Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 10:02 am

Blue Shadow wrote:Sucks for you then. Starting with GZDoom 3.0, FMod is gone, and your only option is to use OpenAL.

WHAT? Why!? What's wrong with FMOD? In all of my experience with G/ZDoom FMOD has always been clean, clear, crisp and better. First time I try OpenAL and the shit explodes, not to mention for me it makes everything lower volume and muffled.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 10:03 am

FMOD isn't compatible with the GPL license that GZDoom now uses.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 10:04 am

wildweasel wrote:FMOD isn't compatible with the GPL license that GZDoom now uses.

GPL is holding this up? You kiddin' me? So why can't they just use the old license?

EDIT: I don't see any mentions of GPL anywhere and see stuff like this:
Q. Do I need a license to use FMOD during development?
A. No, you don’t need a license to use FMOD during development.

FMOD Non-Commercial License, which allows software not intended for commercial distribution to use FMOD for free.


_mental_ wrote:Exactly. The same old story: instead of reporting issues people are keeping them privately or just complaining in some unrelated forum topics.

Because they won't listen to one little person's complaint, and roll with changes anyway. I see it a thousand times.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 10:42 am

Nevander wrote:GPL is holding this up? You kiddin' me? So why can't they just use the old license?
Because it is not compatible with the GPL. Just because it's free for non-commercial use doesn't make it automagically compatible. The GPL is a very specific thing, for better and for worse.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 10:52 am

Nevander wrote:
wildweasel wrote:FMOD isn't compatible with the GPL license that GZDoom now uses.

GPL is holding this up? You kiddin' me? So why can't they just use the old license?


This licensing mishmash was one of the reasons ZDoom constantly had problems borrowing code from other ports.
That really sucks because you have to virtually run circles around the stuff you want to implement which is not fun.

Granted, I am not a big fan of the GPL but when working with code that virtually depends on it being the outlier is not a good thing.


Just one thing: I can finally have an in-depth look at the Strife Veteran edition and check if adding full support for it is doable. Until now it was a no-go.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 11:00 am

Kinsie wrote:
Nevander wrote:GPL is holding this up? You kiddin' me? So why can't they just use the old license?
Because it is not compatible with the GPL. Just because it's free for non-commercial use doesn't make it automagically compatible. The GPL is a very specific thing, for better and for worse.

Sounds like mostly for worse. They say "guarantees end users the freedom to run, study, share and modify the software" but then have licenses. License != freedom IMO. I know I'm being relentless but this kind of stuff drives me up walls.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 12:21 pm

Nevander wrote:License != freedom IMO.

A license is what gets you any freedom. Without a license, you can't use someone else's code, period (there are places that don't even let you voluntarily give up copyright, that is, some places don't allow things to be placed into the Public Domain prior to copyright expiration). The license lays down the rules for what's required of you to allow you to use the code, and what you're allowed to do with it. If there is no license, you have no rights to someone else's copyrighted work.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 7:51 pm

Enjay wrote:I can't see if this has been tried anywahere: have you tried loading a music track called D_RUNNIN that isn't a midi/mus file (e.g. an ogg)?

Thanks Enjay! GZDoom runs fine when D_Runnin is an mp3 or ogg file. Hopefully this helps us track down the problem. MIDI files have started to work again with the latest update so I'm going to try to replace my current DOOM2.wad file and see if it helps!

EDIT: Replacing the iwad didn't fix the issue, and TNT and Plutonia also still have the issue.
EDIT 2: Loading a new .wad file with D_RUNNIN.mus works?????? Loading TNT.wad as a pwad also works????????

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 8:08 pm

My apologies if this has already been suggested, but have you checked the CRC/SHA1/MD5 hash of your IWAD? I suspect file corruption.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Sun Apr 30, 2017 9:39 pm

wildweasel wrote:My apologies if this has already been suggested, but have you checked the CRC/SHA1/MD5 hash of your IWAD? I suspect file corruption.

Yup, and I've replaced the IWAD file with both the steam version and other copies multiple times.

Re: GZDoom crashing when loading D_Runnin on MAP01 in Doom 2

Mon May 01, 2017 4:05 am

Have you tried a complete purge of GZDoom from your system (including looking for ini files that might be hiding in odd places like your user profile) and starting afresh with a new, clean install?

It's very weird that no one else is experiencing this especially as (because it's the music from the first map) it would affect almost anyone trying to start the game. There must be something odd about either your system or the files on it.