GZDoom has weird behaviour in some conditions on PB

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Cacodemon345
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GZDoom has weird behaviour in some conditions on PB

Post by Cacodemon345 »

This so far only seems to happen with Project Brutality, but this may (or may not) be a serious issue.

So, someone 6 months ago reported having bizarre and weird issues with Project Brutality. The cause was eventually tracked down to my written PDA framework implementation in PB_EventHandler class and GZDoom's melt screen effect. In 4.3.3 it crashes after showing bizarre behaviour, in later versions it crashes immediately.

Unfortunately I (and others in the PB Dev team) got no luck replicating the problem so far, so I am leaving this bug report in case someone gives a clue on what happens. Investigating the crash dumps in the linked GitHub thread may help too. I am reporting this because it seems to be more of a GZDoom bug than PB.
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Graf Zahl
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Re: GZDoom has weird behaviour in some conditions on PB

Post by Graf Zahl »

Moving out of the way, with the given info it's hard to say.
lord_andre
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Re: GZDoom has weird behaviour in some conditions on PB

Post by lord_andre »

Hi, I am affected by the bug. Here are my specs:

Operating System: Windows 10 Pro 64-bit (Version 1903, Build 18362)
Processor: Intel i7-4790K CPU
Graphic Card: AMD Radeon R9 280x
Memory: 16GB RAM

Tested Versions: GZDoom 4.3.3 - 4.4.2 & gzdoom-x64-g4.5pre-150-gc3dc84297
LZDoom 3.85

Newly installed, no mods (except PB), no changes to the Doom.ini

The bug is also on my brother's pc. I will submit his specs and crash reports later.
Attachments
CrashReport_new2.zip
Doom was running way too fast for a short time, then crash
(52.36 KiB) Downloaded 163 times
CrashReport_new.zip
Crash immediately after the map is loaded
(57.11 KiB) Downloaded 172 times
Cacodemon345
Posts: 419
Joined: Fri Dec 22, 2017 1:53 am
Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: GZDoom has weird behaviour in some conditions on PB

Post by Cacodemon345 »

https://github.com/pa1nki113r/Project_B ... -701338402

The issue has now been found to be mouse-related and SendNetworkEvent-related issue.

Any further ideas?

Edit: The issue only happens on programmable mice, other ones work fine.
Cacodemon345
Posts: 419
Joined: Fri Dec 22, 2017 1:53 am
Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: GZDoom has weird behaviour in some conditions on PB

Post by Cacodemon345 »

Now that I got more information from load_andre, I think the summary is pretty much this: The bizarre behaviour only happens if:
1. in_mouse is set to either 0 or 3 (which I presume is RawInput).
2. Wipe Effect is set to "Melt".
3. Programmable mice is used.
4. Mouse input is posted *just* before the melt effect starts (meaning the very first tic).

InputProcess gets called in the following event processing code. Then SendNetworkEvent gets called from ZScript code.

I will try making a minimal sample about this later.
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