(g3.0.1+) Software renderer crashes with Hideous destructor
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(g3.0.1+) Software renderer crashes with Hideous destructor
I'm not certain if this is a wad specific thing, but it's the only wad that seemed to do this reliably.
I've been playing few older maps with HD and wanted to swap to the older software render to preserve the visual trickery some employ that isn't present in the "Experimental poly render" or OpenGL modes, but every time I fire a weapon, for the first time in any given map, It causes gzdoom to crash.
If I enable the experimental poly render, Fire a few rounds, then turn it off, I'm able to play normally, though I have to redo this trick for each new map, and it isn't 100% reliable either
if true colour is enabled, GZdoom will crash gracefully to the crash reporter, if it's off, it'll hard lock and require taskmanager.
Changing the "Rendering canvas" has no apparent effect on the crash, and neither does anything I tested in the display options
I've tested this on the latest dev build (g3.0pre-211-gfc86392) and the standard g3.0.1 release under Win 7 SP1 x64.
Wad was downloaded from here https://github.com/MatthewTheGlutton/Hi ... 22a9161019
I've stuck on the crash report zip on here for what it's worth.
I've been playing few older maps with HD and wanted to swap to the older software render to preserve the visual trickery some employ that isn't present in the "Experimental poly render" or OpenGL modes, but every time I fire a weapon, for the first time in any given map, It causes gzdoom to crash.
If I enable the experimental poly render, Fire a few rounds, then turn it off, I'm able to play normally, though I have to redo this trick for each new map, and it isn't 100% reliable either
if true colour is enabled, GZdoom will crash gracefully to the crash reporter, if it's off, it'll hard lock and require taskmanager.
Changing the "Rendering canvas" has no apparent effect on the crash, and neither does anything I tested in the display options
I've tested this on the latest dev build (g3.0pre-211-gfc86392) and the standard g3.0.1 release under Win 7 SP1 x64.
Wad was downloaded from here https://github.com/MatthewTheGlutton/Hi ... 22a9161019
I've stuck on the crash report zip on here for what it's worth.
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Spoiler: trying to figure this outIt seems to be caused by wallsprite itself - if I comment out the random wallspriting in WallChunk and add "+wallsprite" to the default I get the crash too.
In fact I can replicate the crash with this and nothing else:
Code: Select all
class bluh:techlamp{
default{
+wallsprite
}
}
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Does ZDoom even officially support wallsprites? I've seen some (incomplete?) code dealing with them, but I also think the wiki said they are GL renderer only.
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Officially it does not. The only "wallsprites" there currently are (as far as I know) are the decals that appear on the walls.
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Are there any plans to make the software renderer support wallsprites in the future?
If not, is there any way to tell if any given player might be using software and set bWALLSPRITE accordingly?
If not, is there any way to tell if any given player might be using software and set bWALLSPRITE accordingly?
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Your mod should not be meddling with setting +WALLSPRITE based on renderer, if you are only doing so to fix a crash.
The crash must be fixed on the engine side.
The crash must be fixed on the engine side.
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
If wallsprites aren't supported by the software renderer, then what should be done about the incomplete implementation (r_wallsprite.cpp)? Remove it? If it only supports a subset, what subset is that?
The code there has nothing to do with decals. They are implemented in a completely different way. What is the difference between a wallsprite and a decal anyway?
The code there has nothing to do with decals. They are implemented in a completely different way. What is the difference between a wallsprite and a decal anyway?
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Fixed.
There were two rather trivial errors in the code. Was this ever tested?
There were two rather trivial errors in the code. Was this ever tested?
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Probably not - hence why I was asking about the general status of that particular feature.
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
As I understand it - and someone can feel free to jump in and correct me if I am wrong - it's like BUILD when you were able to make sprites become an upwards plane in 3D space - it was used to great extent to add wall decor, signage, and put explodable cracks in the wall, in addition to being a tool that was used to create quick fake 3D floors (when combined with BUILD's own flat sprites).dpJudas wrote:What is the difference between a wallsprite and a decal anyway?
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Re: (g3.0.1+) Software renderer crashes with Hideous destruc
Okay - thanks. So it is just a sprite that doesn't rotate towards the camera (doesn't billboard).
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