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The mod "Weapon of Mass Destruction" keeps crashing.

User is offline   Kerr Avon 

#1

I am trying to get the DN3D mod "Duke Nukem: Weapon of Mass Destruction" to work on an old laptop, but when I start the mod, and choose the episode "Ad Infinitum" then the level loads, the games draws the in-level view, then DN3D crashes.

All of the other episodes in the mod load and work fine, and so do other Duke Nukem 3D mods that I've tried. I am of course using the version of eduke32.exe that comes with the mod, and I've tried both Polymer and Polymost, both with the same result, and I've tried resolutions of 1366 x 768 (the laptop's natuive resolution) and 1024 x 768.

The laptop is an Acer Aspire E1, with an i5 CPU, Intel HD 4000 GFX, 8 GB of RAM, and Windows 10.

Thanks for any answers.
1

#2

Duke Nukem: Weapon of Mass Destruction WOULD deserve to be modernized to work flawlessy on latest builds, but Danukem decided to do this only for DukePlus and Attrition (which he consider the DNWMD evolution). And there are no plans to make an Addon Compilation version. Ask him if you want, but I dont think he will agree.

This post has been edited by Fantinaikos: 01 November 2022 - 07:05 PM

1

User is offline   Kerr Avon 

#3

I will ask him, thanks. Do you know how to contact him, please?
1

User is online   Danukem 

  • Duke Plus Developer

#4

Upload your eduke32.log file after it crashes.
1

User is offline   Kerr Avon 

#5

View PostDanukem, on 02 November 2022 - 12:02 PM, said:

Upload your eduke32.log file after it crashes.



OK. I tried it on the old Windows 8 desktop here too, with the same results.


The eduke32.log file from the laptop is


EDuke32 r9321-7225643e3
Built Apr 4 2021 12:56:30, GCC 10.0.0, 64-bit
Using E:/Wingames/Duke Nukem 3D (More Mods)/Duke Nukem - Weapon of Mass Destruction/ for game data
Running on Windows Vista (build 6.0.6000)
Initialized 1ms system timer
CPU: Intel® Core™ i5-3337U CPU @ 1.80GHz
Initializing SDL 2.0.13
Searching for game data...
Checksumming DUKE3D.GRP... Done
Using "DUKE3D.GRP" as main game data file.
Compiling: EDUKE.CON (35 bytes)
Including: DNWMD/dnwmd_cons/dtgame.con (411432 bytes)
Including: DNWMD/dnwmd_cons/dtdefs.con (42099 bytes)
Including: DNWMD/dnwmd_cons/dtuser.con (64887 bytes)
Including: DNWMD/dnwmd_cons/dtprojectiles.con (32775 bytes)
Including: DNWMD/dnwmd_cons/dtvars.con (11970 bytes)
Including: DNWMD/dnwmd_cons/dtgore.con (13543 bytes)
Including: DNWMD/dnwmd_cons/dtstatesevents.con (183005 bytes)
Compiled 656656 bytes in 179ms
Initialized 96.0M cache
Loading "duke3d.def"
Warning: Failed including duke3d_hrp.def on line duke3d.def:1
..........Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
....
Definitions file "duke3d.def" loaded in 179 ms.
Initializing OSD...
No game controllers found
Executing "settings.cfg"
Setting video mode 1024x768 (32-bpp fullscreen)
Refresh rate: 60.06Hz
Focus change: Restored en-US keyboard layout
OpenGL information
Intel Intel® HD Graphics 4000 4.0.0 - Build 10.18.10.5161
Opened "texturecache" as cache file
Cache contains 4836413 bytes of garbage data
Initializing Polymer subsystem...
PR : Initialization complete in 147 ms.
Initializing sound: SDL WASAPI driver on Realtek High Definition Audio: 44.1 KHz stereo with 64 voices
Initializing MIDI driver: AdLib OPL3 emulation
PR : Board loaded.
Load tile 4000: p0-m513-e0 DNWMD/effects/dnwmd_monitor.jpg... 38 ms
Load tile 4000: p0-m516-e0 DNWMD/effects/dnwmd_monitor.jpg... 32 ms
Load tile 4000: p0-m5-e0 DNWMD/effects/dnwmd_monitor.jpg... 35 ms
Load tile 4000: p1-m5-e1 ... 16 ms
Load tile 4000: p6-m5-e3 ... 16 ms
Load tile 4000: p12-m5-e1 ... 17 ms
Load tile 5660: p0-m513-e0 DNWMD/effects/skycar_ring.png... cached... 20 ms
Load tile 5660: p0-m516-e0 DNWMD/effects/skycar_ring.png... cached... 19 ms
Load tile 5660: p0-m5-e0 DNWMD/effects/skycar_ring.png... cached... 18 ms
Load tile 5660: p1-m5-e1 ... cached... 11 ms
Load tile 5660: p6-m5-e3 ... cached... 11 ms
Load tile 5660: p12-m5-e1 ... cached... 11 ms
Load skin: p0-e0 "DNWMD/misc_models/2491_skycar.jpg"... cached... 49 ms
Load skin: p0-e0 "DNWMD/misc_models/1960_reconcar.png"... cached... 47 ms
Load skin: p1-e1 "DNWMD/misc_models/2491_skycar.jpg"... cached... 42 ms
Load skin: p1-e1 "DNWMD/misc_models/1960_reconcar.png"... cached... 46 ms
Load skin: p6-e3 "DNWMD/misc_models/2491_skycar.jpg"... cached... 42 ms
Load skin: p6-e3 "DNWMD/misc_models/1960_reconcar.png"... cached... 55 ms
Load skin: p254-e0 "DNWMD/misc_models/gas_fire_glow.png"... cached... 10 ms
Load skin: p0-e0 "DNWMD/gore/ice.png"... cached



and the eduke32.log file from the desktop (AMD Athlon II X2 250, NVIDIA GeForce 8400GS)




EDuke32 r9321-7225643e3
Built Apr 4 2021 12:56:30, GCC 10.0.0, 64-bit
Using L:/Wingames/Duke Nukem 3D/Duke Nukem - Weapon of Mass Destruction/ for game data
Running on Windows 7 Service Pack 1 (build 6.1.7601)
Initialized 1ms system timer
CPU: AMD Athlon™ II X2 250 Processor
Initializing SDL 2.0.13
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Compiling: EDUKE.CON (35 bytes)
Including: DNWMD/dnwmd_cons/dtgame.con (411432 bytes)
Including: DNWMD/dnwmd_cons/dtdefs.con (42099 bytes)
Including: DNWMD/dnwmd_cons/dtuser.con (64887 bytes)
Including: DNWMD/dnwmd_cons/dtprojectiles.con (32775 bytes)
Including: DNWMD/dnwmd_cons/dtvars.con (11970 bytes)
Including: DNWMD/dnwmd_cons/dtgore.con (13543 bytes)
Including: DNWMD/dnwmd_cons/dtstatesevents.con (183005 bytes)
Compiled 656656 bytes in 76ms
Initialized 96.0M cache
Loading "duke3d.def"
Warning: Failed including duke3d_hrp.def on line duke3d.def:1
..........Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
....
Definitions file "duke3d.def" loaded in 38 ms.
Initializing OSD...
No game controllers found
Executing "settings.cfg"
debug: DwmGetCompositionTimingInfo() FAILED! HRESULT: 0x80263001 (Unknown error)
Setting video mode 1024x768 (8-bpp fullscreen)
Refresh rate: 60.00Hz
Focus change: Restored en-US keyboard layout
OpenGL information


Just to check, what is the filesize of the DUKE3D.GRP that you need to put in the mod's folder supposed to be? Mine is 44,356,548 bytes.
1

User is online   Danukem 

  • Duke Plus Developer

#6

What you posted from the log doesn't show anything. Just that a model failed to load, whichi is normal (long story but it's irrelevant).

If I have time, I look into it soonish. I can't promise anything though. If I do that, I would be using the latest eduke32 and then change some code to make it work again.
1

User is offline   Kerr Avon 

#7

Oh, are you the author? Sorry, I didn't realize. I see you wrote Alien Armageddon, that is extremely good, easily the best DN3D mod I've played.

Regarding this problem, I can try anything you suggest to get it to run, but if you're too busy then fair enough, real life doesn't leave much free time, does it?

If you do get time to look into this, then perhaps I should mention that I am using the version of eduke32 that came with the d3dwmd151b.zip archive. I will try other versions of eduke32 if you want to know the results. If so, are there any particular versions I should try, versions that made significant changes that might help narrow down this problem with the mod? I tried Windows 10's compatibility modes, with no success. I tried Polymer, Polymost, and Classic rendering, and all give the same result; Ad Infinitum loads, then the program locks up. I've enclosed a screenshot of the screen when the mod locks up.

I thought it might be due to the mod being installed to a long patch (C:\Wingames\Duke Nukem 3D\Duke Nukem Weapon of Mass Destruction), so I moved it to C:\DN3D\WOMD but it made no difference.

If it helps, the eduke32.cfg file is:



[Misc]
Executions = 17

[Setup]
CacheSize = 100663296
ConfigVersion = 348
ForceSetup = 1
NoAutoLoad = 1
ModDir = "/"
SelectedGRP = "DUKE3D.GRP"

[Screen Setup]
Polymer = 1
ScreenBPP = 32
ScreenDisplay = 0
ScreenHeight = 768
ScreenMode = 1
ScreenWidth = 1024
MaxRefreshFreq = 0
WindowPosX = 0
WindowPosY = 0
WindowPositioning = 0
Out = 0
Password = ""

[Gamevars]
randomstart = 1954
complete = 0

[Updates]
CheckForUpdates = 1
LastUpdateCheck = 1667348244

[Controls]
MouseButton0 = "Fire"
MouseButtonClicked0 = ""
MouseButton1 = "Alt_Fire"
MouseButtonClicked1 = ""
MouseButton2 = "MedKit"
MouseButtonClicked2 = ""
MouseButton3 = ""
MouseButtonClicked3 = ""
MouseButton4 = "Previous_Weapon"
MouseButtonClicked4 = ""
MouseButton5 = "Next_Weapon"
MouseButtonClicked5 = ""
MouseButton6 = ""
MouseButtonClicked6 = ""
MouseButton7 = ""
MouseButtonClicked7 = ""
MouseButton8 = ""
MouseButton9 = ""
MouseAnalogAxes0 = "analog_strafing"
MouseAnalogAxes1 = "analog_moving"
ControllerButton0 = "Jump"
ControllerButtonClicked0 = ""
ControllerButton1 = "Toggle_Crouch"
ControllerButtonClicked1 = ""
ControllerButton2 = "Open"
ControllerButtonClicked2 = ""
ControllerButton3 = "Inventory"
ControllerButtonClicked3 = ""
ControllerButton4 = "Map"
ControllerButtonClicked4 = ""
ControllerButton5 = ""
ControllerButtonClicked5 = ""
ControllerButton6 = ""
ControllerButtonClicked6 = ""
ControllerButton7 = "Run"
ControllerButtonClicked7 = ""
ControllerButton8 = "Quick_Kick"
ControllerButtonClicked8 = ""
ControllerButton9 = "Crouch"
ControllerButtonClicked9 = ""
ControllerButton10 = "Jump"
ControllerButtonClicked10 = ""
ControllerButton11 = "Previous_Weapon"
ControllerButtonClicked11 = ""
ControllerButton12 = "Next_Weapon"
ControllerButtonClicked12 = ""
ControllerButton13 = "Inventory_Left"
ControllerButtonClicked13 = ""
ControllerButton14 = "Inventory_Right"
ControllerButtonClicked14 = ""
ControllerButton15 = ""
ControllerButtonClicked15 = ""
ControllerButton16 = ""
ControllerButtonClicked16 = ""
ControllerButton17 = ""
ControllerButtonClicked17 = ""
ControllerButton18 = ""
ControllerButtonClicked18 = ""
ControllerButton19 = ""
ControllerButtonClicked19 = ""
ControllerButton20 = ""
ControllerButtonClicked20 = ""
ControllerButton21 = ""
ControllerButtonClicked21 = ""
ControllerButton22 = ""
ControllerButtonClicked22 = ""
ControllerButton23 = ""
ControllerButtonClicked23 = ""
ControllerButton24 = ""
ControllerButtonClicked24 = ""
ControllerButton25 = ""
ControllerButtonClicked25 = ""
ControllerButton26 = ""
ControllerButtonClicked26 = ""
ControllerButton27 = ""
ControllerButtonClicked27 = ""
ControllerButton28 = ""
ControllerButtonClicked28 = ""
ControllerButton29 = ""
ControllerButtonClicked29 = ""
ControllerButton30 = ""
ControllerButtonClicked30 = ""
ControllerButton31 = ""
ControllerButtonClicked31 = ""
ControllerButton32 = ""
ControllerButtonClicked32 = ""
ControllerButton33 = ""
ControllerButtonClicked33 = ""
ControllerButton34 = ""
ControllerButtonClicked34 = ""
ControllerButton35 = ""
ControllerButtonClicked35 = ""
ControllerAnalogAxes0 = "analog_strafing"
ControllerDigitalAxes0_0 = ""
ControllerDigitalAxes0_1 = ""
ControllerAnalogScale0 = 65536
ControllerAnalogInvert0 = 0
ControllerAnalogDead0 = 2000
ControllerAnalogSaturate0 = 9500
ControllerAnalogAxes1 = "analog_moving"
ControllerDigitalAxes1_0 = ""
ControllerDigitalAxes1_1 = ""
ControllerAnalogScale1 = 65536
ControllerAnalogInvert1 = 0
ControllerAnalogDead1 = 2000
ControllerAnalogSaturate1 = 9500
ControllerAnalogAxes2 = "analog_turning"
ControllerDigitalAxes2_0 = ""
ControllerDigitalAxes2_1 = ""
ControllerAnalogScale2 = 49152
ControllerAnalogInvert2 = 0
ControllerAnalogDead2 = 2000
ControllerAnalogSaturate2 = 9500
ControllerAnalogAxes3 = "analog_lookingupanddown"
ControllerDigitalAxes3_0 = ""
ControllerDigitalAxes3_1 = ""
ControllerAnalogScale3 = 49152
ControllerAnalogInvert3 = 0
ControllerAnalogDead3 = 2000
ControllerAnalogSaturate3 = 9500
ControllerAnalogAxes4 = ""
ControllerDigitalAxes4_0 = ""
ControllerDigitalAxes4_1 = "Alt_Fire"
ControllerAnalogScale4 = 65536
ControllerAnalogInvert4 = 0
ControllerAnalogDead4 = 2000
ControllerAnalogSaturate4 = 9500
ControllerAnalogAxes5 = ""
ControllerDigitalAxes5_0 = ""
ControllerDigitalAxes5_1 = "Fire"
ControllerAnalogScale5 = 65536
ControllerAnalogInvert5 = 0
ControllerAnalogDead5 = 2000
ControllerAnalogSaturate5 = 9500
ControllerAnalogAxes6 = ""
ControllerDigitalAxes6_0 = ""
ControllerDigitalAxes6_1 = ""
ControllerAnalogScale6 = 65536
ControllerAnalogInvert6 = 0
ControllerAnalogDead6 = 2000
ControllerAnalogSaturate6 = 9500
ControllerAnalogAxes7 = ""
ControllerDigitalAxes7_0 = ""
ControllerDigitalAxes7_1 = ""
ControllerAnalogScale7 = 65536
ControllerAnalogInvert7 = 0
ControllerAnalogDead7 = 2000
ControllerAnalogSaturate7 = 9500
ControllerAnalogAxes8 = ""
ControllerDigitalAxes8_0 = ""
ControllerDigitalAxes8_1 = ""
ControllerAnalogScale8 = 65536
ControllerAnalogInvert8 = 0
ControllerAnalogDead8 = 2000
ControllerAnalogSaturate8 = 9500

[Comm Setup]
PlayerName = ""
RTSName = "DUKE.RTS"
CommbatMacro#0 = "An inspiration for birth control."
CommbatMacro#1 = "You're gonna die for that!"
CommbatMacro#2 = "It hurts to be you."
CommbatMacro#3 = "Lucky son of a bitch."
CommbatMacro#4 = "Hmmm... payback time."
CommbatMacro#5 = "You bottom dwelling scum sucker."
CommbatMacro#6 = "Damn, you're ugly."
CommbatMacro#7 = "Ha ha ha... wasted!"
CommbatMacro#8 = "You suck!"
CommbatMacro#9 = "AARRRGHHHHH!!!"




and the settings.cfg are:




// this file is automatically generated by EDuke32
unbindall
bind "1" "gamefunc_Weapon_1"
bind "2" "gamefunc_Weapon_2"
bind "3" "gamefunc_Weapon_3"
bind "4" "gamefunc_Weapon_4"
bind "5" "gamefunc_Weapon_5"
bind "6" "gamefunc_Weapon_6"
bind "7" "gamefunc_Weapon_7"
bind "8" "gamefunc_Weapon_8"
bind "9" "gamefunc_Weapon_9"
bind "0" "gamefunc_Weapon_10"
bind "-" "gamefunc_Shrink_Screen"
bind "=" "gamefunc_Enlarge_Screen"
bind "BakSpc" "gamefunc_DROP_WEAPON"
bind "Tab" "gamefunc_Map"
bind "Q" "gamefunc_Quick_Kick"
bind "W" "gamefunc_Move_Forward"
bind "E" "gamefunc_Open"
bind "R" "gamefunc_Steroids"
bind "T" "gamefunc_SendMessage"
bind "Y" "gamefunc_Show_Opponents_Weapon"
bind "[" "gamefunc_Inventory_Left"
bind "]" "gamefunc_Inventory_Right"
bind "Enter" "gamefunc_Inventory"
bind "A" "gamefunc_Strafe_Left"
bind "S" "gamefunc_Move_Backward"
bind "D" "gamefunc_Strafe_Right"
bind "F" "gamefunc_Map_Follow_Mode"
bind "H" "gamefunc_Holster_Weapon; gamefunc_Holo_Duke"
bind "J" "gamefunc_Jetpack"
bind "K" "gamefunc_See_Coop_View"
bind ";" "gamefunc_Previous_Weapon"
bind "'" "gamefunc_Next_Weapon"
bind "LShift" "gamefunc_Run"
bind "X" "gamefunc_Last_Used_Weapon"
bind "C" "gamefunc_Crouch"
bind "N" "gamefunc_NightVision"
bind "M" "gamefunc_MedKit"
bind "/" "gamefunc_Jump"
bind "RShift" "gamefunc_Run"
bind "LAlt" "gamefunc_Strafe"
bind "Space" "gamefunc_Jump"
bind "CapLck" "gamefunc_AutoRun"
bind "F6" "gamefunc_Quick_Save"
bind "F7" "gamefunc_Third_Person_View"
bind "F10" "gamefunc_Quick_Load"
bind "Kpad7" "gamefunc_Aim_Up"
bind "Kpad8" "gamefunc_Move_Forward"
bind "Kpad9" "gamefunc_ALT_FIRE"
bind "Kpad-" "gamefunc_Shrink_Screen"
bind "Kpad4" "gamefunc_Turn_Left"
bind "Kpad5" "gamefunc_Center_View"
bind "Kpad6" "gamefunc_Turn_Right"
bind "Kpad+" "gamefunc_Enlarge_Screen"
bind "Kpad1" "gamefunc_Aim_Down"
bind "Kpad2" "gamefunc_Move_Backward"
bind "Kpad3" "gamefunc_Look_Down"
bind "Kpad0" "gamefunc_Look_Left"
bind "Kpad." "gamefunc_UPGRADE_MENU"
bind "KpdEnt" "gamefunc_Inventory"
bind "RCtrl" "gamefunc_Fire"
bind "RAlt" "gamefunc_Strafe"
bind "Home" "gamefunc_Aim_Up"
bind "PgUp" "gamefunc_ALT_FIRE"
bind "Left" "gamefunc_Turn_Left"
bind "Right" "gamefunc_Turn_Right"
bind "End" "gamefunc_Aim_Down"
bind "Insert" "gamefunc_UPGRADE_MENU"
unbound Alt_Fire
unbound ALT_FIRE
unbound Look_Down
unbound Look_Left
unbound Mouse_Aiming
unbound Toggle_Crosshair
unbound Show_DukeMatch_Scores
unbound Dpad_Select
unbound Dpad_Aiming
unbound Alt_Weapon
unbound Toggle_Crouch
osdeditpal "12"
osdtextpal "12"
osdtextshade "2"
r_anisotropy "16"
in_mouseflip "0"
mus_device "2"
r_size "3"
wchoice "3457860291"


Probably not helpful, but just in case.

Thanks for reading this, and for all of your work with the mods (Alien Armageddon is amazing).

Attached thumbnail(s)

  • Attached Image: 2022-11-02_20_38_16_2.jpg


This post has been edited by Kerr Avon: 02 November 2022 - 02:18 PM

1

User is online   Danukem 

  • Duke Plus Developer

#8

View PostKerr Avon, on 02 November 2022 - 02:18 PM, said:

If you do get time to look into this, then perhaps I should mention that I am using the version of eduke32 that came with the d3dwmd151b.zip archive.


I just tried it using this version of Eduke32:

https://dukeworld.co...0163-2b3f691cd/

Everything seemed to work fine, including that last episode... until I tried quitting the game while in the 1st level of that episode (the skycar level). Quitting the game while in the level would cause a hang. This happens regardless of whether I am in the skycar or not. If I get to the second level, I can quit the game with no problems. The game does not hang or crash during gameplay either, only when quitting the game. Weird...there is no error in the log either.
1

User is offline   Forge 

  • Speaker of the Outhouse

#9

sounds like a map issue. corrupt sectors, stuff out of bounds, way too many hrp sprites, whatever
0

User is online   Danukem 

  • Duke Plus Developer

#10

View PostForge, on 04 November 2022 - 08:52 AM, said:

sounds like a map issue. corrupt sectors, stuff out of bounds, way too many hrp sprites, whatever


It was a map made by DavoX about 14 years ago, and the only I unusual thing about it is that it has a very large physical area so that the skycar can move through it at high speed. It has <300 sectors in the whole map and <3000 walls, and also <300 sprites. I loaded it up to see if the walls are too long, but hey look fine as far as I can tell. Mapster doesn't detect any corruption, either.
1

User is offline   Kerr Avon 

#11

View PostDanukem, on 04 November 2022 - 01:06 AM, said:

I just tried it using this version of Eduke32:

https://dukeworld.co...0163-2b3f691cd/

Everything seemed to work fine, including that last episode... until I tried quitting the game while in the 1st level of that episode (the skycar level). Quitting the game while in the level would cause a hang. This happens regardless of whether I am in the skycar or not. If I get to the second level, I can quit the game with no problems. The game does not hang or crash during gameplay either, only when quitting the game. Weird...there is no error in the log either.


I've just tried using the version of eduke32 that your link pointed to (the 64 bit version, I mean. BTW my virus killer (Avast) wouldn't let me download the 32 bit version of eduke32 from your link, saying that the file was infected, but the 64 version is clean according to Avast), but I still can't get the first level of Ad Infinitude working, just the same instant lock up as soon as the level starts after loading.


Here is an archive of my Weapon of Mass destruction folder, if you want to compare it to yours to see what I might be doing differently:

My link
0

User is online   Danukem 

  • Duke Plus Developer

#12

View PostKerr Avon, on 04 November 2022 - 12:54 PM, said:

I've just tried using the version of eduke32 that your link pointed to (the 64 bit version, I mean. BTW my virus killer (Avast) wouldn't let me download the 32 bit version of eduke32 from your link, saying that the file was infected, but the 64 version is clean according to Avast), but I still can't get the first level of Ad Infinitude working, just the same instant lock up as soon as the level starts after loading.


Here is an archive of my Weapon of Mass destruction folder, if you want to compare it to yours to see what I might be doing differently:

My link


You should be able to disable avast temporarily to download the 64 bit version. It is not infected. I would rather not inspect your files, I'm just going to assume that whatever is causing it to hang on exit on my system is causing it to hang during gameplay in your system. LIke Forge said, it may be some obscure thing about the map itself. This will be a tough one for me to diagnose since I don't know much about the source code, I only deal with the game at script level and it is not throwing any errors.
0

User is online   Reaper_Man 

  • Once and Future King

#13

In my experience, virus scanners complain about the executable because it's extremely small, and that tends to trip their malware flags as it's uncommon for modern software to be THAT tiny. The version available on the site is safe, and if you really don't think it is, you can always compile it yourself.
0

User is offline   Forge 

  • Speaker of the Outhouse

#14

i looked. it's not a map issue.
if i disable all the defs & cons and just launch the map from the user map selection - it works.
if I only disable the hrp def file - it still crashes

It's when the con stuff is active that the map crashes.

i also tried the 64 bit version and got the same result

This post has been edited by Forge: 04 November 2022 - 09:04 PM

0

User is online   Danukem 

  • Duke Plus Developer

#15

View PostForge, on 04 November 2022 - 09:00 PM, said:

i looked. it's not a map issue.
if i disable all the defs & cons and just launch the map from the user map selection - it works.
if I only disable the hrp def file - it still crashes

It's when the con stuff is active that the map crashes.

i also tried the 64 bit version and got the same result


heh

I might work on it just out of curiosity, but I'll have to disable all the code and then reenable parts of it until it breaks in order to isolate the problem, since there are no log errors
1

User is offline   Forge 

  • Speaker of the Outhouse

#16

meh.
not trying to throw you under the bus. Your plate is already over-full.

simply correcting my assumption from earlier when I tried to troubleshoot from a distance.

This post has been edited by Forge: 04 November 2022 - 09:58 PM

0

User is online   Danukem 

  • Duke Plus Developer

#17

View PostForge, on 04 November 2022 - 09:54 PM, said:

meh.
not trying to throw you under the bus. Your plate is already over-full.

simply correcting my assumption from earlier when I tried to troubleshoot from a distance.


I tried disabling huge swaths of code, such as the player actor, EVENT_GAME, all the display events... the hang on quit persisted.

The only thing I can think of without wasting a huge amount of time on it is just having the episode start on the second level.
0

User is online   Reaper_Man 

  • Once and Future King

#18

You could compile eduke32.exe with the microprofiler enabled and see if that points you in a direction for the cause. That will generally only give you the event name where it's happening, which may or may not really help, but at least you won't have to chase it down manually.
0

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