Game Freezes
#61 Posted 03 January 2010 - 11:15 PM
This is ridiculous.
#62 Posted 03 January 2010 - 11:16 PM
Quote
This is ridiculous.
yeah its like that, its pretty random, I'm happy I got my freez as soon as I did, hope it helps.
Attached File(s)
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crash.zip (14.31K)
Number of downloads: 173
This post has been edited by William Gee: 03 January 2010 - 11:18 PM
#63 Posted 03 January 2010 - 11:26 PM
Plagman, on Jan 3 2010, 10:21 PM, said:
WG, was that dump captured using the new .exe linked in the above post or with the old 1577?
#65 Posted 04 January 2010 - 01:51 AM
If you need anything else, to help you spot the bug in the code, please let me know
#66 Posted 04 January 2010 - 02:16 AM
#67 Posted 04 January 2010 - 02:57 AM
http://plagman.net/s...nd_deadlock.exe
Also, was there ever such a thing as a sound-related crash or was it only freezes? (a random crash that would go away when disabling sound)
#68 Posted 04 January 2010 - 03:03 AM
I will use -nm and -ns and will tell you.
#69 Posted 04 January 2010 - 03:10 AM
Anyway, can you try the build I linked above with sound and acceleration enabled and see if it fixes the freezes in WGR2?
#70 Posted 04 January 2010 - 03:49 AM
I have uploaded the cfg files from WGR2. Try to enable music if you dare
Attached File(s)
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WGR2_cfg.rar (7.16K)
Number of downloads: 170
This post has been edited by supergoofy: 04 January 2010 - 04:04 AM
#71 Posted 04 January 2010 - 04:42 AM
eduke32 seems stable. I played for half an hour and no freeze. Though 2-3 times eduke32 went two slow instantly (this was happened in apparent places - even in places when there were no enemies) but then it quickly went back to normal. Maybe this is irrelevant and happened because of some some other hard disk activity.
When I used -ns and -nm to launch eduke32, exit eduke32, and then relaunched eduke32 normally, I could only enable the sound from options. I couldn't enable the music. This is probably another bug
Of course I'm playing with polymost renderer.
[edit]
I played another half an hour and it didn't freeze.
This post has been edited by supergoofy: 04 January 2010 - 05:39 AM
#72 Posted 04 January 2010 - 07:18 AM
#73 Posted 04 January 2010 - 12:09 PM
#74 Posted 04 January 2010 - 12:46 PM
This post has been edited by supergoofy: 04 January 2010 - 12:48 PM
#75 Posted 04 January 2010 - 03:27 PM
http://forum.zdoom.org/viewtopic.php?f=12&...24&start=15
(Go to the end of that thread).
#76 Posted 04 January 2010 - 04:32 PM
This post has been edited by Lord Misfit: 04 January 2010 - 04:34 PM
#77 Posted 04 January 2010 - 04:59 PM
DeeperThought, on Jan 4 2010, 03:27 PM, said:
http://forum.zdoom.org/viewtopic.php?f=12&...24&start=15
(Go to the end of that thread).
Can you make sure the guy can consistently get freezes before I try to make him jump through these hoops? I don't think the sound code has any way to deadlock without the bug I tracked down, so I suspect the freeze he got is unrelated. If he can get consistent freezes, ask him to disable sound to make sure they're sound-related.
#78 Posted 04 January 2010 - 06:09 PM
Plagman, on Jan 4 2010, 04:59 PM, said:
It turns out he only had one lock-up after over two hours of playing, so even if it is sound related, it's not happening often enough for our purposes.
So...THIS IS GREAT NEWS! Everyone in the community owes you a debt of gratitude. This bug has been a thorn in our side for a long time.
#79 Posted 04 January 2010 - 06:12 PM
#80 Posted 04 January 2010 - 06:33 PM
#81 Posted 04 January 2010 - 09:07 PM
http://dukeworld.duk.../20100104-1580/
See the ChangeLog/SVN history for more detail. This should also work around the flickering issues that ATI users are having with the latest driver and Vista/7.
#82 Posted 04 January 2010 - 10:16 PM
This will help to motivate me lots more, I really hated not being able to play wgr2 without getting feezes. Thanks alot.
#83 Posted 05 January 2010 - 04:16 AM
In other words, a big thanks to Plagman, we can now finally play Duke3D again.
#84 Posted 05 January 2010 - 04:25 AM
This post has been edited by supergoofy: 05 January 2010 - 04:27 AM
#86 Posted 05 January 2010 - 06:29 AM
#87 Posted 05 January 2010 - 06:48 AM
#88 Posted 09 January 2010 - 06:01 PM
#89 Posted 09 January 2010 - 06:19 PM
Marked, on Jan 9 2010, 06:01 PM, said:
It makes sense to wait before getting the latest update, if the update in question adds a new feature which might be buggy. But when the latest updates simply fix things, which the last few have done, then it makes no sense to wait.
Since I'm not having that problem with my jibs, and since you aren't using the latest build, I'm going to assume there is nothing for me to fix.