So it wasn't a bug in the end but an user error? I could not reproduce the crash with their savegame since they used an old iwad.
You really should try with GZDoom to see if something it's actually a LZDoom bug or if it's even a bug.
Help regarding the VM Execution BEEFCAFE pointer
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- Graf Zahl
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Re: Help regarding the VM Execution BEEFCAFE pointer
If that was indeed the cause a fix may be to block player corpses from getting added to the corpse queue. AFAIK the engine does perform some stat list shenanigans with them which may interfere with corpse queue operation.
Re: Help regarding the VM Execution BEEFCAFE pointer
No matter what users do, engine should not crash. Errors and even fatal errors are OK, crashes are not.drfrag wrote:So it wasn't a bug in the end but an user error?
Load attached .pk3 with the following command line, respawn, and hit the switch.drfrag wrote:I could not reproduce the crash with their savegame since they used an old iwad.
Code: Select all
-iwad doom2 -file player_corpse_queue.pk3 -host 1 +map map01
GZDoom works fine because corpse queue is no longer implemented using thinkers list. So, player corpse won't appear in more than one list simultaneously.drfrag wrote:You really should try with GZDoom to see if something it's actually a LZDoom bug or if it's even a bug.
- Attachments
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player_corpse_queue.pk3
- (1.45 KiB) Downloaded 165 times
- drfrag
- Vintage GZDoom Developer
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Re: Help regarding the VM Execution BEEFCAFE pointer
Thanks! I think it's fixed merging the GZDoom code. Seems i don't need to bump SAVEVER.
https://github.com/drfrag666/gzdoom/commits/legacy
https://github.com/drfrag666/gzdoom/commits/legacy