[GZDoom 3.5.x]Crash: Abandoned Misery

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Siberian Tiger
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[GZDoom 3.5.x]Crash: Abandoned Misery

Post by Siberian Tiger »

I seem to have reached an issue where GZDoom will crash out. I am unable to explain as to what or why this happens, but I have recorded my session in hopes that it can help out a bit.

Steps to reproduce:
  • Start the engine with Abandoned Misery
  • Go to MAP01
  • View around the map
    • I know of only two places that can cause a crash which is demonstrated in the video.

Resources:
Crash Report
CrashReport.zip
Crashout that occurs at the very end of the video
(28.02 KiB) Downloaded 28 times
Video Demonstration:
Removed

Abandoned Misery Download
Last edited by Siberian Tiger on Tue Oct 23, 2018 3:51 pm, edited 1 time in total.
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Kappes Buur
 
 
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Kappes Buur »

This looks like a compatibility issue.
I have this graphics card and driver

Running your pwad with
  • gzdoom-x64-g3.4pre-385
  • gzdoom-x64-g3.5pre-103
  • gzdoom-x64-g3.6pre-94
did not result in a crash for me.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Rachael »

I'm not getting a crash either.

I don't know for sure but I almost want to pin it on hardware overheating. I remember when I had an ATI Radeon HD2400 from good ol' Wally World about 10 or so years ago it did this kind of thing occasionally.

I do notice, however, when I enter that specific area in the video, that my fans kick up quite a bit. I haven't run the performance monitor to see whether it's my CPU or my GPU heating up, but that still tells me a lot right there.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Graf Zahl »

A 'bench' printout of the view in question might tell whether it's the CPU or GPU.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Rachael »

Code: Select all

Map MAP01: "Abandoned Misery",
x = -1892.6207, y = 393.2096, z = 41.0000, angle = -63.0176, pitch = 8.0420
Walls: 4252 (0 splits, 61 t-splits, 9936 vertices)
Flats: 2732 (2732 primitives, 46341 vertices)
Sprites: 10537, Decals=0, Portals: 12
BSP = 1.069, Clip=1.536
W: Render=2.753, Setup=2.589
F: Render=1.904, Setup=0.510
S: Render=7.784, Setup=6.351
2D: 0.087 Finish3D: 0.180
All=39.392, Render=19.009, Setup=12.064, Portal=0.170, Drawcalls=0.370, Postprocess=1.322, Finish=7.007
DLight - Walls: 2412 processed, 6438 rendered - Flats: 5698 processed, 0 rendered
18 fps

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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Graf Zahl »

Hard to tell. Both are over the limit here.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Rachael »

It's an extremely detailed section of the map. I am not surprised both processors are working hard to render it. As you can see on the bench printout, my FPS tanks there.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Graf Zahl »

The main issue here is not map geometry but sprites, which also explains why the GPU also maxes out. 10000 sprites can give the entire engine a thorough workout and definitely cause some overheating.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Siberian Tiger »

I've played a bit with the map and I might have found the problem-child. Using the same resources, I was able to find that there seems to be a problem with the

Code: Select all

Sector_SetPlaneReflection(tag,floor,ceiling);
This statement is used to provide a reflection from the ceiling sector, however - it seems it is doing a bit more than that purpose. I have provided three builds, two images, and a demonstration video. All of the resources are used from the video, but is available to you for testing. In addition, I have noticed that builds before GZDoom 3.5.0 seemed to work just fine. After the video, I decided to check the following versions of GZDoom: 2.2.0, 3.0.0, 3.2.5, 3.3.0, 3.4.0, 3.4.1, 3.5.0, 3.5.1, 3.6.0, 3.6.0 [vintage]. All of the builds before 3.5.0 worked just fine, though with minor freakouts unrelated to the main issue. The build 3.5.0 and later, I can easily reproduce the crash.

I hope this helps in some degree.

Resources:
Custom AMisery Builds Images System Information Video:
Removed

Bug Report
CrashReport.zip
Crash Report - Pi/2 view point; mentioned end of video
(28.13 KiB) Downloaded 31 times

Tested GZDoom Builds with Crashout
  • 3.5.0 [x86|x64]
  • 3.5.1 [x86|x64]
  • 3.6.0 [x86|x64]
  • 3.6.0 [Vintage]
Last edited by Siberian Tiger on Tue Oct 23, 2018 3:52 pm, edited 1 time in total.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by drfrag »

I could not reproduce the crash either. That's a 20 minute video, so which builds are supposed to crash? All of them?
You could try with LZDoom, that may be could help to know what's going on.
https://github.com/drfrag666/gzdoom/rel ... b1_x64.zip
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Siberian Tiger »

I decided to try that section on my Surface Pro 4 tablet, GZDoom doesn't seem to crash - but instead it is completely unresponsive. In addition, I am still able to get the same visual abnormalities on different systems. At this point, I don't know what more I can do. If there is something that you want me to test or to try out, please let me know.

drfrag wrote:That's a 20 minute video, so which builds are supposed to crash? All of them?
The post I provided states that Build 3.5.0 and later causes issues, any build before 3.5.0 and after 2.2.0 - works just fine.
drfrag wrote:You could try with LZDoom, that may be could help to know what's going on.
Abandoned Misery requires the OpenGL renderer, but otherwise - I can try it later tonight.


EDIT:
Fixed a typo on the versions. "Any build before 2.5.0", it was supposed to be "Any build before 3.5.0". My apologize for that small confusion.
Last edited by Siberian Tiger on Mon Oct 22, 2018 8:03 am, edited 1 time in total.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Rachael »

LZDoom is still the OpenGL renderer, just the 3.3 version of it from before the 2D refactor.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by drfrag »

Siberian Tiger wrote:Test 1 Build (Lobby Without Reflection)
Test 2 Build (All focused reflections are disabled)
Test 3 Build (Only the trouble sectorRef. reflection is disabled)
I was referring to these "builds".
Siberian Tiger wrote:Abandoned Misery requires the OpenGL renderer, but otherwise - I can try it later tonight.
Exactly, what Rachael said. LZDoom defaults to software but has the 3.3.x GL renderer with later additions, i want to to know if it's something i cherry-picked or the result of some refactoring.
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Siberian Tiger »

drfrag wrote:I was referring to these "builds".
I would have to take another look at the video again, but I don't remember any of the builds causing a crash due to some manipulation of altering the

Code: Select all

Sector_SetPlaneReflection(int, int, int);
I will check the video again once I have some spare time later today.
Rachael wrote:LZDoom is still the OpenGL renderer, just the 3.3 version of it from before the 2D refactor.
drfrag wrote:Exactly, what Rachael said. LZDoom defaults to software but has the 3.3.x GL renderer with later additions, i want to to know if it's something i cherry-picked or the result of some refactoring.
Gotcha, I will test it out when I get home later tonight.
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Siberian Tiger
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Re: [GZDoom 3.5.x]Crash: Abandoned Misery

Post by Siberian Tiger »

Siberian Tiger wrote:
drfrag wrote:I was referring to these "builds".
I would have to take another look at the video again, but I don't remember any of the builds causing a crash due to some manipulation of altering the

Code: Select all

Sector_SetPlaneReflection(int, int, int);
I will check the video again once I have some spare time later today.
I had a quick moment to familiarize myself with the video and the testing builds. The custom amisery builds alters which sector has the following statement enabled or disabled:

Code: Select all

Sector_SetPlaneReflection();
  • Test 1 [MAP01]
    • The main hall or lobby Sector_SetPlaneReflection() is disabled. No crash occurs
  • Test 2 [MAP01]
    • All focused Sector_SetPlaneReflection() is disabled; the outside area, the main hall\lobby, and the spot that causes the crash. No crash occurs.
  • Test 3 [MAP01]
    • Only the area that causes crash - has the Sector_SetPlaneReflection() disabled. No crash occurs.
  • Amisery [MAP01]
    • Sector_SetPlaneReflection() is heavily used and problems occur causing the engine to crashout. Crash occurs here.

I will try out LZDoom later tonight.
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