ZDoom 2.5.0[.2508 & r3174]Crash with Mobius

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Kirby
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ZDoom 2.5.0[.2508 & r3174]Crash with Mobius

Post by Kirby »

Wai Hallo Thar :P

So I took up the unfortunate job of reviewing a horrible amalgamation entitled "Mobius" which throws in a bunch of weapons, monster recolors, etc. This one however also includes Cutmanmike's Ghoul series and the Zap missions as well (pretty pretty please trust me on this, DON'T play this wad). While going through the Ghoul series I finally finished the second level (Sjas) and got to the intermission screen. When I hit the spacebar to load the next level it simply hung there without loading the level, forcing me to Alt+Tab out and close it manually. The itself is so fucking screwed up I'm not surprised, however it did come with a crash report so I felt obligated to include it here anyways. Hopefully it'll be useful :|

And yes, I still browse these forums occasionally :P
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CrashReport.zip
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Last edited by Kirby on Tue Apr 05, 2011 3:34 pm, edited 1 time in total.
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Graf Zahl
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Re: ZDoom 2.5.0[.2508] Crash with Mobius

Post by Graf Zahl »

Does this also happen with the latest SVN build?
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Kirby
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Re: ZDoom 2.5.0[.2508] Crash with Mobius

Post by Kirby »

Apologies, but I've lost track of where to get the SVN builds (I've been away for a while and I can't seem to find a link to them on this site :| )
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Re: ZDoom 2.5.0[.2508] Crash with Mobius

Post by Enjay »

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Kirby
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Re: ZDoom 2.5.0[.2508] Crash with Mobius

Post by Kirby »

Cheers :)

Same problem occurred with the latest build. Here's the report from that crash.

If need be the wad file is located here
Attachments
CrashReport.zip
Mobius crash with r3174
(40.53 KiB) Downloaded 34 times
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randi
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Re: ZDoom 2.5.0[.2508 & r3174]Crash with Mobius

Post by randi »

The actual problem here is that there are over 11000 sidedefs referencing the missing texture "MICHELLE". For every one of these sidedefs, the loader scans every single linedef to report where it was used. So when it appears to have hung, it's actually busy spewing a list of missing textures. I have limited this output so maps with extreme numbers of missing textures do not take an extreme amount of time to load.

As for the crash, it happens during the garbage collector. Under normal circumstances, you won't be quitting the game during the middle of a map load (and thereby triggering the garbage collector), so I'm not going to worry about it. It wouldn't be worth the trouble to ensure that all pointers are consistent during the loading process.
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Graf Zahl
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Re: ZDoom 2.5.0[.2508 & r3174]Crash with Mobius

Post by Graf Zahl »

The problem with this crash is that any error reported during map load will put the engine into an unstable and unrecoverable state so that it will crash soon after, even if it can recover to print an error to the console. There needs to be some way to ensure a proper cleanup after a map load/savegame load gets aborted.
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