[r3008] ZPack freeze

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Expand view Topic review: [r3008] ZPack freeze

Re: [r3008] ZPack freeze

by Edward-san » Thu Mar 01, 2012 7:07 pm

This?
Graf Zahl wrote:The biggest pending issue is that the node builder can lock up when coordinate precision underflows.
In reference to this:
Gez wrote:There are a couple of issues to fix before a new release. Mostly in the nodebuilder with UDMF maps and with polyobjects. (Exhibit A, B, C.)

Re: [r3008] ZPack freeze

by randi » Thu Mar 01, 2012 6:52 pm

Graf Zahl wrote:Since this was the biggest obstacle for a 2.6.0 release, will it come now?
We shall see. Though, didn't you list another critical bug in conjunction with this one some time back? I think you did, but I can't at all remember what it was.

Re: [r3008] ZPack freeze

by Edward-san » Tue Feb 28, 2012 8:32 am

I hope that happens after fixing this.

Re: [r3008] ZPack freeze

by Graf Zahl » Tue Feb 28, 2012 5:14 am

So...

Since this was the biggest obstacle for a 2.6.0 release, will it come now?

Re: [r3008] ZPack freeze

by randi » Mon Feb 27, 2012 9:06 pm

Fixed.

Re: [r3008] ZPack freeze

by Gez » Tue Aug 23, 2011 12:10 pm

Re: [r3008] ZPack freeze

by Edward-san » Thu Apr 14, 2011 10:28 am

I can't reproduce the freeze in r3179, I'm using linux, release and debug builds.

Re: [r3008] ZPack freeze

by LilWhiteMouse » Mon Feb 14, 2011 9:54 am

As per GZ's request, here's my map that reports an error in the console when the polyobj is activated:
cr_26.7z
This is the message that pops up in the console:

Code: Select all

SelectVertexClose selected endpoint of seg 11
Last tested with R3152. It doesn't crash, freeze or anything though. As far as I can tell, everything works just fine.
[EDIT]
Still happens in R3279, and again, it doesn't crash or freeze me. I just get the message in the console.

Re: [r3008] ZPack freeze

by Graf Zahl » Sat Dec 04, 2010 8:49 am

This issue is nothing new.

Here you find more info about the problem. It can be avoided but it wasn't done yet because it would have an impact on performance and no map ran into it since the last round of fudging.

But I leave this to Randy. He knows this stuff better and may find another solution.

Re: [r3008] ZPack freeze

by Zippy » Sat Dec 04, 2010 8:26 am

Alright, so the dynamic node building algorithm introduced for the enhanced polyobjects is hitting an infinite loop? I guess the question from me then is this is a bug or problem with the algorithm or is there something incorrectly set up with my polyobject?

Re: [r3008] ZPack freeze

by Graf Zahl » Sat Dec 04, 2010 4:58 am

It runs into this error condition while building the BSP for the rotating polyobject:

Code: Select all

Printf("SelectVertexClose selected endpoint of seg %u\n", set);
(nodebuild.cpp line 831)

and if that happens the node builder goes into an infinite loop.

Re: [r3008] ZPack freeze

by Enjay » Tue Nov 16, 2010 5:20 am

NightFright wrote:Actually, ZPack crashed on me pretty badly on GZDoom, too. I can't remember which map it was since it has been some time ago since I fired it into the corner with frustration, but it might have been on the same map. You would open a door to a room, and as soon as you take a look inside, instant crash. Eventually, this made the whole episode unplayable, so I gave up on it.
I wonder if it is related to the crashing I got when verifying the bug from this thread?

I reported it here.

http://forum.drdteam.org/viewtopic.php?f=24&t=5315

It's probably not it though because I only started noticing it with the latest GZdoom.

Re: [r3008] ZPack freeze

by NightFright » Tue Nov 16, 2010 3:19 am

Well, I will try to reproduce it again as soon as I can. It's pretty easy to do, I know the places where it will crash. :)

Re: [r3008] ZPack freeze

by Graf Zahl » Tue Nov 16, 2010 2:23 am

Wrong reaction! You are supposed to post a bug report with the crash log. Now it can't be investigated anymore.

Re: [r3008] ZPack freeze

by NightFright » Mon Nov 15, 2010 4:13 am

Actually, ZPack crashed on me pretty badly on GZDoom, too. I can't remember which map it was since it has been some time ago since I fired it into the corner with frustration, but it might have been on the same map. You would open a door to a room, and as soon as you take a look inside, instant crash. Eventually, this made the whole episode unplayable, so I gave up on it.

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