[Fixed] Fatal Crash with Dead.Air

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Fatal Crash with Dead.Air

Postby SwiftFunk » Sun Jan 13, 2019 4:47 pm

Using doom_complete.pk3 as IWAD, and dead.air, starting a new game with episode Hell On Earth causes a crash with this showing up in Terminal:
Code: Select allExpand view
map01 - dead.air



*** Fatal Error ***
Address not mapped to object (signal 11)
Address: (nil)
Generating gzdoom-crash.log and killing process 10709, please wait... 30   ../sysdeps/unix/sysv/linux/waitpid.c: No such file or directory.
Killed


System Specs and Other Info:
GZDoom g3.7.1 - 2019-01-01 15:15:35 +0100 - SDL version
Linux Modern 64bit version.
Computer: HP Notebook 15
Graphics: Intel Integrated Graphics
CPU:
Spoiler:

OS: Ubuntu 18.04 LTS running XFCE/XUbuntu
IWAD: doom_complete.pk3 (Episode used was Hell On Earth)
PWADS/PK3s: deadair.pk3, gzdoom.pk3, zd_extra.pk3
CRASH LOG ATTATCHED IN POST
VIDEO:
Attachments
gzdoom-crash.zip
(5.6 KiB) Downloaded 1 time
Last edited by SwiftFunk on Sun Jan 13, 2019 5:12 pm, edited 1 time in total.
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SwiftFunk
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Re: Fatal Crash with Dead.Air

Postby Graf Zahl » Sun Jan 13, 2019 5:06 pm

Without the crash log there's litte hope finding out what happened here.
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Re: Fatal Crash with Dead.Air

Postby SwiftFunk » Sun Jan 13, 2019 5:13 pm

Attached log
It made it on my desktop and I didn't see it at first
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SwiftFunk
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Re: Fatal Crash with Dead.Air

Postby Rachael » Sun Jan 13, 2019 5:17 pm

Another software renderer crash. >_< This one is not yet fixed in 3.7.2, I can trigger it on my copy.

It's crashing at FImageSource:RegisterForPrecache() - "img" is nullptr.
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Re: Fatal Crash with Dead.Air

Postby SwiftFunk » Sun Jan 13, 2019 5:28 pm

should I switch to opengl renderer for now? I used software because I just liked how it looked to me.
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Re: Fatal Crash with Dead.Air

Postby Graf Zahl » Sun Jan 13, 2019 6:10 pm

This crashes in the texture precaching code, so it should be enough to switch it off while playing this map.
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Graf Zahl
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Joined: 19 Jul 2003
Location: Germany

Re: Fatal Crash with Dead.Air

Postby Graf Zahl » Sun Jan 13, 2019 6:11 pm

Fixed. It was the camera texture causing this.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Fatal Crash with Dead.Air

Postby Xaser » Sun Jan 13, 2019 7:22 pm

Is there anything wrong with dead.air's camtex setup, or was it all engine-side? I've got another version in the works (for eventual release) in case there's anything that should change.
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Re: Fatal Crash with Dead.Air

Postby Rachael » Sun Jan 13, 2019 8:16 pm

That was engine-side. Any map with a camtex would've crashed.
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