occasional, unexpected crash while playing GZdoom

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uniman
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occasional, unexpected crash while playing GZdoom

Post by uniman »

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.
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Enjay
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Re: occasional, unexpected crash while playing GZdoom

Post by Enjay »

You are also loading these files:

Code: Select all

Wad 2: decorate.zip
Wad 3: MODELDEF.lmp
Wad 4: SNDINFO.lmp
Wad 5: levels.wad
Wad 6: animdefs.lmp
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?
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Graf Zahl
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Re: occasional, unexpected crash while playing GZdoom

Post by Graf Zahl »

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.
uniman
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Re: occasional, unexpected crash while playing GZdoom

Post by uniman »

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.
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Rachael
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Re: occasional, unexpected crash while playing GZdoom

Post by Rachael »

Have you tried the latest version? Try the SVN version too.
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.
Sorry to be a pain in the butt, but Graf's post should not be ignored. :)
uniman
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Re: occasional, unexpected crash while playing GZdoom

Post by uniman »

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,
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Graf Zahl
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Re: occasional, unexpected crash while playing GZdoom

Post by Graf Zahl »

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.
uniman
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Re: occasional, unexpected crash while playing GZdoom

Post by uniman »

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.
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Graf Zahl
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Re: occasional, unexpected crash while playing GZdoom

Post by Graf Zahl »

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.
uniman
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Re: occasional, unexpected crash while playing GZdoom

Post by uniman »

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.
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Enjay
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Re: occasional, unexpected crash while playing GZdoom

Post by Enjay »

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
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Graf Zahl
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Re: occasional, unexpected crash while playing GZdoom

Post by Graf Zahl »

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]

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