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"Bad Weekend" crash
#1 Posted 03 September 2015 - 12:21 PM
Used EDuke32 build/config:
EDuke32 2.0.0devel r5338 (64-bit)
Windows 10 64-bit
Intel Core i7-4770K @3.50 GHz, 16 GB RAM
nvidia GeForce GTX 770 (ForceWare 355.82)
Find the problematic maps in the attachment. Unsure if it's a problem with the map or EDuke32.
This post has been edited by NightFright: 03 September 2015 - 12:22 PM
#2 Posted 03 September 2015 - 12:38 PM
#3 Posted 03 September 2015 - 01:01 PM
#4 Posted 03 September 2015 - 01:51 PM
Also this is really weird to see somebody playing Bad Weekend in 2015.
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
So I might update the episode in order to prevent glitches like this, but it might take some time. Really short on time right now.
EDIT: My initial post is kinda misleading. I believe game crashes are caused by using .ogg files as sound files: I replaced bonus.voc with an ogg file and the game crashed. I think this is what happening in Bad Weekend. There are some sound loops which I replaced with ogg files.
This post has been edited by Mister Sinister: 03 September 2015 - 02:04 PM
#5 Posted 03 September 2015 - 10:52 PM
This post has been edited by FistMarine: 09 December 2016 - 10:13 AM
#6 Posted 04 September 2015 - 12:04 AM
I was noticing this since I am checking the episode for integration into the addon pack - if Mister Sinister has no objections, ofc.
This post has been edited by NightFright: 04 September 2015 - 12:13 AM
#7 Posted 04 September 2015 - 09:15 AM
NightFright, on 03 September 2015 - 12:21 PM, said:
Thanks for the bug report. As with the Lem Series crash, we can't fix something if we can't reproduce it. Loading the level via the User Map menu with the mod loaded is no different than DNSCOTTY104. Test case isolation should take a "cleanroom" approach: Fresh EDuke32 install, stock duke3d.grp, no preexisting CFGs, nothing in autoload, and add parts from there.
Mister Sinister, on 03 September 2015 - 01:51 PM, said:
Please don't be shy in reporting crashes. They're the easiest kind of bug to fix, presuming we can reproduce them reliably.
TerminX, on 03 September 2015 - 12:38 PM, said:
I was going to look into this bug, but I can't find a working download link for the full Bad Weekend mod anywhere.
#8 Posted 04 September 2015 - 10:19 AM
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Anyway, you can download Bad Weekend here. Skip to level 4 and see for yourself. The same thing also happens in level 5. I'm pretty sure it has something to do with .ogg files.
#9 Posted 04 September 2015 - 10:58 AM
NightFright, on 04 September 2015 - 12:04 AM, said:
I was noticing this since I am checking the episode for integration into the addon pack - if Mister Sinister has no objections, ofc.
After converting them to wav did you try re-converting back to ogg and see if they still crash the game? Maybe it was just a glitch in conversion first time around?
#10 Posted 04 September 2015 - 11:07 AM
After realizing that the final map (1g_end) also crashes, I frowned. This time, it was because of the music (endgame.ogg). Something had to be wrong about its format because the ogg of the previous level, rehto.ogg, is played back without problems. I cannot see any significant different in those two files regarding their format, both are 44kHz 16bit stereo. Recoding endgame.ogg with AIMP3 made it work, so it's something about these files that makes EDuke32 crash.
As a consequence, I have recoded following tracks while keeping them in OGG format:
> grabbag.ogg - just to be sure
> endgame.ogg
> muzak.ogg
> 2bwild.ogg
Testing "To The Streets" with these recoded oggs (I recoded ogg to ogg, without creating wave files before), I didn't encounter any issues.
This post has been edited by NightFright: 04 September 2015 - 01:44 PM
#11 Posted 04 September 2015 - 03:52 PM
NightFright, on 04 September 2015 - 11:07 AM, said:
> grabbag.ogg - just to be sure
> endgame.ogg
> muzak.ogg
> 2bwild.ogg
Once I get this committed, you shouldn't need to keep these second-generation lossy encodes.
#13 Posted 05 September 2015 - 01:28 PM
I will test as soon as it's available and provide feedback. Anyway, nice that it can be solved through the port because it may also address issues with some other mods.
This post has been edited by NightFright: 05 September 2015 - 01:30 PM
#15 Posted 08 September 2015 - 12:19 AM
This post has been edited by NightFright: 08 September 2015 - 12:25 AM