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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   fgsfds 

#691

Don't know if this a bug or not, but rising\falling floor doesn't play correct sound with masterswitch.
When rising floor controlled by activator it plays sound that set in lo-tag when it moves. On stop it plays hi-tag sound.
If it has masterswitch it doesn't play sound on move at all, but plays lo-lag sound on stop.

Attached File(s)



This post has been edited by empy: 17 May 2012 - 10:50 PM

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User is online   Mark 

#692

I'm running v 2552

I haven't figured out a pattern yet, but sometimes when I place a sprite or model on the floor in 3D mode it doesn't show up. But if I go into 2D and either move or rotate the object and then go back to 3D it now shows up. I'm somewhat sure it was acting this way at least a week or more. I don't remember which recent version I was running then,sorry. I'm guessing it was whichever version restored the autoheight feature when placing sprites so they could be dragged to different height sectors in 2D.
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User is offline   Diaz 

#693

Can you guys check out if your framerate is a constant zero in 3D mode?

Not sure if it's a bug or if I have messed up something...
0

User is offline   Helixhorned 

  • EDuke32 Developer

#694

View Postempy, on 28 March 2012 - 12:20 PM, said:

Don't know if this a bug or not, but rising\falling floor didn't play correct sound with masterswitch.
When rising floor controlled by activator it plays sound that set in lo-tag when it moves. On stop it plays hi-tag sound.
If it has masterswitch it didn't plays sound on move, but plays lo-lag sound on stop.

What's Duke3D 1.5's behavior?

View PostMarked, on 28 March 2012 - 01:24 PM, said:

I'm running v 2552

I haven't figured out a pattern yet, but sometimes when I place a sprite or model on the floor in 3D mode it doesn't show up. But if I go into 2D and either move or rotate the object and then go back to 3D it now shows up. I'm somewhat sure it was acting this way at least a week or more. I don't remember which recent version I was running then,sorry. I'm guessing it was whichever version restored the autoheight feature when placing sprites so they could be dragged to different height sectors in 2D.

But that change only affected sprites that were being moved...

View PostDiaz, on 29 March 2012 - 01:32 PM, said:

Can you guys check out if your framerate is a constant zero in 3D mode?

Not sure if it's a bug or if I have messed up something...

Hm, don't see why that should happen unless the getticks() timer always returns a constant value. Can you check with the "getticks <writable_gamevar>" M32Script command? But then I think Mapster should stall or behave strangely...
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User is offline   fgsfds 

#695

View PostHelixhorned, on 29 March 2012 - 02:13 PM, said:

What's Duke3D 1.5's behavior?

The same.
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User is offline   Diaz 

#696

It looks like I've messed up something with my home computer, as it doesn't happen at work.
However, it's weird, because I copy the entire contents of my TC directory from my home computer to my work computer (and vice-versa) everyday, and that includes .cfg's.
Could be ATI-related again? I'm growing tired of their drivers...

This post has been edited by Diaz: 30 March 2012 - 06:24 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#697

It's possible that something isn't interacting well with the aiming code somehow, but I wouldn't count on it. I'm not sure I understand the symptoms correctly, does 3D mode just freeze and sit there? Does it render at least one frame?
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User is offline   Diaz 

#698

3D mode works perfecly, it's just the framerate indicator that doesn't work, it says "xxx ms (0 fps)" Milliseconds are displaying right.
Sorry, I believe I didn't explain myself right :)
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User is offline   Diaz 

#699

Is there any way to find overlapping vertexes on a map?
I didn't notice this until it was too late and had to redo a whole area due to corruption caused by a sectorless vertex... the map isn't corrupted now, but there must be an overlapping vertex somewhere because the program spits out an invalid operation warning everytime I move a vertex around.

This post has been edited by Diaz: 07 April 2012 - 10:51 AM

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User is offline   Paul B 

#700

View PostDiaz, on 07 April 2012 - 10:49 AM, said:

Why can't we erase vertices by dragging them over others anymore?
I didn't notice this until it was too late and had to redo a whole area due to corruption caused by a sectorless vertex... and now the program spits out an invalid operation warning everytime I move a vertex around.


Diaz I am pretty sure you can... The only time I could see this type of symptom is when you are working with TROR (extended sectors). Then it won't let you delete a verticy that's in another layer. Maybe you just need to switch between layers using ALT A

This post has been edited by Paul B: 07 April 2012 - 11:15 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#701

View PostDiaz, on 07 April 2012 - 10:49 AM, said:

Why can't we erase vertices by dragging them over others anymore?

Because they might be restricted by TROR. On that is "free" can always be deleted that way, provided it leaves the sector with at least three vertices in total.

Quote

I didn't notice this until it was too late and had to redo a whole area due to corruption caused by a sectorless vertex... the map isn't corrupted now, but there must be an overlapping vertex somewhere because the program spits out an invalid operation warning everytime I move a vertex around.

This sucks, but why didn't you stop mapping and report the bug the first time you saw the corruption?
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User is offline   Diaz 

#702

Lol, I edited the post because I realized I couldn't erase vertices due to the overlapping one. You guys were quick! :)

Anyways, I've found the offending vertexes. Must have overlapped them while working with TROR. I believe it'd be useful (if possible) to be able to locate these overlapping vertexes with a keyboard command; they are annoying and if you have one somewhere Mapster won't let you delete vertexes anymore, even on non-extended sectors. I had to mess with many vertexes to find the offending one.

This post has been edited by Diaz: 07 April 2012 - 11:47 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#703

I still don't exactly understand what you mean by "overlapping vertices". From how TROR works, it's clear that they are always present, so you must mean a particular degenerate kind of them.
edit: if you mean vertices of unrelated (by TROR) sectors joining incorrectly in some fashion, hm well, I have a suspicion...
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User is offline   Diaz 

#704

While working with TROR, there are vertexes that won't allow you to delete them by dragging them. The program does warn you and forces you to join / delete the sector instead, but it's easy not to notice the warning and end up with two overlapping vertexes. Once you have one of those, any vertex you move in the map will give the "invalid operation" warning.
0

User is offline   fgsfds 

#705

View Postempy, on 16 March 2012 - 11:45 PM, said:


So, is it a bug or feature? Because it's really annoying and I want to know is there a way to fix this?
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User is offline   Diaz 

#706

I see TROR point deletion got fixed. That's great news, thank you Helixhorned!

Now, an "issue" I have found (not sure if it's an issue, really) has to do with visibility portal creation. If two areas are connected by a curved hallway, I'm guessing red walls in the hallway act as visibiity portals, so if they are correctly placed one of the areas isn't drawn from the other. I'm not sure how and when these portals are created. For example, if the hallway consists of several layers of TROR and I forget to create red lines to subdivide it for visibility optimization, I'm not able to create them after, and have to start from scratch; even if I draw the same red line in all TROR layers, it won't act as a single portal, and the whole area that is not directly in view will be still rendered.

Let's take this as an example:

Posted Image

Uploaded with ImageShack.us

Imagine the player is in area A. Since there is a hallway with two red walls acting as portals that can't see each other, area B isn't drawn (if I'm not mistaken and it works this way, of course). However, if the hallway was several TROR layers, and the red walls are drawn at the same place in all of the layers, they won't act as portals and area B will be drawn, which is not acceptable. Sometimes even if the area isn't TROR and the red walls are created after al the other areas, the portal won't be created either. So, how's visibility determined?

This post has been edited by Diaz: 08 April 2012 - 01:35 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#707

Are you actually seeing parts of the map that you shouldn't? If that's the case, please attach the buggy map and a screenshot showing what the problem is.
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User is offline   Diaz 

#708

Oh, I redid the problematic areas. But this is a problem that is striking me frequently, so next time I get it I will report here <_< (or rather in the Polymer thread since I don't think this has to do with Mapster)

This post has been edited by Diaz: 09 April 2012 - 01:11 PM

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User is offline   Diaz 

#709

Mapster32 is crashing a lot on me lately, and it seems to happen when I point at certain extended floors/ceilings with the mouse (can't determine anything else).
All the log says is Fatal Signal caught: SIGSEGV. Bailing out.

This post has been edited by Diaz: 13 April 2012 - 12:28 PM

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User is offline   Micky C 

  • Honored Donor

#710

What you need to do now is use mapster32.debug.exe, and if it crashes, find the file that looks something like (because I'm probably remembering the name wrong) eduke32_or_mapster32.crashlog and post that up.
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User is offline   Diaz 

#711

Oh, will do <_<
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User is offline   Diaz 

#712

The only file being generated is mapster32.log
I'm not sure there's anything useful on it. Here's its contents:

Mapster32 2.0.0devel r2609
Compiled Apr 13 2012 04:00:48
Using DEF file "fusion.def".
Using C:/Fusion2/basef2/ for game data
Using group file "fusion.res".
Windows Vista (build 6.0.6002) Service Pack 2
Initializing DirectDraw...
Loading "m32help.hlp"
Loading NAMES.H
Loaded 692 names.
Switching kb layout from 0000040A to 00000409
Initializing DirectInput...
  - Enumerating attached game controllers
    * GAMEPAD: XBOX 360 For Windows (Controller)
Controller has 5 axes, 10 buttons, and 1 hat(s).
Initialized 24.0M cache
Loading "fusion.def"
Definitions file loaded.
Loading clip map: _clipshape0.map
Loaded clip map.
Enabling desktop composition...
Setting video mode 800x600 (8-bit windowed)
Loading sounds from "game.con"
Loaded 391 sound definitions.
Loaded map /maps/C4A2.map successfully
Disabling desktop composition...
Setting video mode 800x600 (32-bit windowed)
polymost_glreset()
OpenGL Information:
 Version:  3.3.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8800 GT/PCIe/SSE2
polymost_glreset()
Opened "textures" as cache file
Initializing Polymer subsystem...
Load tile 4367: p0-m0-e0 materials/textures/ground_plants.jpg... 87 ms
Load tile 4367: p253-m0-e0 materials/textures/nospec_512.png... 20 ms
Load tile 4188: p0-m0-e0 materials/textures/Wrcka1a3.png... 402 ms
Load tile 4371: p0-m0-e0 materials/textures/ground_plants_dirt.jpg... 106 ms
Load tile 4210: p0-m0-e0 materials/textures/basic2-v2.png... 14 ms
Load tile 3792: p0-m0-e0 materials/textures/Wrcka1a3.png... 405 ms
PR : Board loaded.
PR : Initialization complete in 1639 ms.
Load tile 4541: p0-m0-e0 materials/skybox/unreal1/usky_ft.bmp... 68 ms
PR : Compiling GPU program with bits (octal) 2010361...
PR : Compiling GPU program with bits (octal) 2011361...
PR : Compiling GPU program with bits (octal) 2010321...
PR : Compiling GPU program with bits (octal) 2030321...
PR : Compiling GPU program with bits (octal) 2010323...
Load skin: p0-e0 "models/monsters/cultist/cultist_unwrap.png"... 87 ms
PR : Compiling GPU program with bits (octal) 2011323...
Load skin: p0-e0 "models/monsters/cultist/cultist_unwrap.png"... 88 ms
Load skin: p0-e0 "models/monsters/cultist/cultist_unwrap.png"... 88 ms
Load tile 4366: p0-m4-e0 materials/textures/ss_grass_plants.png... 41 ms
PR : Compiling GPU program with bits (octal) 2011321...
Load skin: p0-e0 "models/mapobjects/nobiax_tropical_plants/tropical_plant_1/diffus.png".
.. 110 ms
Load skin: p253-e0 "models/mapobjects/nobiax_tropical_plants/tropical_plant_1/specular.jpg"
... 15 ms
Load skin: p252-e0 "models/mapobjects/nobiax_tropical_plants/tropical_plant_1/normal.jpg".
.. 16 ms
PR : Compiling GPU program with bits (octal) 2011333...
Load skin: p0-e0 "models/mapobjects/0909_treetrunk.jpg"... 15 ms
Load skin: p0-e0 "models/mapobjects/nobiax_tropical_plants/palm_tree/leaf_diffus.png"...
 48 ms
PR : Compiling GPU program with bits (octal) 2030323...
Load skin: p3-e0 "models/monsters/cultist/fanatic_unwrap.png"... 80 ms
Load skin: p3-e0 "models/monsters/cultist/fanatic_unwrap.png"... 80 ms
Load skin: p3-e0 "models/monsters/cultist/fanatic_unwrap.png"... 81 ms
Load skin: p0-e0 "models/mapobjects/trees/Tree_BranchTrunk1_JJ_Tex.tga"... 138 ms
Load skin: p253-e0 "models/mapobjects/trees/Tree_BranchTrunk1_JJ_Specular.tga"... 10 ms
Load skin: p252-e0 "models/mapobjects/trees/Tree_BranchTrunk1_JJ_Normal.tga"... 36 ms
Load skin: p30-e0 "models/mapobjects/apc/COG_APCBody_CP_Tex.tga"... 149 ms
Load skin: p253-e0 "models/mapobjects/apc/COG_APCBody_CP_Specular.tga"... 11 ms
Load skin: p252-e0 "models/mapobjects/apc/COG_APCBody_CP_Normal.tga"... 38 ms
Load skin: p30-e0 "models/mapobjects/apc/COG_APCWheels_CP_Tex.tga"... 147 ms
Load skin: p253-e0 "models/mapobjects/apc/COG_APCWheels_CP_Specular.tga"... 149 ms
Load skin: p252-e0 "models/mapobjects/apc/COG_APCWheels_CP_Normal.tga"... 39 ms
PR : Compiling GPU program with bits (octal) 2010363...
Load skin: p0-e0 "models/mapobjects/nobiax_tropical_plants/palm_plant/diffus.png"... 29 ms
Load skin: p0-e0 "models/mapobjects/0909_treetrunk.jpg"... 15 ms
Load skin: p0-e0 "models/mapobjects/0909_treetrunk.jpg"... 15 ms
Load skin: p0-e0 "models/mapobjects/trees/Tree_BranchTrunk1_JJ_Tex.tga"... 139 ms
Load tile 4158: p30-m4-e0 materials/textures/az-3b.png... 20 ms
PR : Compiling GPU program with bits (octal) 2000321...
Load tile 4541: p0-m4-e0 materials/skybox/unreal1/usky_ft.bmp... 37 ms
Load tile 4541: p0-m4-e0 materials/skybox/unreal1/usky_rt.bmp... 38 ms
Load tile 4541: p0-m4-e0 materials/skybox/unreal1/usky_bk.bmp... 38 ms
Load tile 4541: p0-m4-e0 materials/skybox/unreal1/usky_lf.bmp... 38 ms
Load tile 4541: p0-m4-e0 materials/skybox/unreal1/usky_top.bmp... 38 ms
Load tile 4541: p0-m4-e0 materials/skybox/unreal1/usky_dn.bmp... 38 ms
PR : Compiling GPU program with bits (octal) 2000301...
PR : Compiling GPU program with bits (octal) 2000001...
Load tile 4188: p0-m4-e0 materials/textures/Wrcka1a3.png... 402 ms
PR : Compiling GPU program with bits (octal) 2000361...
Map shade preview enabled
PR : Compiling GPU program with bits (octal) 3010361...
PR : Compiling GPU program with bits (octal) 3000365...
PR : Compiling GPU program with bits (octal) 3011361...
PR : Compiling GPU program with bits (octal) 3001365...
PR : Compiling GPU program with bits (octal) 3010321...
PR : Compiling GPU program with bits (octal) 3000325...
PR : Compiling GPU program with bits (octal) 3010323...
PR : Compiling GPU program with bits (octal) 3000327...
PR : Compiling GPU program with bits (octal) 3011321...
PR : Compiling GPU program with bits (octal) 3001325...
PR : Compiling GPU program with bits (octal) 3011333...
PR : Compiling GPU program with bits (octal) 3001337...
Load tile 4444: p0-m0-e0 materials/caustics/water1/save.01.png... 25 ms
PR : Compiling GPU program with bits (octal) 3640327...
Load tile 4446: p0-m0-e0 materials/caustics/water1/save.03.png... 25 ms
Load tile 4447: p0-m0-e0 materials/caustics/water1/save.04.png... 25 ms
Load tile 4448: p0-m0-e0 materials/caustics/water1/save.05.png... 25 ms
Load tile 4449: p0-m0-e0 materials/caustics/water1/save.06.png... 24 ms
Load tile 4451: p0-m0-e0 materials/caustics/water1/save.08.png... 24 ms
Load tile 4452: p0-m0-e0 materials/caustics/water1/save.09.png... 25 ms
Load tile 4454: p0-m0-e0 materials/caustics/water1/save.11.png... 24 ms
Load tile 4455: p0-m0-e0 materials/caustics/water1/save.12.png... 23 ms
Load tile 4457: p0-m0-e0 materials/caustics/water1/save.14.png... 24 ms
Load tile 4458: p0-m0-e0 materials/caustics/water1/save.15.png... 24 ms
Load tile 4460: p0-m0-e0 materials/caustics/water1/save.17.png... 24 ms
Load tile 4461: p0-m0-e0 materials/caustics/water1/save.18.png... 23 ms
Load tile 4462: p0-m0-e0 materials/caustics/water1/save.19.png... 24 ms
Load tile 4464: p0-m0-e0 materials/caustics/water1/save.21.png... 24 ms
Load tile 4465: p0-m0-e0 materials/caustics/water1/save.22.png... 24 ms
Load tile 4467: p0-m0-e0 materials/caustics/water1/save.24.png... 24 ms
Load tile 4468: p0-m0-e0 materials/caustics/water1/save.25.png... 24 ms
Load tile 4470: p0-m0-e0 materials/caustics/water1/save.27.png... 24 ms
Load tile 4471: p0-m0-e0 materials/caustics/water1/save.28.png... 24 ms
Load tile 4472: p0-m0-e0 materials/caustics/water1/save.29.png... 24 ms
Load tile 4474: p0-m0-e0 materials/caustics/water1/save.31.png... 24 ms
Load tile 4475: p0-m0-e0 materials/caustics/water1/save.32.png... 24 ms
Load tile 4445: p0-m0-e0 materials/caustics/water1/save.02.png... 24 ms
Load tile 4450: p0-m0-e0 materials/caustics/water1/save.07.png... 24 ms
Show invisible objects disabled
Load tile 4453: p0-m0-e0 materials/caustics/water1/save.10.png... 25 ms
Load tile 4456: p0-m0-e0 materials/caustics/water1/save.13.png... 24 ms
Load tile 4459: p0-m0-e0 materials/caustics/water1/save.16.png... 23 ms
Load tile 4463: p0-m0-e0 materials/caustics/water1/save.20.png... 24 ms
Load tile 4466: p0-m0-e0 materials/caustics/water1/save.23.png... 24 ms
Load tile 4469: p0-m0-e0 materials/caustics/water1/save.26.png... 23 ms
Load tile 4473: p0-m0-e0 materials/caustics/water1/save.30.png... 24 ms
Fatal Signal caught: SIGSEGV. Bailing out.
polymost_glreset()
Uninitializing DirectDraw...
Uninitializing DirectInput...


0

User is offline   Helixhorned 

  • EDuke32 Developer

#713

Unfortunately, the normal log doesn't give any useful information. Do you have the ebacktrace1.dll file in the same directory as EDuke32? It should definitely be catching SIGSEGVs...
0

User is offline   Diaz 

#714

I didn't have ebacktrace1.dll (my mapster32.debug.exe is in the mod folder, not the root folder, and I didn't have the dll's there). Now the crash log has been generated:

0x4e158e : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/include/
polymer.h (389) : in function (dot3f) 
0x4e2c43 : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (1211) : in function (polymer_editorpick) 
0x447626 : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build.
c (469) : in function (M32_DrawRoomsAndMasks) 
0x448025 : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build.
c (723) : in function (app_main) 
0x4f4c45 : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (541) : in function (WinMain@16) 
0x537336 : C:\Fusion2\basef2\mapster32.debug.exe : main.c 
0x4010db : C:\Fusion2\basef2\mapster32.debug.exe : crt1.c 
0x401158 : C:\Fusion2\basef2\mapster32.debug.exe : crt1.c 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll): 1 1 0
0x771ceccb : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x77f0d80d : C:\Windows\SysWOW64\ntdll.dll : RtlCreateUserProcess 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x77f0da1f : C:\Windows\SysWOW64\ntdll.dll : RtlCreateProcessParameters 
Sat Apr 14 13:10:27 2012
---------------

0

User is offline   Helixhorned 

  • EDuke32 Developer

#715

OK, r2610 should fix that. Despite the log message sounding confident, I haven't actually tested it because I was unable to reproduce the crash.
0

User is offline   Diaz 

#716

It's still happening, unfortunately.

The crashlog is still the same as above.

There seems to be nothing wrong with the map itself (and it doesn't crash with Polymost), I'm quite puzzled...
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User is offline   Plagman 

  • Former VP of Media Operations

#717

The crashlog can't be exactly the same, since there's no longer a dot3f() call at line 1211. Can you confirm that it's now at least slightly different?
0

User is offline   Diaz 

#718

You're right, it has somewhat changed and is now referring to line 1217 in polymer.c (sorry about that)

Here's the new crashlog:

0x4e158e : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/include/
polymer.h (389) : in function (dot3f) 
0x4e2c6e : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/polymer.
c (1217) : in function (polymer_editorpick) 
0x447626 : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build.
c (469) : in function (M32_DrawRoomsAndMasks) 
0x448025 : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build.
c (723) : in function (app_main) 
0x4f4c6d : C:\Fusion2\basef2\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (541) : in function (WinMain@16) 
0x537356 : C:\Fusion2\basef2\mapster32.debug.exe : main.c 
0x4010db : C:\Fusion2\basef2\mapster32.debug.exe : crt1.c 
0x401158 : C:\Fusion2\basef2\mapster32.debug.exe : crt1.c 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll): 1 1 0
0x7519eccb : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x775fd80d : C:\Windows\SysWOW64\ntdll.dll : RtlCreateUserProcess 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll): 1 1 0
0x775fda1f : C:\Windows\SysWOW64\ntdll.dll : RtlCreateProcessParameters 
Mon Apr 16 04:25:29 2012
---------------


This post has been edited by Diaz: 15 April 2012 - 06:28 PM

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User is offline   fgsfds 

#719

Mapster crashes with AppHangB1 error every time I switch the window. Log doesn't show any errors.
I use Win 7 x32\64 and latest eduke build.

This post has been edited by empy: 28 April 2012 - 12:20 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#720

View Postempy, on 28 April 2012 - 12:19 PM, said:

Mapster crashes with AppHangB1 error every time I switch the window. Log doesn't show any errors.
I use Win 7 x32\64 and latest eduke build.

That's a very well known issue, but apparently it sidesteps us devs.
What's that AppHangB1 error, some kind of Windows dialog? Does is contain useful information like a backtrace, or even remotely techy-looking gibberish?
0

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