GZDoom Fatal Error

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SkyeJordan666

GZDoom Fatal Error

Post by SkyeJordan666 »

Been playing Doom with Brutal Doom v22 Beta 3 and some mods for couple of days with Hakros Doom Launcher 1.6, and GZDoom 4.12.2 have caught some fatal errors lately. Is there any fix for this?

Code: C0000005 (Access Violation - tried to read address 0000000000000008)
Address: 00007ff727577ff5
Flags: 00000000

CrashReport.Zip is hosted on my private Discord server.
https://cdn.discordapp.com/attachments/ ... 326ee5ed7&
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Rachael
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Re: GZDoom Fatal Error

Post by Rachael »

First, please try a dev build: https://devbuilds.drdteam.org/gzdoom/

If it still crashes there in the same place, try running this on VKDoom: https://github.com/dpjudas/VkDoom/releases/tag/nightly
CrashReport.Zip is hosted on my private Discord server.
Please don't use Discord to host files in the future - the file links are timestamped and will only work for a short period of time. (This was a new change introduced in the past couple of years, apparently to combat the spread of malware)

For any devs though, I did manage to get the stack trace out of the crash report here: https://imgur.com/RPvUUKs
dpJudas
 
 
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Joined: Sat May 28, 2016 1:01 pm

Re: GZDoom Fatal Error

Post by dpJudas »

A null pointer crash at 0x0000000000000008 means it must be vkbuf->mBuffer that is null, since only 'buffer' is located 8 bytes in. The only way this situation can happen is if the hwrenderer attempts to draw a model after it was deleted.
SkyeJordan666

Re: GZDoom Fatal Error

Post by SkyeJordan666 »

dpJudas wrote: Tue Aug 27, 2024 7:36 am A null pointer crash at 0x0000000000000008 means it must be vkbuf->mBuffer that is null, since only 'buffer' is located 8 bytes in. The only way this situation can happen is if the hwrenderer attempts to draw a model after it was deleted.
Is there anyway to fix it?
dpJudas
 
 
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Re: GZDoom Fatal Error

Post by dpJudas »

The crash is related to drawing a model that had its vertex/index buffers deleted. The crash itself does not reveal how that happened unfortunately. If you could find a way to quickly reproduce it then that would help a lot.
Guest

Re: GZDoom Fatal Error

Post by Guest »

dpJudas wrote: Wed Aug 28, 2024 8:27 pm The crash is related to drawing a model that had its vertex/index buffers deleted. The crash itself does not reveal how that happened unfortunately. If you could find a way to quickly reproduce it then that would help a lot.
let me record a gameplay a little bit, maybe that will shed a light on this issue...
Guest

Re: GZDoom Fatal Error

Post by Guest »

dpJudas wrote: Wed Aug 28, 2024 8:27 pm The crash is related to drawing a model that had its vertex/index buffers deleted. The crash itself does not reveal how that happened unfortunately. If you could find a way to quickly reproduce it then that would help a lot.
Here you go:

CrashReport.zip: https://qiwi.gg/file/5Dxu5012-CrashReport
Video: https://qiwi.gg/file/bKqq7859-2024-08-2910-46-02
dpJudas
 
 
Posts: 3109
Joined: Sat May 28, 2016 1:01 pm

Re: GZDoom Fatal Error

Post by dpJudas »

Played a bit on that map for 5 minutes with Brutal Doom v22 Beta 3. No crash.
SkyeJordan666

Re: GZDoom Fatal Error

Post by SkyeJordan666 »

I think I've found the solution for this.

Turns out that I've managed to fucked up the installation of FlexiHUD 3. It's supposed to be installed as addons, not not as mod.

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