[Fixed] [????-gb587c85] Crash in ACS code with Zombie Horde program

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[????-gb587c85] Crash in ACS code with Zombie Horde program

Postby Edward-san » Thu May 07, 2015 4:14 am

Download Zombie Horde + Fix and open any map with zdoom:

Code: Select allExpand view
zdoom -iwad doom2.wad -file zh-beta28.pk3 zh-beta28-fix1.wad +map ZE01


It crashes with the following crash report:

Spoiler:


For some reason, 'activeBehavior->GetScriptPtr(InModuleScriptNumber)' (with 'InModuleScriptNumber' = 6) is NULL , no clue why.
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby ibm5155 » Tue Jun 09, 2015 8:50 am

isn't it related to that hacky script support higher than 999 and the hacky named script?
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby edward850 » Tue Jun 09, 2015 5:18 pm

ibm5155 wrote:isn't it related to that hacky script support higher than 999 and the hacky named script?

Neither of those are "hacky". And most importantly, what have you accomplished by posting this?
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby Edward-san » Tue Jun 09, 2015 5:46 pm

ibm5155 wrote:isn't it related to that hacky script support higher than 999 and the hacky named script?


????
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby phantombeta » Tue Jun 09, 2015 6:41 pm

I think he's confusing ZDoom for Zandronum. (Which, if I recall correctly, has hacky support for named scripts and script numbers higher than 999...)
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby ibm5155 » Tue Jun 09, 2015 10:03 pm

phantombeta wrote:I think he's confusing ZDoom for Zandronum. (Which, if I recall correctly, has hacky support for named scripts and script numbers higher than 999...)

This (since the mod was made for skulltag,... Buy idk if that could result that bug)
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby edward850 » Tue Jun 09, 2015 10:45 pm

This is the ZDoom forums. Skulltag has nothing to do with this crashlog. Why do you keep posting this nonsense?
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby ibm5155 » Wed Jun 10, 2015 9:45 am

I'm sorry oh lord edward850, I'll stop with nonsens for now...
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby siealex » Wed Jun 10, 2015 12:30 pm

Signal 11 is almost always a hardware error, usually RAM related.
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby Graf Zahl » Wed Jun 10, 2015 1:32 pm

siealex wrote:Signal 11 is almost always a hardware error, usually RAM related.



Please do not post if you have no idea what you are talking about.
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby _mental_ » Wed Sep 16, 2015 8:22 am

The crash is caused by unknown p-code encountered in a function called from a different module. I fixed it in this pull request.
In the given case, the unknown p-code is PCD_CONSOLECOMMAND. Does it make sense to "support" it by doing nothing but adjusting the stack pointer? At least, a script won't be terminated prematurely because of this Skulltag/Zandronum feature, it just will be skipped like no-op.
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby Graf Zahl » Wed Sep 16, 2015 8:33 am

Good question. Let's get some other opinions. I'd prefer a big, ugly centered message telling in clear words that ConsoleCommand is baaaad.
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Re: [????-gb587c85] Crash in ACS code with Zombie Horde prog

Postby _mental_ » Wed Sep 16, 2015 9:00 am

I prefer something slightly less obtrusive. For instance, Edward-san's test case will lead to 102 red error messages in console. I guess, this is more than enough.
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