GZDoom Crash on Starting Dragon Sector
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.
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.
-
- Lead GZDoom+Raze Developer
- Posts: 49184
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Lead GZDoom+Raze Developer
- Posts: 49184
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Crash on Starting Dragon Sector
fixed. It was a buffer overflow in the canvas texture code.
-
- Posts: 123
- Joined: Wed Jan 23, 2019 10:22 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Professional X64
- Graphics Processor: nVidia with Vulkan support
-
- Posts: 95
- Joined: Thu Jul 13, 2017 3:04 pm
- Preferred Pronouns: She/Her
- Operating System Version (Optional): Win11, MacOS Ventura
- Graphics Processor: Apple M1
-
- Posts: 95
- Joined: Thu Jul 13, 2017 3:04 pm
- Preferred Pronouns: She/Her
- Operating System Version (Optional): Win11, MacOS Ventura
- Graphics Processor: Apple M1
Re: GZDoom Crash on Starting Dragon Sector
Well.......this is still happening for me on HEAD. No matter what mod I load (that uses models), though, I always get the same error.
Assertion failed: (mBufferPointer != nullptr), function UploadBones, file hw_bonebuffer.cpp, line 87.
Assertion failed: (mBufferPointer != nullptr), function UploadBones, file hw_bonebuffer.cpp, line 87.
-
-
- Posts: 4149
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Crash on Starting Dragon Sector
For me MAP01 does not crash, however, models do not display,
for example
when I load dragon-sector-remake-v0.51a.pk3
or, for example
Enjay's Gene-Tech: Before the Storm
or, for example
Zanieon's MMDCXIV
with any 4.11-pre or 4.10 versions
Sorry for erroneous post, see below.
for example
when I load dragon-sector-remake-v0.51a.pk3
or, for example
Enjay's Gene-Tech: Before the Storm
or, for example
Zanieon's MMDCXIV
with any 4.11-pre or 4.10 versions
Sorry for erroneous post, see below.
Last edited by Kappes Buur on Sun Jan 29, 2023 2:57 pm, edited 5 times in total.
-
- Posts: 95
- Joined: Thu Jul 13, 2017 3:04 pm
- Preferred Pronouns: She/Her
- Operating System Version (Optional): Win11, MacOS Ventura
- Graphics Processor: Apple M1
Re: GZDoom Crash on Starting Dragon Sector
Is that a dev build?Kappes Buur wrote: ↑Sun Jan 29, 2023 5:32 am For me MAP01 does not crash, however, models do not display,
for example
when I load the pk3 with any 4.11-pre or 4.10 versions
-
-
- Posts: 4149
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Crash on Starting Dragon Sector
Yes, all 4.11pre are development versions:
- gzdoom-x64-g4.11pre-6-g46d36cf5c
- gzdoom-x64-g4.11pre-109-g70d355cfa
and the final release of 4.10
- gzdoom-4-10-0-Windows-64bit
Sorry for erroneous post, see below.
Last edited by Kappes Buur on Sun Jan 29, 2023 2:56 pm, edited 2 times in total.
-
- Posts: 123
- Joined: Wed Jan 23, 2019 10:22 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Professional X64
- Graphics Processor: nVidia with Vulkan support
Re: GZDoom Crash on Starting Dragon Sector
I don't know if this particular fix would have been in 109 since Graf made the commit that afternoon.Kappes Buur wrote: ↑Sun Jan 29, 2023 11:43 amYes:
gzdoom-x64-g4.11pre-6-g46d36cf5c
gzdoom-x64-g4.11pre-109-g70d355cfa
and
gzdoom-4-10-0-Windows-64bit
I've just tried it out with gzdoom-x64-g4.11pre-112-g4d9e60574 and I set the wipe effect to melt and skill to Brutal. I was able to load into Map 01 and play through, and all the 3D models are in there. So, might be something else going on here.
Just throwing my 0.02 Canadian cents in as another data point.
-
-
- Posts: 4149
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Crash on Starting Dragon Sector
In case it is important, I edited my earlier reply to include other pwads
where the models are not displayed.
[edit]
Still happens with gzdoom-x64-g4.11pre-112-g4d9e60574
Sorry for erroneous post, see below.
where the models are not displayed.
[edit]
Still happens with gzdoom-x64-g4.11pre-112-g4d9e60574
Sorry for erroneous post, see below.
Last edited by Kappes Buur on Sun Jan 29, 2023 2:58 pm, edited 1 time in total.
-
- Posts: 123
- Joined: Wed Jan 23, 2019 10:22 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Professional X64
- Graphics Processor: nVidia with Vulkan support
Re: GZDoom Crash on Starting Dragon Sector
May I ask, what renderer you're using?Kappes Buur wrote: ↑Sun Jan 29, 2023 12:04 pm In case it is important, I edited my earlier reply to include other pwads
where the models are not displayed.
[edit]
Still happens with gzdoom-x64-g4.11pre-112-g4d9e60574
-
-
- Posts: 4149
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Crash on Starting Dragon Sector
Well, now I really feel stupid. I blame my deteriorating memory for that.
I was so certain that I set the renderer to Hardware Accelerated, as I always use that,
but I had been playing Knee-Deep in KDiZD and changed it to Software Renderer
and forgot to change it back.
I'm sorry for my misleading posts. I will correct the posts above.
-
- Posts: 95
- Joined: Thu Jul 13, 2017 3:04 pm
- Preferred Pronouns: She/Her
- Operating System Version (Optional): Win11, MacOS Ventura
- Graphics Processor: Apple M1
Re: GZDoom Crash on Starting Dragon Sector
This is fixed in https://github.com/ZDoom/gzdoom/pull/1981 (just tried it myself)