While playing doom1 levels that have been converted with Zwadconv, it will, on occasion crash unexpectedly.
I have the crash report. if anyone could tell me what it means I'd appreciate it.
occasional, unexpected crash while playing GZdoom
Moderator: Graf Zahl
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occasional, unexpected crash while playing GZdoom
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Re: occasional, unexpected crash while playing GZdoom
You are also loading these files:
These could also have an impact on what is happening.
In addition, I notice that your IWAD is doom2.wad yet you are playing E1M6. Have you named your converted doom.wad doom2.wad?
Code: Select all
Wad 2: decorate.zip
Wad 3: MODELDEF.lmp
Wad 4: SNDINFO.lmp
Wad 5: levels.wad
Wad 6: animdefs.lmp
In addition, I notice that your IWAD is doom2.wad yet you are playing E1M6. Have you named your converted doom.wad doom2.wad?
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Re: occasional, unexpected crash while playing GZdoom
The report is for 2.1.0 for which I no longer have a map file to look up the address. However, I believe this is something that has already been fixed. This problem looks somewhat familiar.
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Re: occasional, unexpected crash while playing GZdoom
as to the question of the iwad. No, the wad being used only contains the levels and textures of doom 1.
it was converted with zwadconv so I could also add a few things here and there. however, the levels that seem to have this
problem are the ones that I haven't edited yet. I rearranged E1M9 and it works okay for the most part. In that
level t seemed to crash more when specials that were there originally were triggered.
it was converted with zwadconv so I could also add a few things here and there. however, the levels that seem to have this
problem are the ones that I haven't edited yet. I rearranged E1M9 and it works okay for the most part. In that
level t seemed to crash more when specials that were there originally were triggered.
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Re: occasional, unexpected crash while playing GZdoom
Have you tried the latest version? Try the SVN version too.

Sorry to be a pain in the butt, but Graf's post should not be ignored.Graf Zahl wrote:The report is for 2.1.0 for which I no longer have a map file to look up the address. However, I believe this is something that has already been fixed. This problem looks somewhat familiar.

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Re: occasional, unexpected crash while playing GZdoom
Sorry, got the files mixed up when I changed hard drives and thought I was using the new version.
anyway I am still having the same problem. here is the new error message,
anyway I am still having the same problem. here is the new error message,
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Re: occasional, unexpected crash while playing GZdoom
I fixed the immediate crash but I have no idea how this data can be wrong. Are you by any chance loading a GLDEFS lump which defines glowing flats?
If so, please post it here.
If so, please post it here.
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Re: occasional, unexpected crash while playing GZdoom
that must be it. this is the text that the gldefs points to for flats
Glow
{
Flats
{
TLITE6_1
TLITE6_4
TLITE6_5
TLITE6_6
FLAT2
NUKAGE1
NUKAGE2
NUKAGE3
GATE1
GATE2
GATE3
LAVA1
LAVA2
LAVA3
LAVA4
CEIL1_2
CEIL1_3
CEIL3_4
CEIL3_6
FLAT17
FLAT2
LITE5
}
Walls
{
LITE5
}
TEXTURE NUKAGE1, ff0000, fullbright
TEXTURE NUKAGE2, ff0000, fullbright
TEXTURE NUKAGE3, ff0000, fullbright
TEXTURE CEIL3_6, ff0000, fullbright
TEXTURE GATE1, ff0000, fullbright
TEXTURE GATE2, ff0000, fullbright
TEXTURE GATE3, ff0000, fullbright
}
I think it is related to the nukage flats as it always happens in a room with them.
I also have the nukage flat set to warp with ANIMDEFS if that means anything.
Glow
{
Flats
{
TLITE6_1
TLITE6_4
TLITE6_5
TLITE6_6
FLAT2
NUKAGE1
NUKAGE2
NUKAGE3
GATE1
GATE2
GATE3
LAVA1
LAVA2
LAVA3
LAVA4
CEIL1_2
CEIL1_3
CEIL3_4
CEIL3_6
FLAT17
FLAT2
LITE5
}
Walls
{
LITE5
}
TEXTURE NUKAGE1, ff0000, fullbright
TEXTURE NUKAGE2, ff0000, fullbright
TEXTURE NUKAGE3, ff0000, fullbright
TEXTURE CEIL3_6, ff0000, fullbright
TEXTURE GATE1, ff0000, fullbright
TEXTURE GATE2, ff0000, fullbright
TEXTURE GATE3, ff0000, fullbright
}
I think it is related to the nukage flats as it always happens in a room with them.
I also have the nukage flat set to warp with ANIMDEFS if that means anything.
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Re: occasional, unexpected crash while playing GZdoom
That may be. The definition you are using there are not tested yet and not even official due to that. Better uncomment them for now.
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Re: occasional, unexpected crash while playing GZdoom
yes, I know the WALL definitions don't work. I read on other posts that people had trouble with them but tried
it anyway to see for myself. After realizing they didn't work I simply hadn't gotten around to editing the text.
I think I may trash the whole flats def now. Thanks for the help everyone.
it anyway to see for myself. After realizing they didn't work I simply hadn't gotten around to editing the text.
I think I may trash the whole flats def now. Thanks for the help everyone.
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Re: occasional, unexpected crash while playing GZdoom
From memory, wall definitions do work, but only if the wall texture is being used on a floor/ceiling.
The bit that is untested new code is this kind of stuff
TEXTURE NUKAGE1, ff0000, fullbright
The bit that is untested new code is this kind of stuff
TEXTURE NUKAGE1, ff0000, fullbright
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Re: occasional, unexpected crash while playing GZdoom
Ugh. This was stupid. The code was all nice and well - but missing one crucial bit of information. There was no way to specify how high the glow would be - and defaulted to 0, which was the cause of the problem mentioned here. Now it defaults to 128 but it's possible to specify the height explicitly by using:
Texture "texname", color[, glowheight] [, fullbright]
Texture "texname", color[, glowheight] [, fullbright]