[Fixed] Fatal Crash in BTSX

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Fatal Crash in BTSX

Postby Camilla Bippershaw » Fri Dec 18, 2020 10:09 pm

Title. Map03, past the red key door, that room always leads to a fatal crash.

3 crash reports were generated. The first two were generated on a slightly older version, the third was generated on the newest snapshot to see if that would fix the problem.

Crash 1: https://drive.google.com/file/d/1JihEwT ... sp=sharing

Crash 2: https://drive.google.com/file/d/1ApzeaW ... sp=sharing

Crash 3 Warped: https://drive.google.com/file/d/1WZBETw ... sp=sharing


The command line was kept the same across all three instances. In the first two I thought it was related to the Arachnotron in that room but in the third and unsaved fourth instances he was already long dead.

Links to wads:
https://www.doomworld.com/idgames/level ... ds/btsx_e1
http://www.perkristian.net/game_doom-sfx.shtml
https://www.doomworld.com/files/file/18 ... oject-v19/
https://www.moddb.com/mods/nashs-gore-m ... 101-hotfix
viewtopic.php?t=55061
https://drive.google.com/file/d/1NZ8mNg ... sp=sharing
Camilla Bippershaw
 

Re: Fatal Crash in BTSX

Postby drfrag » Sat Dec 19, 2020 6:47 am

Those are a lot of files but i've tried and for me the latest devbuild doesn't crash in that room warping to that location.
Why do you mean by latest snapshot? That's the latest release, check the last devbuild.
https://devbuilds.drdteam.org/lzdoom/
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Re: Fatal Crash in BTSX

Postby Camilla Bippershaw » Sat Dec 19, 2020 8:54 am

I meant the latest release available on the main page. However I tried it with the devbuild and it still crashed with the exact same access violation.

https://drive.google.com/file/d/1OkpgSZ ... sp=sharing Crash Report 4.


I am also attaching a save file I made that starts you right before the red door. From the save or from the start of the level I still crashed in that room. In this case it was right away again. Considering the gap of time that can exist between entering and crashing, I can't help but wonder if it's something one of the monsters is doing that causes this very fatal error.

https://drive.google.com/file/d/1HJBMlw ... sp=sharing
Camilla Bippershaw
 

Re: Fatal Crash in BTSX

Postby Camilla Bippershaw » Sat Dec 19, 2020 9:31 am

[quote="Camilla Bippershaw"]I meant the latest release available on the main page. However I tried it with the devbuild and it still crashed with the exact same access violation.

https://drive.google.com/file/d/1OkpgSZ ... sp=sharing Crash Report 4.


I am also attaching a save file I made that starts you right before the red door. From the save or from the start of the level I still crashed in that room. In this case it was right away again. Considering the gap of time that can exist between entering and crashing, I can't help but wonder if it's something one of the monsters is doing that causes this very fatal error.

https://drive.google.com/file/d/1HJBMlw ... sp=sharing[/quote]

Sorry for the double post but since I can't edit I have to make this an addendum:

Branching off from the monster theory, it occurred to me that there are a large amount of crushers on the upper paths. One time I got the crash when I was crushed, though I deliberately tried to kill myself in the crushers again afterwards and [i]didn't[/i] crash. Still, I wonder if the monsters are walking into the crushers and dying when I can't see them...? Given the quite limited view of the room you have, especially from the ground, it's not easy to tell if that's the case. Still, I'm throwing that out there as a possible explanation for the varying gaps of time between crashes. They're the only things that operate independently and randomly.
Camilla Bippershaw
 

Re: Fatal Crash in BTSX

Postby drfrag » Sat Dec 19, 2020 10:43 am

It crashes with only BTSX and Nasgore but not always.
Edit: yep it happens when some monsters are crushed.
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Re: Fatal Crash in BTSX

Postby drfrag » Sat Dec 19, 2020 12:07 pm

Good catch. Fixed, it was another old missing null pointer check (those were needed for the old setup of StaticSpawn).
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Re: Fatal Crash in BTSX

Postby drfrag » Sun Dec 20, 2020 7:10 am

You should be able to continue your game using today's devbuild:
https://devbuilds.drdteam.org/lzdoom/
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