As you know old versions no longer compile and run with VS 2017 and the v141 toolset so i've reported the previous crash as a bug in the C++ compiler. With the latest version (15.8.4) there's a new crash in p_setup.cpp at line 4091 (times[16].Clock();) so i reverted the previous hack in gl_setup.cpp.
The issue is supposed to be under investigation:
https://developercommunity.visualstudio ... ut-no.html
> zdoom.exe!P_SetupLevel(const char lumpname, int position) Line 4091 C++
zdoom.exe!G_DoLoadLevel(int position, bool autosave) Line 1007 C++
zdoom.exe!G_InitNew(const char mapname, bool bTitleLevel) Line 542 C++
zdoom.exe!G_DoNewGame() Line 367 C++
zdoom.exe!G_Ticker() Line 1073 C++
zdoom.exe!TryRunTics() Line 1946 C++
zdoom.exe!D_DoomLoop() Line 1016 C++
zdoom.exe!D_DoomMain() Line 2673 C++
zdoom.exe!DoMain(HINSTANCE hInstance) Line 1074 C++
zdoom.exe!WinMain(HINSTANCE__ hInstance, HINSTANCE_ nothing, char cmdline, int nCmdShow) Line 1329 C++
- times[16] {Counter=0 } cycle_t
Counter 0 _int64
Edit: this crash is gone. The other one was a result of optimizing with the fast floating point model.