[User error] SourceGuardianDetonator causes CTD when exploding

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SourceGuardianDetonator causes CTD when exploding

Postby scalliano » Fri Jan 02, 2015 12:42 pm

As the title suggests, a fatal glitch found by doomer001002123 while playing Shuffle affecting the more recent builds of both ZDoom and GZDoom. Tested it with UTnT and even a clean copy of the monster .WAD from R667 and the same thing happens. Not entirely sure how far this goes back, but my main GZDoom folder uses a build from 31/07/14 with no issues.

Can't see anything wrong with the DECORATE from this end (not my work), so I'm pretty sure it's an engine change that's causing this.
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Re: SourceGuardianDetonator causes CTD when exploding

Postby Enjay » Fri Jan 02, 2015 1:46 pm

Comment out the A_Die at the end of the death sequence and the crash stops. No idea why you would need that pointer at the end of the death sequence.

Presumably the pointer is setting the missile back to the start of its death sequence. There are 0 tics of frames between the first call to A_Die and the start of the death sequence.

Code: Select allExpand view
  Death:
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 0)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 20)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 40)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 60)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 80)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 100)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 120)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 140)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 160)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 180)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 200)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 220)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 240)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 260)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 280)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 300)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 320)
    SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 340)
    SDFB BCDE 6 BRIGHT A_Die
    Stop


As a point of note, the last line of the Spawn sequence also looks like the A_Die line above. I'm not convinced that will be doing what the author intended either.
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Re: SourceGuardianDetonator causes CTD when exploding

Postby Blue Shadow » Fri Jan 02, 2015 2:29 pm

That detonator actor definitely needs fixing, in my opinion. It wasn't much of an issue before, because A_Die didn't work on missiles, but it does now.
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Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8/201x 64-bit
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: SourceGuardianDetonator causes CTD when exploding

Postby Graf Zahl » Fri Jan 02, 2015 2:39 pm

A clear case of user error.
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Re: SourceGuardianDetonator causes CTD when exploding

Postby scalliano » Fri Jan 02, 2015 7:57 pm

Enjay wrote:No idea why you would need that pointer at the end of the death sequence.

Apparently to play the actor's "death" sound. I replaced it with:

Code: Select allExpand view
A_PlaySound ("catharsi/shotdth")

and it works perfectly. I'll post the fixes to R667 shortly.
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Re: SourceGuardianDetonator causes CTD when exploding

Postby Ed the Bat » Fri Jan 02, 2015 8:25 pm

I'd better make sure to match this change in my revised version of UTnT.
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