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HRP + Polymer = Crash

User is offline   N0t4n0ther 

#1

When I enable the polymer option and the high res textures the game crashes when its finished loading the first level. I've tried some other levels and only a couple seem to work. It may also be worthy to mention that when either of the options are enabled by themselves it works perfectly. I'm using a 7970 with CCC 12.8.

Attached File  eduke32.log (17.01K)
Number of downloads: 249
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Guest_LakiSoft_*

#2

 N0t4n0ther, on 14 September 2012 - 11:09 PM, said:

When I enable the polymer option and the high res textures the game crashes when its finished loading the first level. I've tried some other levels and only a couple seem to work. It may also be worthy to mention that when either of the options are enabled by themselves it works perfectly. I'm using a 7970 with CCC 12.8.

eduke32.log


I don't know for Polymer but HRP5 crashes on E1M2 and E2M2! Because of that i downgrade to HRP 4!
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User is offline   Micky C 

  • Honored Donor

#3

 N0t4n0ther, on 14 September 2012 - 11:09 PM, said:

When I enable the polymer option and the high res textures the game crashes when its finished loading the first level. I've tried some other levels and only a couple seem to work. It may also be worthy to mention that when either of the options are enabled by themselves it works perfectly. I'm using a 7970 with CCC 12.8.

eduke32.log


Thankyou for posting your log file, but there's no good information about in the crash in there. Firstly, make sure you're always using the latest eduke32 before filing a bug report. They come out on average every few days and the newest is at the top of this list: http://dukeworld.duk...ke32/synthesis/

What you need to do if you're still having the problem is use the file called "eduke32.debug.exe" and try to play the game as you would normally. When it crashes, there should be a file called "eduke_or_mapster.crashlog" or something like that. Then if you post the text from that here in a code box (the button between insert quote and insert media in the post toolbar above the editing space), one of the eduke32 developers can figure out what the problem is and either tell you how to fix it, or if it's a bug then hopefully fix it in the next version.
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User is offline   N0t4n0ther 

#4

 Micky C, on 15 September 2012 - 01:49 AM, said:

Thankyou for posting your log file, but there's no good information about in the crash in there. Firstly, make sure you're always using the latest eduke32 before filing a bug report. They come out on average every few days and the newest is at the top of this list: http://dukeworld.duk...ke32/synthesis/

What you need to do if you're still having the problem is use the file called "eduke32.debug.exe" and try to play the game as you would normally. When it crashes, there should be a file called "eduke_or_mapster.crashlog" or something like that. Then if you post the text from that here in a code box (the button between insert quote and insert media in the post toolbar above the editing space), one of the eduke32 developers can figure out what the problem is and either tell you how to fix it, or if it's a bug then hopefully fix it in the next version.


Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5dea573a : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5e5dacbb : C:\Windows\system32\atioglxx.dll : atiPS 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5dfd47ec : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5d7ec689 : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5d88978b : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5d886a17 : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5db95c70 : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
0x57a1ab : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (4937) : in function (polymer_unbindmaterial) 
0x56e1cd : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (2041) : in function (polymer_drawplane) 
0x570193 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (2627) : in function (polymer_drawsector) 
0x56cec2 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (1649) : in function (polymer_displayrooms) 
0x56b42f : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (1073) : in function (polymer_drawrooms) 
0x515a6f : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/engine.
c (8491) : in function (drawrooms) 
0x410a49 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (3747) : in function (G_DrawRooms) 
0x424daf : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10681) : in function (app_main) 
0x5606d3 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (540) : in function (WinMain@16) 
0x608372 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/main.c (73) : in function (main) 
0x4010b9 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (244) : in function (__mingw_CRTStartup) 
0x40129c : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (287) : in function (atexit) 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll): 1 1 0
0x7638339a : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x772d9ef2 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x772d9ec5 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
0x401284 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (274) : in function (WinMainCRTStartup) 
Sat Sep 15 22:01:24 2012
---------------
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5ca9573a : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5d1cacbb : C:\Windows\system32\atioglxx.dll : atiPS 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5cbc47ec : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5c3dc689 : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5c47978b : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5c476a17 : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll): 1 1 0
0x5c785c70 : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
0x57a1ab : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (4937) : in function (polymer_unbindmaterial) 
0x56e1cd : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (2041) : in function (polymer_drawplane) 
0x570193 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (2627) : in function (polymer_drawsector) 
0x56cec2 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (1649) : in function (polymer_displayrooms) 
0x56b42f : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (1073) : in function (polymer_drawrooms) 
0x515a6f : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/engine.
c (8491) : in function (drawrooms) 
0x410a49 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (3747) : in function (G_DrawRooms) 
0x424daf : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10681) : in function (app_main) 
0x5606d3 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (540) : in function (WinMain@16) 
0x608372 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/main.c (73) : in function (main) 
0x4010b9 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (244) : in function (__mingw_CRTStartup) 
0x40129c : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (287) : in function (atexit) 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll): 1 1 0
0x7638339a : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x772d9ef2 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x772d9ec5 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
0x401284 : C:\Users\Kyle\Desktop\eduke32_win32_20120913-3019\eduke32.
debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (274) : in function (WinMainCRTStartup) 
Sat Sep 15 22:02:17 2012
---------------

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User is offline   Selvator 

#5

This sounds very familar. check out this thread: http://forums.duke4....n-polymer-mode/
Me and another user are having the same problem as you have.

I posted all the details and logs in that thread as well.

So far it seems to happen with AMD Radeon users.

Can any of the developers shed some more light on this or give some advice and what more we can try/test?
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User is offline   N0t4n0ther 

#6

 Selvator, on 15 September 2012 - 08:55 AM, said:

This sounds very familar. check out this thread: http://forums.duke4....n-polymer-mode/
Me and another user are having the same problem as you have.

I posted all the details and logs in that thread as well.

So far it seems to happen with AMD Radeon users.

Can any of the developers shed some more light on this or give some advice and what more we can try/test?


Yeah, I've been keeping an eye on your post, hopefully someone can figure this out...
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User is offline   Helixhorned 

  • EDuke32 Developer

#7

I can confirm the crash on AMD Radeon hardware and 12.8 Catalyst drivers. As a hopefully temporary workaround, try disabling lights by entering
r_pr_lighting 0
in the console.
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User is offline   N0t4n0ther 

#8

 Helixhorned, on 16 September 2012 - 01:15 PM, said:

I can confirm the crash on AMD Radeon hardware and 12.8 Catalyst drivers. As a hopefully temporary workaround, try disabling lights by entering
r_pr_lighting 0
in the console.


Thanks but doesn't that just turn the polymer off? I can just disable the polymer before the game starts and just run the high res textures or only run the polymer.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#9

Polymer has not been optimized for ATI cards, you wont see an improvement till ATI improves their openGL support.
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User is offline   N0t4n0ther 

#10

 Cody, on 17 September 2012 - 02:45 AM, said:

Polymer has not been optimized for ATI cards, you wont see an improvement till ATI improves their openGL support.


I probably don't understand but it seems weird how the polymer works just not with the high resolution textures enabled too.
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User is offline   Selvator 

#11

 Cody, on 17 September 2012 - 02:45 AM, said:

Polymer has not been optimized for ATI cards, you wont see an improvement till ATI improves their openGL support.


Uum, just like N0t4n0ther said, but Polymer on it's own without the HRP works just fine, only in comination with the HRP pack does it crash.
Also HRP pack on it's own works just fine.

Sorry if I am wrong about this or anything, I am not the developer of course, but I just don't see the logic in this ;)

I would like to add the r_pr_lighting 0 command works and I can combine the 2 now.
However, what parts of Polymer am I missing now that lighting is turned off?
Well "lighting" of course but any effects on weapons, lamps etc...
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User is offline   N0t4n0ther 

#12

I can use both the high res textures and polymer thanks to Helixhorned's workaround. I turned off the lighting at the starting screen then once the level had started I opened the console and turned it back on. So at least it kind of works now, hopefully one of the developers can patch this up somehow. I have to be careful though to turn it off every time a new level is about to start which includes after I die otherwise it crashes which kind of sucks...

This post has been edited by N0t4n0ther: 17 September 2012 - 09:35 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#13

Because polymer + hrp = heaps more memory needed.
+ATI memory leak with polymer = crash

Run Polymer and the HRP in window mode and open your taskmanager to see the proof.
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User is offline   Selvator 

#14

Ok I see, even though this may be an ATI issue, I do hope some can optimize it in a future patch, I am sure there are many more ATI users with this problem.

In the mean time I will use the workaround Helixhorned posted, it works fine and I can combine the 2 modifications perfectly.
Thanks for explaining and thanks for the workaround for now ;)
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User is offline   Helixhorned 

  • EDuke32 Developer

#15

OK, point lights are now disabled in r3027 for ATI users, those were the cause for the crashes. I installed Debian on the ATI machine that I have access to in the hope of running Valgrind and maybe tracking down a problem on our side, but it spammed the log full of errors from the driver so there was no hope of singling out a relevant failure. This even seems to be a somewhat well-known issue, and after that I simply cannot take the ATI people seriously. (To be fair, I recall Valgrind reporting a couple of errors for NVidia drivers too, but nowhere near that quantity.) I also wanted to test whether the gamma-reset bug (fullscreen/8-bit) that plagued ATI users on Windows a while ago also existed on Linux, but the gamma slider did nothing in the first place. *Shrug*
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User is offline   N0t4n0ther 

#16

 Helixhorned, on 24 September 2012 - 01:24 PM, said:

OK, point lights are now disabled in r3027 for ATI users, those were the cause for the crashes. I installed Debian on the ATI machine that I have access to in the hope of running Valgrind and maybe tracking down a problem on our side, but it spammed the log full of errors from the driver so there was no hope of singling out a relevant failure. This even seems to be a somewhat well-known issue, and after that I simply cannot take the ATI people seriously. (To be fair, I recall Valgrind reporting a couple of errors for NVidia drivers too, but nowhere near that quantity.) I also wanted to test whether the gamma-reset bug (fullscreen/8-bit) that plagued ATI users on Windows a while ago also existed on Linux, but the gamma slider did nothing in the first place. *Shrug*


Thanks a lot, it seems to work great now. ;)

This post has been edited by N0t4n0ther: 24 September 2012 - 08:10 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#17

All the valgrind issues on NVIDIA are false positives last time I checked.
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