Fatal Crash with Dead.Air

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
SwiftFunk
Posts: 86
Joined: Thu Dec 22, 2016 1:39 pm
Graphics Processor: Intel (Modern GZDoom)
Location: here and there, at the same time
Contact:

Fatal Crash with Dead.Air

Post by SwiftFunk »

Using doom_complete.pk3 as IWAD, and dead.air, starting a new game with episode Hell On Earth causes a crash with this showing up in Terminal:

Code: Select all

map01 - dead.air



*** Fatal Error ***
Address not mapped to object (signal 11)
Address: (nil)
Generating gzdoom-crash.log and killing process 10709, please wait... 30	../sysdeps/unix/sysv/linux/waitpid.c: No such file or directory.
Killed
System Specs and Other Info:
GZDoom g3.7.1 - 2019-01-01 15:15:35 +0100 - SDL version
Linux Modern 64bit version.
Computer: HP Notebook 15
Graphics: Intel Integrated Graphics
CPU:
Spoiler:
OS: Ubuntu 18.04 LTS running XFCE/XUbuntu
IWAD: doom_complete.pk3 (Episode used was Hell On Earth)
PWADS/PK3s: deadair.pk3, gzdoom.pk3, zd_extra.pk3
CRASH LOG ATTATCHED IN POST
VIDEO:
Attachments
gzdoom-crash.zip
(5.6 KiB) Downloaded 17 times
Last edited by SwiftFunk on Sun Jan 13, 2019 4:12 pm, edited 1 time in total.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Fatal Crash with Dead.Air

Post by Graf Zahl »

Without the crash log there's litte hope finding out what happened here.
User avatar
SwiftFunk
Posts: 86
Joined: Thu Dec 22, 2016 1:39 pm
Graphics Processor: Intel (Modern GZDoom)
Location: here and there, at the same time
Contact:

Re: Fatal Crash with Dead.Air

Post by SwiftFunk »

Attached log
It made it on my desktop and I didn't see it at first
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Fatal Crash with Dead.Air

Post by Rachael »

Another software renderer crash. >_< This one is not yet fixed in 3.7.2, I can trigger it on my copy.

It's crashing at FImageSource:RegisterForPrecache() - "img" is nullptr.
User avatar
SwiftFunk
Posts: 86
Joined: Thu Dec 22, 2016 1:39 pm
Graphics Processor: Intel (Modern GZDoom)
Location: here and there, at the same time
Contact:

Re: Fatal Crash with Dead.Air

Post by SwiftFunk »

should I switch to opengl renderer for now? I used software because I just liked how it looked to me.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Fatal Crash with Dead.Air

Post by Graf Zahl »

This crashes in the texture precaching code, so it should be enough to switch it off while playing this map.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Fatal Crash with Dead.Air

Post by Graf Zahl »

Fixed. It was the camera texture causing this.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Fatal Crash with Dead.Air

Post by Xaser »

Is there anything wrong with dead.air's camtex setup, or was it all engine-side? I've got another version in the works (for eventual release) in case there's anything that should change.
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Fatal Crash with Dead.Air

Post by Rachael »

That was engine-side. Any map with a camtex would've crashed.
Post Reply

Return to “Closed Bugs [GZDoom]”