Crash on infested map01

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Crash on infested map01

Postby SaveTheDoomer » Fri Jan 14, 2022 6:13 am

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Last edited by SaveTheDoomer on Fri Jan 14, 2022 1:51 pm, edited 1 time in total.
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Re: Crash on infested map01

Postby drfrag » Fri Jan 14, 2022 1:11 pm

What about other backends? And where are the links to the mods?
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Re: Crash on infested map01

Postby SaveTheDoomer » Fri Jan 14, 2022 1:36 pm

I don't know about other backends. I can only play on Opengl ES thanks to video cards shortage. The other mods are irrelevant, the game crashes as well without them. New log attached below.
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Re: Crash on infested map01

Postby Rachael » Fri Jan 14, 2022 1:41 pm

This is absolutely useless to us.

We need links to the mods in question in order to be able to reproduce the crash.

If you're going to attach a crash log we need the entire .zip file, not just a .log.
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Re: Crash on infested map01

Postby SaveTheDoomer » Fri Jan 14, 2022 1:50 pm

The game crashes without mods as well, just with infested https://drive.google.com/file/d/1D6hvG6QuWAXnqhjM6w0xW1NEGxsyLkn3/view?usp=sharing. I got the crash on linux, i just have the .log file. Sorry.
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Re: Crash on infested map01

Postby Rachael » Fri Jan 14, 2022 4:15 pm

Ah, sorry, didn't realize you were on Linux. The link to the mod is a lot more helpful though, thanks.
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Re: Crash on infested map01

Postby SaveTheDoomer » Mon Jan 17, 2022 10:30 am

I've tried to run the mod on OpenGL, the game doesn't crash, so this should be an OpenGL ES issue.
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Re: Crash on infested map01

Postby drfrag » Tue Jan 18, 2022 6:09 pm

I'm playing the map and i'm stuck after killing the first gore nest. I find it very hard to navigate, according to the doomworld thread someone else got stuck as well.
the "gates" that block you should get lowered when the "demon hearth" (gore nest) is killed

Could you provide a save? Which coordinates? I'm halfway through and for now it hasn't crashed.
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Re: Crash on infested map01

Postby SaveTheDoomer » Wed Jan 19, 2022 2:13 am

You need to find both nests on the first map, then proceed to the exit. The game always crashes for me when i jump into the exit teleport, but only with opengl ES on linux. Don't know if you will be able to replicate.
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Re: Crash on infested map01

Postby drfrag » Wed Jan 19, 2022 3:15 am

I've found the hidden switch where the second nest appears. For me it hangs but it crashes on VS.
The coordinates are -784, -764, -92 happens when you enter the door and look at the exit hole. Yes it only happens on GLES.
Included locals tab, clss is NULL.
Code: Select allExpand view
>   gzdoom.exe!DBaseStatusBar::CallDraw(EHudState state, double ticFrac) Line 1114   C++
    gzdoom.exe!D_Display() Line 988   C++
    gzdoom.exe!D_DoomLoop() Line 1219   C++
    gzdoom.exe!D_DoomMain_Internal() Line 3591   C++
    gzdoom.exe!GameMain() Line 3616   C++
    gzdoom.exe!DoMain(HINSTANCE__ * hInstance) Line 981   C++
    gzdoom.exe!wWinMain(HINSTANCE__ * hInstance, HINSTANCE__ * nothing, wchar_t * cmdline, int nCmdShow) Line 1272   C++

+      this   0x0000018a0dd0f460 ???   DBaseStatusBar *
      `DBaseStatusBar::CallDraw'::`2'::VIndex   4   unsigned int
+      clss   0x0000000000000000 <NULL>   PClass *
      func   Variable is optimized away and not available.   
+      params   0x00000075170fe870 {{i=231797856 a=0x0000018a0dd0f460 f=8.361808649977e-312#DEN ...}, {i=-1757054830 ...}, ...}   VMValue[3]
      state   HUD_StatusBar (0)   EHudState
      ticFrac   0.68296551365931024   double
      VIndex   4   unsigned int
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Re: Crash on infested map01

Postby Rachael » Wed Jan 19, 2022 7:03 am

Oddly that stack trace has nothing at all whatsoever to do with OpenGL ES, that is simply the status bar code in its higher level draw routines which are backend non-dependent. They will call the backend code however - and if the backend code is problematic then the stack trace should be showing it, there.

What that means is if this code is causing problems, then it should be crashing in all backends. Or the OpenGL ES backend is doing something unique that makes it a perfect storm for crashing. Or - the relevant function in the backend might be so small that its call is being optimized out and it's being in-lined.

Can you reproduce this with a debug build? The stack trace might be more informative, there.
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Re: Crash on infested map01

Postby Graf Zahl » Wed Jan 19, 2022 7:22 am

IIRC the only backend stuff being accessed in that code is the shape2d vertex buffers
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Re: Crash on infested map01

Postby SaveTheDoomer » Wed Jan 19, 2022 10:17 am

Try to load this, it crashes on windows too but no report is generated... sometimes it doesn't crash, but it hangs and the status bar begins to flicker.
https://www.mediafire.com/file/ojnowpp7yj0sry1/save0.zds/file
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