[r1250] No gibbing

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Expand view Topic review: [r1250] No gibbing

Re: [r1250] No gibbing

by randi » Mon Oct 13, 2008 7:38 pm

I can confirm that Win64 also exhibits this behavior. It also takes far longer than Win32 to start up, but only when running inside the debugger. Dumpstates returns identical output for both builds, however.

The problem lies elsewhere, and it looks like it was just happenstance that it worked on the Win32 build.

Re: [r1250] No gibbing

by sniperchance » Sun Oct 05, 2008 6:52 am

I'm using a 32-bit build on Mac OS X, and I can't gib monsters either. Maybe it's a Unix thing and not a problem with 64-bit?

Re: [r1250] No gibbing

by Graf Zahl » Sun Oct 05, 2008 1:54 am

There obviously is a problem with the state parser that only affects 64bit builds. Unfortunately this means I can't debug it. I need help from someone who can debug this code with a 64 bit build (the starting point is the ParseStates function.)

IK suspect it's the same as: http://forum.zdoom.org/viewtopic.php?f=2&t=19213

Just out of curiosity. Does anyone here have a 64bit Windows system and compiled ZDoom for it? If so, how does that behave?

Re: [r1250] No gibbing

by GuntherDW » Sat Oct 04, 2008 8:52 pm

i should note that i run a 64b version as well (gentoo, but that couldn't be the primary reason)
edit: if you checked that url, you'd see that i'm the one he's referring to :P

[r1250] No gibbing

by Macil » Sat Oct 04, 2008 7:34 pm

Monsters won't gib. If I mdk a zombieman, its just the regular death.
I'm on 64-bit linux - seems like others on linux are having this problem too.

If I run r1250 windows version under wine, gibbing works. (Though there's also a lot of graphical corruption - zdoom's software renderer under wine has been like that for quite a few versions.)

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