I've been able to reproduce this a few times w/ reelism2 (reelism2_v0.5_earlyexcess.pk3, reelism2_v0.6_earlyexcess.pk3, and a repacked reelism2_v0.6_earlyexcess.pk3 with a menuentry patch)
by running `gzdoom -iwad DOOM2.WAD -file reelism2_v0.6_earlyexcess.pk3 +map minigut +summon Slot3_Wizards` and triggering vehicle explosions
unfortunately due to the nature of the crash I'm unable to record a lmp to reproduce it reliably
sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism 2)
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sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism 2)
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- gzdoom-crash-reelism2_v0.6_2.log
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- gzdoom-crash-reelism2_v0.6_1.log
- crashlog [2/3]
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- gzdoom-crash-reelism2_v0.6_0.log
- crashlog [1/3]
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Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism
Actor of class Splot_GroundFireFlame is destroyed during execution of its Tick() function. This leads to quite unpredictable consequences in sound system.
Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism
Thanks for looking into this. I wish I had a better grasp of what was going on -- I'll point the mod devs in this direction!
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Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism
Thanks for the heads up, I've moved the check in question out of Tick() into an anonymous function in the states.
Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism
Should be fixed with e281f99.