"Phobos City" crash
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- Ed the Bat
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"Phobos City" crash
https://www.youtube.com/watch?v=mfUhnZkEXrY
Mod download link in description.
Very Fatal Error upon attempting to begin MAP01 (crash report attached). This map used to work (missing Skulltag actors/textures notwithstanding) in older versions (uncertain how much older), and still runs in Zandronum 3.0 Alpha.
Mod download link in description.
Very Fatal Error upon attempting to begin MAP01 (crash report attached). This map used to work (missing Skulltag actors/textures notwithstanding) in older versions (uncertain how much older), and still runs in Zandronum 3.0 Alpha.
- Attachments
-
CrashReport.zip
- (37.28 KiB) Downloaded 31 times
Re: "Phobos City" crash
I'm not getting a crash, just the following output:
After that, ZDoom simply quits.
Code: Select all
Attempt to get invalid state Ready from actor Toilet.
Attempt to get invalid state Ready from actor Urinal.
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 2880:
Parent type 'DarkImp' not found in DarkImpStun
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 2880:
Replaced type 'DarkImp' not found for DarkImpStun
Attempt to get invalid state See from actor DarkImpStun.
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3102:
Parent type 'Belphegor' not found in BelphegorStun
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3102:
Replaced type 'Belphegor' not found for BelphegorStun
Attempt to get invalid state See from actor BelphegorStun.
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3116:
Parent type 'Cacolantern' not found in CacolanternStun
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3116:
Replaced type 'Cacolantern' not found for CacolanternStun
Attempt to get invalid state See from actor CacolanternStun.
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3130:
Parent type 'Hectebus' not found in HectebusStun
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3130:
Replaced type 'Hectebus' not found for HectebusStun
Attempt to get invalid state See from actor HectebusStun.
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3172:
Parent type 'BloodDemon' not found in BloodDemonStun
Script error, "Phobos City V1.4.pk3:phobos city 1.4.wad:DECORATE" line 3172:
Replaced type 'BloodDemon' not found for BloodDemonStun
Attempt to get invalid state See from actor BloodDemonStun.
5 errors while parsing DECORATE scripts
- Ed the Bat
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Re: "Phobos City" crash
My apologies. It seems the version of this project that I had in my library is an older version than the one I linked. However, even after pacifiying those DECORATE errors (I have a custom package of Skulltag actor definitions that I can load alongside this), I still hit the Very Fatal Error upon loading MAP01.
Here is the older version upon which my original post is based.
Here is the older version upon which my original post is based.
Re: "Phobos City" crash
That one does load, but other than two missing actors, two missing textures and a few minor map complaints, it seems to work fine.
- Ed the Bat
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Re: "Phobos City" crash
Hm, I'm still getting the Very Fatal Error with even a completely fresh install of the latest ZDoom dev build (zdoom-2.9pre-437-g9b134a7).
- wildweasel
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Re: "Phobos City" crash
What little I know about reading crash reports seems to indicate that the crash happened in fmodex.dll. Any unusual sound settings or sound files?
- Ed the Bat
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Re: "Phobos City" crash
Well, as I said, I got this crash even with a completely fresh install of ZDoom (the crash report was generated from my normal install of GZDoom complete with my settings), so no, there literally can't be any unusual settings.
I've also rebooted my computer once today, and that's had no impact (there have been times where a mysterious crash stops happening after a reboot).
I've also rebooted my computer once today, and that's had no impact (there have been times where a mysterious crash stops happening after a reboot).
Re: "Phobos City" crash
It crashes deep inside FMOD Ex on attempt to load SND_BOIL lump, even with the latest version 4.44.61 of the library.
So OpenAL backend isn't affected by this problem. Also, VLC and Slade play this OGG file just fine.
Probably it's a subject to Not ZDoom resolution.
So OpenAL backend isn't affected by this problem. Also, VLC and Slade play this OGG file just fine.
Probably it's a subject to Not ZDoom resolution.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: "Phobos City" crash
I always thought that there should be an option to load sounds through libsndfile or libmpg123, even with FMod, just to get around such problems.
Too bad that these libaries have been used in a way that makes the existing code quite useless for that purpose.
I'm keeping this open for now.
Too bad that these libaries have been used in a way that makes the existing code quite useless for that purpose.
I'm keeping this open for now.
Re: "Phobos City" crash
No crash here with FMOD 4.36.23, but it fails to load the sound with an "out of memory" error.Ed the Bat wrote:Here is the older version upon which my original post is based.
Further testing shows that SND_BOIL is a bad file. Trying to play it with SLADE 3.1.1.1 makes that program hang. Exporting it and playing it with foobar2000 succeeds, but foobar2000 can't tell how long the sound is. Passing it to ogginfo gives the message "Negative or zero granulepos (-1) on Vorbis stream outside of headers. This file was created by a buggy encoder"
Attached is a fixed version of the sound, for whatever good it will do.
- Attachments
-
SND_BOIL_FIXED.zip
- (143.02 KiB) Downloaded 28 times
- Ed the Bat
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Re: "Phobos City" crash
What a kind gift! Thank you.
I am certainly not opposed to just patching the mod on my end; that would fill my needs. I just wasn't sure if such an issue was hindering anyone else. Though, given the fact that this project was targeted at Skulltag/Zandronum, getting it to work in ZDoom may be somewhat out of the mission scope in the first place.
I am certainly not opposed to just patching the mod on my end; that would fill my needs. I just wasn't sure if such an issue was hindering anyone else. Though, given the fact that this project was targeted at Skulltag/Zandronum, getting it to work in ZDoom may be somewhat out of the mission scope in the first place.
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Re: "Phobos City" crash
Does it happen with fmod 4.26.36 (used by Skulltag/Zandronum)?
- Ed the Bat
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Re: "Phobos City" crash
Nope, I can load the map just fine in Zandronum, as mentioned in original post.