am For me MAP01 does not crash, however, models do not display,
for example


when I load the pk3 with any 4.11-pre or 4.10 versions
Is that a dev build?

Re: GZDoom Crash on Starting Dragon Sector

by Kappes Buur » Sun Jan 29, 2023 5:32 am

For me MAP01 does not crash, however, models do not display,
for example
when I load dragon-sector-remake-v0.51a.pk3

or, for example
Enjay's Gene-Tech: Before the Storm

or, for example
Zanieon's MMDCXIV

with any 4.11-pre or 4.10 versions


Sorry for erroneous post, see below.

Re: GZDoom Crash on Starting Dragon Sector

by CandiceJoy » Sun Jan 29, 2023 2:55 am

Well.......this is still happening for me on HEAD. No matter what mod I load (that uses models), though, I always get the same error.

Assertion failed: (mBufferPointer != nullptr), function UploadBones, file hw_bonebuffer.cpp, line 87.

Re: GZDoom Crash on Starting Dragon Sector

by CandiceJoy » Fri Jan 27, 2023 2:06 pm

Graf Zahl wrote: Fri Jan 27, 2023 11:44 am fixed. It was a buffer overflow in the canvas texture code.
Oh hell yeah! You’re awesome <3

Re: GZDoom Crash on Starting Dragon Sector

by Daryn » Fri Jan 27, 2023 12:03 pm

Graf Zahl wrote: Fri Jan 27, 2023 11:44 am fixed. It was a buffer overflow in the canvas texture code.
Beauty. That was quite the trip to get there. I'll give tomorrow's pre-build a try and see what I get on this end.

Thanks again, Graf!

Re: GZDoom Crash on Starting Dragon Sector

by Graf Zahl » Fri Jan 27, 2023 11:44 am

fixed. It was a buffer overflow in the canvas texture code.

Re: GZDoom Crash on Starting Dragon Sector

by Graf Zahl » Fri Jan 27, 2023 10:26 am

The problem starts with this commit:

https://github.com/ZDoom/gzdoom/commit/ ... d18e2398c0

Re: GZDoom Crash on Starting Dragon Sector

by Daryn » Fri Jan 27, 2023 8:57 am

CandiceJoy wrote: Fri Jan 27, 2023 2:34 am
Daryn wrote: Thu Jan 26, 2023 9:07 pm Just went through and read the whole conversation. Really insightful, thank you. Just wanted to say thanks again for looking into it, and I absolutely appreciate all the help this community has given us.
Of course! <3 Anything I can do to help, just let me know ^_^ <3 This bug *should* only happen in dev builds, so if you're not running a release version, switch over to a release version, and that should fix it for you. That still doesn't explain why debug builds don't work, of course, but :P
Hm, well, I'm getting the crash on the 4.10 release. Unless the crash I'm getting is another thing. My yeah, my crash dumps were from 4.10.

Re: GZDoom Crash on Starting Dragon Sector

by CandiceJoy » Fri Jan 27, 2023 2:34 am

Daryn wrote: Thu Jan 26, 2023 9:07 pm Just went through and read the whole conversation. Really insightful, thank you. Just wanted to say thanks again for looking into it, and I absolutely appreciate all the help this community has given us.
Of course! <3 Anything I can do to help, just let me know ^_^ <3 This bug *should* only happen in dev builds, so if you're not running a release version, switch over to a release version, and that should fix it for you. That still doesn't explain why debug builds don't work, of course, but :P

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