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The crash thread  "the one-stop thread for eduke32 crashes"

User is offline   Mark 

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#121

The first thing I would try is to load those sound files into my usual sound editing program and then resave them without making any changes. Maybe something was slightly corrupted. If that didn't fix things then move on to other possible causes.
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User is offline   LeoD 

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#122

View PostLeoD, on 02 April 2015 - 01:49 PM, said:

Sound Replay Regression

As of r4616, EDuke32 freezes when trying to play certain sounds:
- goaway.voc from Noctis Labyrinthus Revisited / DN64 Revisited
- lca.wav from Lights, Camera, Action from Duke Nukem Eternity's dne01.map

View PostMark., on 02 April 2015 - 03:06 PM, said:

The first thing I would try is to load those sound files into my usual sound editing program and then resave them without making any changes. Maybe something was slightly corrupted. If that didn't fix things then move on to other possible causes.
IIRC what I did to make goaway.voc work was halving the sampling rate (converting the WAV to a real VOC wasn't enough), but since the file was accepted previously I consider it a bug nonetheless. Especially if you can't complete the first DNE level when using a somewhat recent EDuke32 executable.

And no one knows how many other projects with custom sound files might be affected...


This post has been edited by LeoD: 02 April 2015 - 03:43 PM

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User is online   Hendricks266 

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  #123

View PostLeoD, on 02 April 2015 - 01:49 PM, said:

Sound Replay Regression

As of r4616, EDuke32 freezes when trying to play certain sounds:
- goaway.voc from Noctis Labyrinthus Revisited / DN64 Revisited
- lca.wav from Lights, Camera, Action from Duke Nukem Eternity's dne01.map

Neither of those crash for me in r5118. :dukejk:
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User is offline   LeoD 

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#124

View PostHendricks266, on 02 April 2015 - 06:54 PM, said:

Neither of those crash for me in r5118. :dukejk:
Hm, all available r5128 executables (four from synthesis, and self-compiled) still have that issue for me. Reproduce: clean installation (no cfg), add goaway.voc. Start E4L2 and order a duke burger at the drive through counter.
(Debian/Raspbian builds seem unaffected, btw.)
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User is online   Hendricks266 

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  #125

I've since reproduced the issue but I'm having trouble debugging it because it does not trigger a break to GDB, and running Valgrind under Linux causes a broken, crashy game in its own right.
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User is offline   LeoD 

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#126

Reproducible Mapster32 crash on particular machine when switching to an OpenGL 3D-mode.
Attached Image: CPUZ.jpg Attached Image: GPUZ.jpg

Attached File(s)


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User is offline   LeoD 

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#127

Random Mapster32 crash:
Attached File  mapster32.crash.log (1.66K)
Number of downloads: 176
Attached File  mapster32.log (5.02K)
Number of downloads: 171
1

User is online   Hendricks266 

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  #128

I have no idea WTF is going on there.
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User is offline   Paul B 

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#129

View PostLeoD, on 23 June 2016 - 01:22 PM, said:

Random Mapster32 crash:
Attachment mapster32.crash.log
Attachment mapster32.log


I had the exact same thing happen to me and Hendricks already has committed a fix for this, it just hasn't been uploaded to the repo. yet. This error also only happens running newer versions of the Debug version of Mapster. We just need to wait for him to commit his fixes for the mean time the work around is to just use the regular version of Mapster since it doesn't appear to show up there or go back to my favorite release R4249.


This post has been edited by Paul B: 28 June 2016 - 07:58 PM

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User is online   Hendricks266 

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  #130

This is a different problem than the mouse cursor crash, and that one is fixed and committed as of r5781. The only way I can see LeoD's problem getting fixed is if he happens to run into the issue again while running a 64-bit Linux or Mac debug build under valgrind. :(
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User is offline   Paul B 

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#131

View PostHendricks266, on 29 June 2016 - 09:28 AM, said:

This is a different problem than the mouse cursor crash, and that one is fixed and committed as of r5781. The only way I can see LeoD's problem getting fixed is if he happens to run into the issue again while running a 64-bit Linux or Mac debug build under valgrind. :(



That's very strange because I compared his logs with mine and they look almost identical.
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User is offline   Captain Massive 

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#132

eduke32_win64_20160826-5839 crashes in windows 10 reverted to 5811 and works fine.

EDuke32 r5839 (64-bit) C++ build
Compiled Aug 26 2016 18:53:00
Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/ for game data
Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/dc/ for game data
Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/nw/ for game data
Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/vacation/ for game data
Using C:/Users/Rooster Gold/Desktop/Duke3D/ for game data
Running on Windows 8 (build 6.2.9200)
Initializing SDL 2.0.4
Searching for game data...
Using "duke3d.grp" as main game data file.
ERROR: NULL weapon! WTF?! WEAPONzd_CLIP
Wrote eduke32.cfg
Wrote settings.cfg

Massive Out.... My Twitter = https://twitter.com/Rooster_Gold

This post has been edited by Captain Massive: 27 August 2016 - 08:51 AM

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