Monsters won't gib. If I mdk a zombieman, its just the regular death.
I'm on 64-bit linux - seems like others on linux are having this problem too.
If I run r1250 windows version under wine, gibbing works. (Though there's also a lot of graphical corruption - zdoom's software renderer under wine has been like that for quite a few versions.)
[r1250] No gibbing
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Re: [r1250] No gibbing
i should note that i run a 64b version as well (gentoo, but that couldn't be the primary reason)
edit: if you checked that url, you'd see that i'm the one he's referring to
edit: if you checked that url, you'd see that i'm the one he's referring to

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [r1250] No gibbing
There obviously is a problem with the state parser that only affects 64bit builds. Unfortunately this means I can't debug it. I need help from someone who can debug this code with a 64 bit build (the starting point is the ParseStates function.)
IK suspect it's the same as: http://forum.zdoom.org/viewtopic.php?f=2&t=19213
Just out of curiosity. Does anyone here have a 64bit Windows system and compiled ZDoom for it? If so, how does that behave?
IK suspect it's the same as: http://forum.zdoom.org/viewtopic.php?f=2&t=19213
Just out of curiosity. Does anyone here have a 64bit Windows system and compiled ZDoom for it? If so, how does that behave?
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- Joined: Sun Apr 06, 2008 9:55 pm
Re: [r1250] No gibbing
I'm using a 32-bit build on Mac OS X, and I can't gib monsters either. Maybe it's a Unix thing and not a problem with 64-bit?
Re: [r1250] No gibbing
I can confirm that Win64 also exhibits this behavior. It also takes far longer than Win32 to start up, but only when running inside the debugger. Dumpstates returns identical output for both builds, however.
The problem lies elsewhere, and it looks like it was just happenstance that it worked on the Win32 build.
The problem lies elsewhere, and it looks like it was just happenstance that it worked on the Win32 build.