Moderator: GZDoom Developers
_mental_ wrote:Please post everything you have.
Spoiler: Callstack of the crash
_mental_ wrote:Spoiler: Callstack of the crash
Presence of DCorpsePointer makes me think that it's the same corpse queue crash, just for the old codebase. Most likely, a WriteBarrier is missing somewhere.
drfrag wrote:I don't think it's the same crash, with your sample script it didn't crash and the implementation of the corpse queue is the old one.
drfrag wrote:But how do i reproduce the crash? Have you loaded the savegame?
drfrag wrote:I don't think it's the same crash, with your sample script it didn't crash and the implementation of the corpse queue is the old one.
But how do i reproduce the crash? Have you loaded the savegame? I cannot load it with the command line "-file woc_4.pk3 -loadgame ZdoomedBros1.zds" it says that it cannot find it.
_mental_ wrote:id you do all the steps needed to trigger overflow of corpse queue during GC propagation?
Graf Zahl wrote:That would be in the C++ source, not in script code.
As a first test, I'd suggest you remove the A_QueueCorpse call from NewDisciplePlayer and BaseDisciplePlayer. This function is meant for monster corpses and may cause some issues with dead players.
Users browsing this forum: No registered users and 0 guests