[Devbuilds] echelon.wad crashes on startup

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Expand view Topic review: [Devbuilds] echelon.wad crashes on startup

Re: [Devbuilds] echelon.wad crashes on startup

by Graf Zahl » Wed Nov 23, 2016 7:35 am

Yes, that continue was indeed missing there.

Re: [Devbuilds] echelon.wad crashes on startup

by _mental_ » Wed Nov 23, 2016 4:22 am

As the given crash is caused by asset management error, I suppose that it's enough to just skip erroneous multipatch texture entries to avoid infinite recursion. Here is a pull request.

Re: [Devbuilds] echelon.wad crashes on startup

by Edward-san » Wed Nov 23, 2016 1:58 am

Stack trace of the beginning of the loop which would lead to the crash:
Spoiler:

[Devbuilds] echelon.wad crashes on startup

by Xaser » Tue Nov 22, 2016 10:46 pm

The recent megawad Echelon crashes on startup. Quick DWF crosspost from here:
Revenant100 wrote: Just as a heads up, something about this WAD crashes the newest dev builds of ZDoom and GZDoom. I had to downgrade to 2.8.1 to be able to play it.

In the latest build of ZDoom, the game will hang when trying to load the first map, and in the latest build of GZDoom, the game won't even boot up with this WAD loaded. I suspect the problem here has to do with the startup warnings mentioned above by WildWeasel, hence they're not as innocuous as they seem. I don't know if this is a problem on the engine's end or the WAD, but it's something to keep an eye on.
There's a bunch of "Texture 'x' references itself as patch" warnings in the console that are likely related, so this could be a "fix the wad" scenario, but crashing is no fun (and 2.8.1 exhibits nothing of the sort).

[EDIT] The self-referencing textures are indeed the cause. I repaired them in my copy of the wad and it works fine (albeit with other warnings, but I'll report those to the mapper).

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