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Is there a crash log / debug log for GZDoom?

PostPosted: Sat Nov 06, 2021 12:09 pm
by necros
Hi there, I'm building a map right now and I'm not sure exactly when it happened, but I've done something that now causes GZDoom to hard lock when I look / enter certain parts of the map.

The engine completely freezes and I have to kill the process. All I have is windows event viewer...
Code: Select allExpand view
The program gzdoom.exe version 4.7.1.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
 Process ID: 6bf4
 Start Time: 01d7d334fac893fc
 Termination Time: 32
 Application Path: D:\Games\Doom\gzdoom.exe
 Report Id: 3e1bda03-a5e9-4bfb-84f9-40697ad1a58b
 Faulting package full name:
 Faulting package-relative application ID:
 Hang type: Unknown


Is there any way to get more information about the nature of the crash so I can troubleshoot my map? I tried -stdout but there is no output when it freezes.

edit: Ok, wow, now I really want to know why it's crashing... Depending on where I start in the map, it will sometimes crash or not crash. O_o

Re: Is there a crash log / debug log for GZDoom?

PostPosted: Sat Nov 06, 2021 12:51 pm
by necros
Ok, I remember reading somewhere that if you have parts of the map too far from the origin, this can cause problems (but I can't find that source any more) so I moved everything closer to the origin and it seems to have gotten rid of the crashing... Very weird error, wish the engine could give more insight into why this happens. :(

Re: Is there a crash log / debug log for GZDoom?

PostPosted: Sat Nov 06, 2021 11:02 pm
by Blue Shadow
You could upload the problematic version of the map for someone (a developer) to take a look.

Re: Is there a crash log / debug log for GZDoom?

PostPosted: Sun Nov 07, 2021 6:33 am
by Gez
Do you have custom actors? Hangs are generally caused by an infinite 0-tic loop.