r994 and GZdoom r110 SBARINFO mug crash

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Enjay
 
 
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r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

If the custom status bar from the attached file is visible and you get killed by a monster doing Disintegrate damage (I don't think it happens with other damage types) the game will crash. It seems OK with the normal enemies.

To test, load up the attached zip and make sure that screens blocks are less than 11. Type "summon irailgunner" and let yourself be killed. (It will all look bad because I haven't included the graphics lumps).

If you comment out the line "drawmugshot "STF", 5, xdeathface, animatedgodmode, 143, 168;" from the SBARINFO lump, the crash no longer happens.

The status bar used to work without a crash.

[edit]Forget the fact that it is something to do with disintegrate damage. You should still get the crash even when commenting out the damage type for the irailgunner. However, hiding the status bar, or commenting out the mugshot line in SBARINFO consistently cures the crash. So I guess that's where the problem lies.[/edit]

[edit2]The crash still happens when using the shorter "drawmugshot "STF", 5, 143, 168;" in SBARINFO. [/edit2]

[edit3] Update to the first edit. I forgot that the disintegrate damage was allocated to the attack by a puff that has disintegrate damage type. Removing disintegrate from the puff seems to stop the crash. For info (to save you digging through the files) the irailgunner attack is a non-damaging rail attack (for the visual effect) and a pretty high damage bullet attack that happens at the same time as the rail. The bullet uses a puff called "njbluepuff2" This puff has the disintegrate damage type. The irailgunner actor also has the disintegrate damage type but I think that is just development garbage from me trying to get it to work a few months ago.[/edit3]
Blzut3
 
 
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Blzut3 »

So does defining a working disintegrate death state fix the crash (as in one that doesn't use missing graphics)? Also, even though it shouldn't matter, does it still crash when using the built in Doom status bar?
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Enjay
 
 
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

Blzut3 wrote:So does defining a working disintegrate death state fix the crash?
Nope, doesn't seem to. Tested by adding the following to the SBARINFO.TXT in the above example:

Code: Select all

mugshot "Death.Disintegrate"
{
   GOD0 -1;
}
Also, even though it shouldn't matter, does it still crash when using the built in Doom status bar?
Yes. Tested by deleting SBARINFO.TXT from the above zip
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Enjay
 
 
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

I'm guessing this is probably the same, or at least a related bug. If you load the following file

http://www.doomworld.com/idgames/index.php?id=15190

and then run out of the cave at the start and jump off the edge, you fall to your death. If the status bar is visible, the game will crash. The map is intended for GZdoom but it will also crash Zdoom.

If you jump off the edge without the status bar showing, the game does not crash. If you do this, then reduce the screen size after you have died, the game will crash shortly after the status bar becomes visible.
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Blzut3 »

For some reason neither of them are crashing for me.
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

Strange, and frustrating. It's certainly status bar related because the crashes only happen when the bar is visible. Can you think of any other settings that may be different between your and my setups that could contribute to this?

[edit]Even more, it is certainly mugshot related. If I load that WAD from idgames with my own status bar, the crash still happens but as soon as I comment out the drawmugshot instruction, the crash goes.[/edit]

Anyone else getting the crashes?
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by HotWax »

Enjay wrote:Anyone else getting the crashes?
I get the crash when running the ZIP linked in the first post with the latest release of GZDoom. Crash report attached.

[edit] I get the same crash with the second file as well, though it takes a few seconds after dying to occur for some reason. (The face shows as dead just fine)

[edit 2] OK, scratch that. Here are my results:

With sbarcrash.zip loaded, Doom 2:

- Summoning IRAILGUNNER and letting him kill me with the status bar visible immediately crashes.
- Letting him kill me with the status bar hidden does not crash. However, if I bring it up and then try to respawn, it crashes.
- Letting him kill me with the status bar hidden, respawning with the status bar still hidden, and then taking damage almost immediately after respawn (after restoring the status bar) sometimes crashes. (Not sure what's causing this one -- it only happens maybe once in three tries, and it seems to only crash if I get shot at almost immediately after respawn)

With ssvgob.zip loaded, Doom 2:

- Jumping off the cliff and dying never crashes, regardless of whether the status bar is shown or not. I can also sit there dead indefinately with no crash.
- Trying to respawn after dying, with the status bar visible, crashes.
- Respawning without the status bar visible does not crash, regardless of whether the status bar was visible when I died.
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Enjay
 
 
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

Just for info, another enemy doing disintegrate damage - this time via a plasma projectile (the strife maulertorpedo actor, imported in Doom) - also causes the crash when the status bar is visible.
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

I just remembered that since this happens with the latest GZdoom release, I can get the crash with the same version as Graf compiled (rather than an SVN Zdoom) so here are two GZdoom crash reports.

Sometimes the crash doesn't leave a crash report. It didn't the first time I tried this, but then I was able to get the two attached files.
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Enjay
 
 
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

I'm sure there is enough info to go on already, and perhaps this is obvious, but here's a little more info...

I noticed that, when playing a mod that uses inventory items, when the status bar is visible but an inventory item is held (thereby replacing the mugshot with the currently selected inventory item) the crash didn't happen when I was killed by a monster doing disintegrate damage. Loading a savegame and then using the inventory items up so that the mugshot got displayed again and then allowing myself to be killed by the monster caused a crash.
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Blzut3 »

This does happen in ZDoom right? It's still not happening for me.
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

Yup, I've done most of my testing in GZdoom because that's what my mod is for but I've checked and double checked and the crashes are 100% reproducible in Zdoom too. If I get killed by an enemy doing disintegrate damage whilst the mugshot is visible, the game crashes.

[edit]That was with my own build of r994. I just downloaded Nash's build and the results are the same.[/edit]
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Blzut3 »

I don't know if it will help me any but could you build a debug version of ZDoom get it to crash (and be sure to upload the log)? If it doesn't get me anywhere then either Graf or Randy will have to look into this bug.
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Enjay »

OK, I'm building a debug version right now but I thought they didn't generate a crash log? Ah well, I'll give it a go.

[edit]Well, the debug version does indeed crash, but it only gives me a Microsoft crash message rather than a Zdoom one.So I can't see any log to post. :?

Presumably debug versions have a way of generating information (I'm guessing because of the name, so if someone could tell me how to do that, I'd post the results.[/edit]
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Re: r994 and GZdoom r110 SBARINFO mug crash

Post by Blzut3 »

I thought it saved the crash to the zdoom directory automatically.

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