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eduke32 crashed when press ALT+PrintScreen  "When the ingame.(But not in intro,mainmenu,etc.)"

User is offline   Player Lin 

#1

When trying mess around and found the polymost visual glitches, I accidentally hit ALT+PrintScreen (I use PrintScreen and Ctrl+V to mspaint.exe only normally), and eduke32 just CTD without any message, tried many times, on window/fullscreen both happens.

But due I tend using the debug build of eduke32 so I have crashlog message.

---------------
0x56a2bc : D:\GAME\eduke32\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\source\jaudiolib/
src/fx_man.c (879) : in function (FX_AutoDetectFormat) 
0x56a539 : D:\GAME\eduke32\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\source\jaudiolib/
src/fx_man.c (975) : in function (FX_PlayAuto3D) 
0x41c431 : D:\GAME\eduke32\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (7844) : in function (G_HandleLocalKeys) 
0x4230b2 : D:\GAME\eduke32\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10802) : in function (app_main) 
0x527f29 : D:\GAME\eduke32\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (453) : in function (WinMain@16) 
0x613442 : D:\GAME\eduke32\eduke32.debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/main.c (73) : in function (main) 
0x4010b9 : D:\GAME\eduke32\eduke32.debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (244) : in function (__mingw_CRTStartup) 
0x40129c : D:\GAME\eduke32\eduke32.debug.exe : C:\MinGW\msys\1.0\src\mingwrt/../mingw/crt1.c (287) : in function (atexit) 
Failed to init bfd from (C:\WINDOWS\system32\kernel32.dll): 1 1 0
0x7c81776f : C:\WINDOWS\system32\kernel32.dll : RegisterWaitForInputIdle 
Mon Feb 18 22:57:52 2013
---------------



My Log.
EDuke32 2.0.0devel r3497 
Compiled Feb 18 2013 00:55:12
Using D:/GAME/eduke32/ for game data
Windows XP Service Pack 3 (build 5.1.2600)
Initializing DirectDraw...
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Compiling: GAME.CON (152374 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (46085 bytes)
GAME.CON: In state `blimphitstate':
GAME.CON:502: warning: expected action, found define.
GAME.CON: In actor `ORGANTIC':
GAME.CON:4000: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5923: warning: found `else' with no `if'.
Found 3 warning(s), 0 error(s).
Resizing code buffer to 16209*4 bytes
Script compiled in 124ms, 16201*4b, version 1.4+
2005/11264 labels, 322/2048 variables, 2/512 arrays
126 quotes, 207 actors
Initialized 24.0M cache
Using RTS file "DUKE.RTS".
Initializing OSD...
Switching kb layout from 00000404 to 00000409
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Setting video mode 800x600 (32-bit fullscreen)
polymost_glreset()
OpenGL Information:
 Version:  3.3.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8600 GT/PCI/SSE2/3DNOW!
polymost_glreset()
Opened "textures" as cache file
Initializing music...
Initializing sound... 48 voices, 2 channels, 16-bit 44100 Hz
gltexinvalidateall()
gltexinvalidate8()
gltexinvalidateall()
gltexinvalidate8()
Cache time: 231ms
E4L1: IT'S IMPOSSIBLE
RTS_SoundLength: 26 >= numlumpsRTS_GetSound: 26 >= 0
polymost_glreset()
Uninitializing DirectDraw...



Hope it helps... :P


Also, I cannot use r3497 with classic renderer at all(at least on fullscreen), when starting a game and loaded the level, eduke32 will totally freeze and halted the system with its froze, messed up screen, unless I found the way shut it down blindly. Window mode is fine but not fullscreen...no idea what's happened.

EDIT: Looks like the freeze problem is about when my PhotoImpact 11.1 didn't shut down(running on background) and may conflict with eduke32 for some reasons, I don't know...

This post has been edited by Player Lin: 18 February 2013 - 07:14 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2

Just dug this out by following a link left in the source back then. RTS playback should be working again, with the described anomalies fixed. That code really wasn't the cleanest, hence all the badness...
1

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