Raze always crashes to desktop with a "Very Fatal Error" at the end of the cutscenes in "The Last Warrior" addon for Shadow Warrior. This occurs at the end of level 4 (first cutscene) and also at the end of level 14 (second cutscene). Aborting the cutscene would continue without crash.
Tested with snapshot: raze-x64-1.1.0pre-203-g4b35a30de
How to test:
- Download "The Last Warrior" (custom PK3 version, 12.2 MB)
- Load savegame "Quicksave" (zip, 0.3 MB) from my gameplay session. It puts you right after the boss in level 14 dies, so all you have to do is wait a few seconds. The cutscene will start automatically.
- Let the cutscene play until the end.
[1.1.2+/SW] Crash after cutscene in "The Last Warrior"
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
It crashes while rendering the last frame of the cutscene. That file appears to be a bit broken. It reports having 128 frames, but trying to decode frame 127 will make it crash.
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
Did this work with other ports? Maybe some error tolerance needs to be added for this one.
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- Lead GZDoom+Raze Developer
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
No idea. I haven't played this mod with any port yet. But the anmlib code is virtually unchanged from EDuke32.
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
Maybe the error can just be made non-fatal. I gotta admit, it's the first time I'm playing this.
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
The crash happens when it reads past the end of a memory block. So I got to find out how to validate it.
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
This is possibly addressed by this commit. @NightFright, any chance you could please confirm?
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- Lead GZDoom+Raze Developer
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Re: [1.1.2+/SW] Crash after cutscene in "The Last Warrior"
The cutscene did not crash when I played the mod.