(g3.0.1+) Software renderer crashes with Hideous destructor

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
RightInfinity
Posts: 31
Joined: Tue May 16, 2017 8:34 pm

(g3.0.1+) Software renderer crashes with Hideous destructor

Post by RightInfinity »

I'm not certain if this is a wad specific thing, but it's the only wad that seemed to do this reliably.

I've been playing few older maps with HD and wanted to swap to the older software render to preserve the visual trickery some employ that isn't present in the "Experimental poly render" or OpenGL modes, but every time I fire a weapon, for the first time in any given map, It causes gzdoom to crash.

If I enable the experimental poly render, Fire a few rounds, then turn it off, I'm able to play normally, though I have to redo this trick for each new map, and it isn't 100% reliable either
if true colour is enabled, GZdoom will crash gracefully to the crash reporter, if it's off, it'll hard lock and require taskmanager.
Changing the "Rendering canvas" has no apparent effect on the crash, and neither does anything I tested in the display options

I've tested this on the latest dev build (g3.0pre-211-gfc86392) and the standard g3.0.1 release under Win 7 SP1 x64.
Wad was downloaded from here https://github.com/MatthewTheGlutton/Hi ... 22a9161019

I've stuck on the crash report zip on here for what it's worth.
You do not have the required permissions to view the files attached to this post.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Matt »

Spoiler: trying to figure this out
It seems to be caused by wallsprite itself - if I comment out the random wallspriting in WallChunk and add "+wallsprite" to the default I get the crash too.

In fact I can replicate the crash with this and nothing else:

Code: Select all

class bluh:techlamp{
	default{
		+wallsprite
	}
}
dpJudas
 
 
Posts: 3036
Joined: Sat May 28, 2016 1:01 pm

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by dpJudas »

Does ZDoom even officially support wallsprites? I've seen some (incomplete?) code dealing with them, but I also think the wiki said they are GL renderer only.
User avatar
Rachael
Posts: 13523
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Rachael »

Officially it does not. The only "wallsprites" there currently are (as far as I know) are the decals that appear on the walls.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Matt »

Are there any plans to make the software renderer support wallsprites in the future?

If not, is there any way to tell if any given player might be using software and set bWALLSPRITE accordingly?
User avatar
Rachael
Posts: 13523
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Rachael »

Your mod should not be meddling with setting +WALLSPRITE based on renderer, if you are only doing so to fix a crash.

The crash must be fixed on the engine side.
dpJudas
 
 
Posts: 3036
Joined: Sat May 28, 2016 1:01 pm

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by dpJudas »

If wallsprites aren't supported by the software renderer, then what should be done about the incomplete implementation (r_wallsprite.cpp)? Remove it? If it only supports a subset, what subset is that?

The code there has nothing to do with decals. They are implemented in a completely different way. What is the difference between a wallsprite and a decal anyway?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49053
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Graf Zahl »

Fixed.

There were two rather trivial errors in the code. Was this ever tested?
dpJudas
 
 
Posts: 3036
Joined: Sat May 28, 2016 1:01 pm

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by dpJudas »

Probably not - hence why I was asking about the general status of that particular feature.
User avatar
Rachael
Posts: 13523
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Rachael »

dpJudas wrote:What is the difference between a wallsprite and a decal anyway?
As I understand it - and someone can feel free to jump in and correct me if I am wrong - it's like BUILD when you were able to make sprites become an upwards plane in 3D space - it was used to great extent to add wall decor, signage, and put explodable cracks in the wall, in addition to being a tool that was used to create quick fake 3D floors (when combined with BUILD's own flat sprites).
dpJudas
 
 
Posts: 3036
Joined: Sat May 28, 2016 1:01 pm

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by dpJudas »

Okay - thanks. So it is just a sprite that doesn't rotate towards the camera (doesn't billboard).
User avatar
Rachael
Posts: 13523
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: (g3.0.1+) Software renderer crashes with Hideous destruc

Post by Rachael »

Exactly.

Return to “Closed Bugs [GZDoom]”