Crash on infested map01
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Crash on infested map01
Got a crash while playing infested map01 : https://www.doomworld.com/forum/topic/1 ... m-set-v11/.
- Attachments
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- gzdoom-crash.log
- (50.37 KiB) Downloaded 23 times
Last edited by SaveTheDoomer on Fri Jan 14, 2022 1:51 pm, edited 1 time in total.
- drfrag
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Re: Crash on infested map01
What about other backends? And where are the links to the mods?
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Re: Crash on infested map01
I don't know about other backends. I can only play on Opengl ES thanks to video cards shortage. The other mods are irrelevant, the game crashes as well without them. New log attached below.
- Attachments
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- gzdoom-crash.log
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Re: Crash on infested map01
This is absolutely useless to us.
We need links to the mods in question in order to be able to reproduce the crash.
If you're going to attach a crash log we need the entire .zip file, not just a .log.
We need links to the mods in question in order to be able to reproduce the crash.
If you're going to attach a crash log we need the entire .zip file, not just a .log.
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Re: Crash on infested map01
The game crashes without mods as well, just with infested https://drive.google.com/file/d/1D6hvG6 ... sp=sharing. I got the crash on linux, i just have the .log file. Sorry.
Re: Crash on infested map01
Ah, sorry, didn't realize you were on Linux. The link to the mod is a lot more helpful though, thanks.
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Re: Crash on infested map01
I've tried to run the mod on OpenGL, the game doesn't crash, so this should be an OpenGL ES issue.
- drfrag
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Re: Crash on infested map01
I'm playing the map and i'm stuck after killing the first gore nest. I find it very hard to navigate, according to the doomworld thread someone else got stuck as well.
Could you provide a save? Which coordinates? I'm halfway through and for now it hasn't crashed.the "gates" that block you should get lowered when the "demon hearth" (gore nest) is killed
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Re: Crash on infested map01
You need to find both nests on the first map, then proceed to the exit. The game always crashes for me when i jump into the exit teleport, but only with opengl ES on linux. Don't know if you will be able to replicate.
- drfrag
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Re: Crash on infested map01
I've found the hidden switch where the second nest appears. For me it hangs but it crashes on VS.
The coordinates are -784, -764, -92 happens when you enter the door and look at the exit hole. Yes it only happens on GLES.
Included locals tab, clss is NULL.
The coordinates are -784, -764, -92 happens when you enter the door and look at the exit hole. Yes it only happens on GLES.
Included locals tab, clss is NULL.
Code: Select all
> gzdoom.exe!DBaseStatusBar::CallDraw(EHudState state, double ticFrac) Line 1114 C++
gzdoom.exe!D_Display() Line 988 C++
gzdoom.exe!D_DoomLoop() Line 1219 C++
gzdoom.exe!D_DoomMain_Internal() Line 3591 C++
gzdoom.exe!GameMain() Line 3616 C++
gzdoom.exe!DoMain(HINSTANCE__ * hInstance) Line 981 C++
gzdoom.exe!wWinMain(HINSTANCE__ * hInstance, HINSTANCE__ * nothing, wchar_t * cmdline, int nCmdShow) Line 1272 C++
+ this 0x0000018a0dd0f460 ??? DBaseStatusBar *
`DBaseStatusBar::CallDraw'::`2'::VIndex 4 unsigned int
+ clss 0x0000000000000000 <NULL> PClass *
func Variable is optimized away and not available.
+ params 0x00000075170fe870 {{i=231797856 a=0x0000018a0dd0f460 f=8.361808649977e-312#DEN ...}, {i=-1757054830 ...}, ...} VMValue[3]
state HUD_StatusBar (0) EHudState
ticFrac 0.68296551365931024 double
VIndex 4 unsigned int
Re: Crash on infested map01
Oddly that stack trace has nothing at all whatsoever to do with OpenGL ES, that is simply the status bar code in its higher level draw routines which are backend non-dependent. They will call the backend code however - and if the backend code is problematic then the stack trace should be showing it, there.
What that means is if this code is causing problems, then it should be crashing in all backends. Or the OpenGL ES backend is doing something unique that makes it a perfect storm for crashing. Or - the relevant function in the backend might be so small that its call is being optimized out and it's being in-lined.
Can you reproduce this with a debug build? The stack trace might be more informative, there.
What that means is if this code is causing problems, then it should be crashing in all backends. Or the OpenGL ES backend is doing something unique that makes it a perfect storm for crashing. Or - the relevant function in the backend might be so small that its call is being optimized out and it's being in-lined.
Can you reproduce this with a debug build? The stack trace might be more informative, there.
- Graf Zahl
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Re: Crash on infested map01
IIRC the only backend stuff being accessed in that code is the shape2d vertex buffers
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Re: Crash on infested map01
Try to load this, it crashes on windows too but no report is generated... sometimes it doesn't crash, but it hangs and the status bar begins to flicker.
https://www.mediafire.com/file/ojnowpp7 ... 0.zds/file
https://www.mediafire.com/file/ojnowpp7 ... 0.zds/file
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Re: Crash on infested map01
Any news? Somebody managed to replicate something?
Re: Crash on infested map01
Should be fixed here:
https://github.com/coelckers/gzdoom/pull/1544/
Problem was the map was using more than 100 Viewpoints and the GLES Buffer implementation did not implement resize of the buffer
https://github.com/coelckers/gzdoom/pull/1544/
Problem was the map was using more than 100 Viewpoints and the GLES Buffer implementation did not implement resize of the buffer