GZDOOM Builder crash?

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

GZDOOM Builder crash?

Post by Cansteam »

(If this is in the wrong area, I'm sorry, I have no idea where to go outside of the GZDoom Builder thread now that it's locked)

When I try to start to make a new map: this error happens.

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 8.1
GPU: Intel(R) HD Graphics 5500
GZDB: R2787

********EXCEPTION DETAILS********
CompilationException while loading effect display2d.fx: SlimDX.CompilationException ---> SlimDX.Direct3D9.Direct3D9Exception: ERROR_MOD_NOT_FOUND: n/a (-2147024770)
   at SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
   at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
   at SlimDX.Result.Record[T](Int32 hr, Object dataKey, Object dataValue)
   at SlimDX.CompilationException.Check[T](Int32 hr, String errors)
   --- End of inner exception stack trace ---
   at SlimDX.Direct3D9.Effect.FromMemory(Device device, Byte[] memory, Macro[] preprocessorDefines, Include includeFile, String skipConstants, ShaderFlags flags, EffectPool pool, String& compilationErrors)
   at SlimDX.Direct3D9.Effect.FromStream(Device device, Stream stream, Macro[] preprocessorDefines, Include includeFile, String skipConstants, ShaderFlags flags, EffectPool pool, String& compilationErrors)
   at CodeImp.DoomBuilder.Rendering.D3DShader.LoadEffect(String fxfile) in x:\Source\Core\Rendering\D3DShader.cs:line 121
   at CodeImp.DoomBuilder.Rendering.D3DShader.LoadEffect(String fxfile) in x:\Source\Core\Rendering\D3DShader.cs:line 141
   at CodeImp.DoomBuilder.Rendering.Display2DShader..ctor(ShaderManager manager) in x:\Source\Core\Rendering\Display2DShader.cs:line 51
   at CodeImp.DoomBuilder.Rendering.ShaderManager.ReloadResource() in x:\Source\Core\Rendering\ShaderManager.cs:line 113
   at CodeImp.DoomBuilder.Rendering.ShaderManager..ctor(D3DDevice device) in x:\Source\Core\Rendering\ShaderManager.cs:line 70
   at CodeImp.DoomBuilder.Rendering.D3DDevice.Initialize() in x:\Source\Core\Rendering\D3DDevice.cs:line 307
   at CodeImp.DoomBuilder.MapManager.InitializeNewMap(MapOptions options) in x:\Source\Core\General\MapManager.cs:line 263
   at CodeImp.DoomBuilder.General.NewMap() in x:\Source\Core\General\General.cs:line 1092
   at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 256
   at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) in x:\Source\Core\Actions\ActionManager.cs:line 407
   at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 467
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Does anyone know what this means? Because I sure don't.
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

Cansteam wrote:When I try to start to make a new map: this error happens.
You mention 'a new map', I assume that you did not have any problems before.
So, something in your computer must have changed.

Try updating DirectX 9 and/or your video driver(s).

And speaking of updating, you might want to consider GZDoom_Builder_Bugfix
https://devbuilds.drdteam.org/gzdbbf/
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

This is a new computer I got 4 days ago, and I downloaded GZDOOM builder today, by the way.

And I'll try that tomorrow, as it is 2 in the morning and I need to sleep, and hopefully it works
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

See System requirements and Required software at the bottom of https://github.com/jewalky/GZDoom-Builder-Bugfix
which applies to both GZDB and GZDB-BF.
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

Downloading DirectX worked, thanks a lot!
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

Another error: Image

This appears when I try to compile a script. Any idea why?
I googled the file said in the error, but I couldnt find anything.
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

Which do you use for mapping, GZDB or GZDB-BF?

Anyways, it looks as if you have not installed the Microsoft Visual Runtimes,

GZDoom Builder uses Microsoft Visual C++ 2008 SP1 Redistributable Package (x86)
see Required software viewtopic.php?f=45&t=32392

SLADE v3.1.1.5 and GZDoom Builder - Bugfix use Microsoft Visual C++ 2015 Runtime
see Windows Requirements http://slade.mancubus.net/index.php?page=downloads


MSVCR120.dll first appeared in Microsoft Visual C++ 2013 Runtime
https://www.microsoft.com/en-ca/downloa ... x?id=40784
I'm not sure if you need that one as well. Try the other two first.
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

I use GZDB for mapping, and I tried all 3 options you gave me and the error still appears, even after restarting my laptop for each one.
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

After installing the 2013 runtimes, msvcr120.dll should be in
C:\Windows\System32\ and/or C:\Windows\SysWOW64 .

If you do not have it in either, I could upload it for you via mediafire
or you could find it through Google or Bing.

At the moment I do not know why acc.exe is looking for it. :roll:
Maybe someone else can throw some light on that.
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

Yep, msvcr120.dll is in my System32 folder.

And yeah, why IS it searching for that? Every time i've had a new computer, GZDoom Builder's/Doom Builder's script editor worked fine at the start


Edit: So, I reinstalled GZDoom Builder, and compiling the script worked fine UNTIL i updated it to the latest version.

Edit2: Upgrading to GZDB BF did NOT work.

Edit3: Downloading r2767 at https://devbuilds.drdteam.org/doombuilder2-gzdb/ did NOT work.
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

What is the exact path to where you installed the editor?
IIRC, one should not set up a folder in C:\Program Files.

Personally, with each new iteration of the editor I place the files into their own folder, ie
H:\PWAD_EDITING\GZDB_r2767
H:\PWAD_EDITING\GZDB_r2787
H:\PWAD_EDITING\GZDB_BF\GZDoom_Builder_Bugfix-r2960
H:\PWAD_EDITING\GZDB_BF\GZDoom_Builder_Bugfix-r2972
etc.

and delete older versions as they become obsolete.
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

I put mine is C:\Games\Doom\games and zandronum and doomseeker/GZDoom Builder
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

I created the same path C:\GAMES\games and zandronum and doomseeker\GZDoom Builder
and un7zipped GZDoom_Builder-r2787.7z there. Then I created a new map and placed some
actions into a script. The script compiled without a problem.

While it probably will not help, try to update the ACS compiler to what is found in the latest
GZDB-BF, but then it also won't hurt having the latest version.

Not being able to work on your computer, at this point I am out of ideas.
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDOOM Builder crash?

Post by Cansteam »

I would probably just try to see the latest version I can go without crashing, to see if there was a problem, but there's no website listing more than 5 versions of it as far as I know. For now I guess i'll just have to play on the oldest version without updating.

Thank you for trying to help, though.
User avatar
Kappes Buur
 
 
Posts: 4180
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDOOM Builder crash?

Post by Kappes Buur »

Cansteam wrote:I would probably just try to see the latest version I can go without crashing, to see if there was a problem, but there's no website listing more than 5 versions of it as far as I know. For now I guess i'll just have to play on the oldest version without updating.

Thank you for trying to help, though.
There are still a few versions from end of 2015 to latest at https://devbuilds.drdteam.org/doombuilder2-gzdb/
Just set the Developer mode skin first.
Locked

Return to “Editing (Archive)”