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

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [ZDOOM 2.8.0] Crash: no idea but might be PB related

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

by dpJudas » Fri Oct 14, 2016 7:04 am

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.

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

by Erenussocrates » Thu Apr 28, 2016 3:34 am

_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.

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

by _mental_ » Sat Apr 23, 2016 7:07 am

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.

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

by Erenussocrates » Thu Apr 21, 2016 5:20 pm

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

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

by Graf Zahl » Thu Apr 21, 2016 4:11 pm

Does it still happen with 2.8.1?

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

by Erenussocrates » Thu Apr 21, 2016 3:57 pm

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

Top