1.14.5/1.5.0 Segmentation violation and minor bugs

edited 2015 Feb 7 in Technical Support
Greetings
I've encountered several problems which I was unable to find in the topics already created.
I've first played the 1.14.5 version and then switched to the 1.15 when problems appeared, which didn't have any effect on them.
I'm playing on a notebook with Core i5-2520, GeForce GT 555M, have about 1+GB RAM available, on updated Win7
First problem is a minor one, I've noticed random keys (or actions for that matter) being pressed within the gameplay for no apparent reason. My Control scheme is set to arrows, which I press with a turned-off numpad, shift-ctrl-alt-space and 10 letters above alt for various things. In the version 1.14.5 I've noticed Panic button pressing sometimes while I've never even got close to those keys, I've deleted all bindings to it and it solved the problem. In version 1.15 the game made several screenshots during the gameplay, which are bound to f12-prntscreen which I'm _certain_ I didn't press. And then it shrunk to windowed mode, again for no apparent reason.

Second problem isn't a major one, too. Having keys bound to an activated numpad (i.e. numpad 8, numpad 2, etc), makes moving with them unresponsive to speeding with shift somehow. That's a little annoying because in doomsday 1.9.0beta5 I just used numpad 4-5-6-8 and it worked no problem, it's harder to make items hotkeys and running backwards overall because I need to skip the 5 key just to tap backwards.

Third problem is the main one. The game crashes with segmentation violation in various places every 3-10 minutes. Sometimes I can play for a while, sometimes I just enter the next room after a save and it repeats. I haven't been able to figure out a pattern and it occured both with a mage and a cleric within Seven Portals first 3-4 warps. I've been playing on Pope/Archimage if that is of any matter.

On a side note, none of this occured on 1.9.0beta5, and I've successfully finished 5 Heretic episodes without a single bug (except for mace spheres not jumping off the floor but never really used it anyway, on Black Plague ammo never runs out). I've only tried switching to later versions because of two bugs in Hexen, first being Cleric flechettes not working (which is a pain the ass because his staff is pretty late and serpents on Pope can only be killed by trapping them behind an obstacle which they can't fire through) and second being ladder-ceilings in guardian of ice second warp-start not rising after pressing the first switch (both of which are resolved in current versions) - which I couldn't avoid because of the "no cheats".

I sincerely hope that these can be resolved because I really enjoyed smoothly playing heretic on 1.9.0 (and because it's pretty hard to run hexen95 on win7 properly, and without added resolution it's, well, bad, nevermind the lightning, controls and such)

Here's the Doomsday.out

Cheers
Application path: D:\Games\Doomsday\Bin\Doomsday.exe
Created a new 32.0 MB memory volume.
Config::read: Detected new build: 1265 => 1266
Executable: Doomsday Engine 1.15.0 [#1266] (Unstable 32-bit) Jun 20 2014 13:54:22
Command line options:
  0: ..\Bin\Doomsday.exe
  1: -basedir
  2: D:\Games\Doomsday/
  3: -sfxchan
  4: 16
  5: -notexcomp
  6: -game
  7: hexen
  8: -iwad
  9: D:\Games\Doomsday\Hexen\HEXEN.WAD
  10: -userdir
  11: C:\Users\Tharifas\Documents\Doomsday Frontend\runtime/
RenderSystem: Loading shader definitions from read-only archive entry "data/
              lensflares.pack/shaders.dei" [path "/data/doomsday.pk3/data/lensflares.pack/
              shaders.dei"] from archive in read-only "(basedir)\data\doomsday.pk3"
^ : Loading shader definitions from read-only archive entry "data/renderer.pack/
    shaders.dei" [path "/data/doomsday.pk3/data/renderer.pack/shaders.dei"] from archive
    in read-only "(basedir)\data\doomsday.pk3"
Changing display mode to 1024 x 768 x 32 (60.0 Hz)
Display mode has changed
OpenGL 3.3 supported
Sys_GLInitialize: OpenGL information:
  Version:  4.4.0
  Renderer: GeForce GT 555M/PCIe/SSE2
  Vendor:   NVIDIA Corporation
Capabilities:
  Compressed texture formats: 23
  Available texture units:    4
  Maximum texture anisotropy: 16
  Maximum texture size:       16384
  Line width granularity:     0.125
  Line width range:           0.5...10
^ : OpenGL Extensions:
^ :     AMD extensions:
        multi_draw_indirect
^ :     ARB extensions:
        ES2_compatibility, ES3_compatibility, arrays_of_arrays, base_instance,
        blend_func_extended, buffer_storage, clear_buffer_object, clear_texture,
        color_buffer_float, compatibility, compressed_texture_pixel_storage,
        compute_shader, compute_variable_group_size, conservative_depth, copy_buffer,
        copy_image, debug_output, depth_buffer_float, depth_clamp, depth_texture,
        draw_buffers, draw_buffers_blend, draw_elements_base_vertex, draw_indirect,
        draw_instanced, enhanced_layouts, explicit_attrib_location,
        explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport,
        fragment_program, fragment_program_shadow, fragment_shader,
        framebuffer_no_attachments, framebuffer_object, framebuffer_sRGB,
        geometry_shader4, get_program_binary, gpu_shader5, gpu_shader_fp64,
        half_float_pixel, half_float_vertex, imaging, indirect_parameters,
        instanced_arrays, internalformat_query, internalformat_query2,
        invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind,
        multi_draw_indirect, multisample, multitexture, occlusion_query,
        occlusion_query2, pixel_buffer_object, point_parameters, point_sprite,
        program_interface_query, provoking_vertex, query_buffer_object,
        robust_buffer_access_behavior, robustness, sample_shading, sampler_objects,
        seamless_cube_map, separate_shader_objects, shader_atomic_counters,
        shader_bit_encoding, shader_draw_parameters, shader_group_vote,
        shader_image_load_store, shader_image_size, shader_objects, shader_precision,
        shader_storage_buffer_object, shader_subroutine, shader_texture_lod,
        shading_language_100, shading_language_420pack, shading_language_include,
        shading_language_packing, shadow, sparse_texture, stencil_texturing, sync,
        tessellation_shader, texture_border_clamp, texture_buffer_object,
        texture_buffer_object_rgb32, texture_buffer_range, texture_compression,
        texture_compression_bptc, texture_compression_rgtc, texture_cube_map,
        texture_cube_map_array, texture_env_add, texture_env_combine,
        texture_env_crossbar, texture_env_dot3, texture_float, texture_gather,
        texture_mirror_clamp_to_edge, texture_mirrored_repeat, texture_multisample,
        texture_non_power_of_two, texture_query_levels, texture_query_lod,
        texture_rectangle, texture_rg, texture_rgb10_a2ui, texture_stencil8,
        texture_storage, texture_storage_multisample, texture_swizzle, texture_view,
        timer_query, transform_feedback2, transform_feedback3,
        transform_feedback_instanced, transpose_matrix, uniform_buffer_object,
        vertex_array_bgra, vertex_array_object, vertex_attrib_64bit,
        vertex_attrib_binding, vertex_buffer_object, vertex_program, vertex_shader,
        vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, viewport_array,
        window_pos
^ :     ATI extensions:
        draw_buffers, texture_float, texture_mirror_once
^ :     EXT extensions:
        Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_separate,
        blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array,
        depth_bounds_test, direct_state_access, draw_buffers2, draw_instanced,
        draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
        framebuffer_multisample_blit_scaled, framebuffer_object, framebuffer_sRGB,
        geometry_shader4, gpu_program_parameters, gpu_shader4, import_sync_object,
        multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels,
        pixel_buffer_object, point_parameters, provoking_vertex, rescale_normal,
        secondary_color, separate_shader_objects, separate_specular_color,
        shader_image_load_store, shader_integer_mix, shadow_funcs, stencil_two_side,
        stencil_wrap, texture3D, texture_array, texture_buffer_object,
        texture_compression_dxt1, texture_compression_latc, texture_compression_rgtc,
        texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add,
        texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
        texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp,
        texture_object, texture_sRGB, texture_sRGB_decode, texture_shared_exponent,
        texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array,
        vertex_array_bgra, vertex_attrib_64bit
^ :     EXTX extensions:
        framebuffer_mixed_formats
^ :     IBM extensions:
        rasterpos_clip, texture_mirrored_repeat
^ :     KHR extensions:
        blend_equation_advanced, debug
^ :     KTX extensions:
        buffer_region
^ :     NV extensions:
        ES1_1_compatibility, ES3_1_compatibility, bindless_multi_draw_indirect,
        blend_equation_advanced, blend_square, compute_program5, conditional_render,
        copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture,
        explicit_multisample, fence, float_buffer, fog_distance, fragment_program,
        fragment_program2, fragment_program_option, framebuffer_multisample_coverage,
        geometry_shader4, gpu_program4, gpu_program4_1, gpu_program5,
        gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float,
        light_max_exponent, multisample_coverage, multisample_filter_hint,
        occlusion_query, packed_depth_stencil, parameter_buffer_object,
        parameter_buffer_object2, path_rendering, pixel_data_range, point_sprite,
        primitive_restart, register_combiners, register_combiners2,
        shader_atomic_counters, shader_atomic_float, shader_buffer_load,
        shader_storage_buffer_object, shader_thread_group, texgen_reflection,
        texture_barrier, texture_compression_vtc, texture_env_combine4,
        texture_expand_normal, texture_multisample, texture_rectangle, texture_shader,
        texture_shader2, texture_shader3, transform_feedback, transform_feedback2,
        vertex_array_range, vertex_array_range2, vertex_attrib_integer_64bit,
        vertex_buffer_unified_memory, vertex_program, vertex_program1_1, vertex_program2,
        vertex_program2_option, vertex_program3
^ :     NVX extensions:
        conditional_render, gpu_memory_info
^ :     S3 extensions:
        s3tc
^ :     SGIS extensions:
        generate_mipmap, texture_lod
^ :     SGIX extensions:
        depth_texture, shadow
^ :     SUN extensions:
        slice_accum
^ :     WGL extensions:
        EXT_swap_control
^ :     WIN extensions:
        swap_hint
^ :   Extensions (WGL):
^ :     WGL extensions:
        ARB_buffer_region, ARB_create_context, ARB_create_context_profile,
        ARB_create_context_robustness, ARB_extensions_string, ARB_make_current_read,
        ARB_multisample, ARB_pbuffer, ARB_pixel_format, ARB_pixel_format_float,
        ARB_render_texture, ATI_pixel_format_float, EXT_create_context_es2_profile,
        EXT_create_context_es_profile, EXT_extensions_string, EXT_framebuffer_sRGB,
        EXT_pixel_format_packed_float, EXT_swap_control, EXT_swap_control_tear,
        NVX_DX_interop, NV_DX_interop, NV_DX_interop2, NV_delay_before_swap,
        NV_float_buffer, NV_multisample_coverage, NV_render_depth_texture,
        NV_render_texture_rectangle
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
Audio configuration:
  CD:    FMOD/CD
  Music: FMOD/Ext
  SFX:   FMOD
Initialized 16 sound effect channels
Using SteamApps path: c:\program files\steam\SteamApps\common
SavegameConverter: Starting conversion of "/legacysavegames/heretic-ext/HticSav0.hsg"
                   using Savegame Tool
User-supplied IWAD path: "D:/Games/Doomsday/Hexen/"
Locating "HACX - Twitch 'n Kill"...
 ! hacx.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Chex(R) Quest"...
 ! chex.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Final DOOM: TNT: Evilution"...
 ! tnt.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Final DOOM: The Plutonia Experiment"...
 ! plutonia.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "DOOM 2: Hell on Earth"...
 ! doom2.wad or doom2f.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Ultimate DOOM"...
 ! doom.wad or doomu.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "DOOM Registered"...
 ! doom.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "DOOM Shareware"...
 ! doom1.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Heretic: Shadow of the Serpent Riders"...
 ! heretic.wad: missing 
 - libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
 => Not playable (incomplete resources)
Locating "Heretic Registered"...
 ! heretic.wad: missing 
 - libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
 => Not playable (incomplete resources)
Locating "Heretic Shareware"...
 ! heretic1.wad: missing 
 - libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
 => Not playable (incomplete resources)
Locating "Hexen: Deathkings of the Dark Citadel"...
 - hexen.wad: "(basedir)\hexen\HEXEN.WAD"
 ! hexdd.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Locating "Hexen"...
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 - hexen.wad: "(basedir)\hexen\HEXEN.WAD"
 => Playable
Locating "Hexen v1.0"...
 ! hexen.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Locating "Hexen 4-map Demo"...
 ! hexen.wad or machexendemo.wad or hexendemo.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Locating "Hexen 4-map Beta Demo"...
 ! hexen.wad or hexenbeta.wad or machexendemo.wad or hexendemo.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Selecting game 'hexen'...
Path "auto" now mapped to "data\jhexen\auto"
Path "auto" now mapped to "defs\jhexen\auto"
Loading game resources...
IWAD identification: 0x166c805
ResourceSystem > loadCompositeTextureDefs:
    Loaded all 359 texture definitions from "(basedir)\hexen\HEXEN.WAD:(basedir)\
    TEXTURE1.lmp"
^ : Loaded all 1 texture definitions from "(basedir)\hexen\HEXEN.WAD:(basedir)\
    TEXTURE2.lmp"
ResourceSystem: Ignoring invalid sprite name 'ARTIPTN2'
^ : Ignoring invalid sprite name 'ARTISOAR'
^ : Ignoring invalid sprite name 'ARTIINVU'
^ : Ignoring invalid sprite name 'ARTIPORK'
^ : Ignoring invalid sprite name 'ARTISPHL'
^ : Ignoring invalid sprite name 'ARTITRCH'
^ : Ignoring invalid sprite name 'ARTIATLP'
^ : Ignoring invalid sprite name 'ARTISUMN'
^ : Ignoring invalid sprite name 'ARTIPSBG'
^ : Ignoring invalid sprite name 'ARTISPED'
^ : Ignoring invalid sprite name 'ARTIBMAN'
^ : Ignoring invalid sprite name 'ARTIBRAC'
^ : Ignoring invalid sprite name 'ARTITELO'
^ : Ignoring invalid sprite name 'ARTIBLST'
^ : Ignoring invalid sprite name 'ARTISKLL'
^ : Ignoring invalid sprite name 'ARTIBGEM'
^ : Ignoring invalid sprite name 'ARTIGEMR'
^ : Ignoring invalid sprite name 'ARTIGMG2'
^ : Ignoring invalid sprite name 'ARTIGMB2'
^ : Ignoring invalid sprite name 'ARTIBOK1'
^ : Ignoring invalid sprite name 'ARTIBOK2'
^ : Ignoring invalid sprite name 'ARTISKL2'
^ : Ignoring invalid sprite name 'ARTIFWEP'
^ : Ignoring invalid sprite name 'ARTICWEP'
^ : Ignoring invalid sprite name 'ARTIMWEP'
^ : Ignoring invalid sprite name 'ARTIGEAR'
^ : Ignoring invalid sprite name 'ARTIHRAD'
Parsing primary config "configs\hexen\game.cfg"...
Def_Read: Parsing definition files...
^ : Definitions:
^ :   16   animation groups
      5    composite fonts
      7    finales
      62   lights
      7    materials
      39   songs
      245  sound effects
      300  sprite names
      2848 states
      13   surface decorations
      162  text strings
      4    texture environments
      400  things
ResourceSystem: Model init completed in 0.00 seconds
Available maps:
  MAP01-MAP06 hexen\HEXEN.WAD
  MAP08-MAP13 hexen\HEXEN.WAD
  MAP21-MAP28 hexen\HEXEN.WAD
  MAP30-MAP40 hexen\HEXEN.WAD


Hexen


S_StartMusic: Starting music 'hexen'
MasterWorker: Received 4 servers from master
Loading game from "/home/savegames/hexen/hex0.save"...
S_StartMusic: Starting music 'currentmap'
Loading map "MAP02"...
Map > buildVertexLineOwnerRings: Created a new 32.0 MB memory volume.
Current map elements:
  1691 Lines
  263  Sectors
  1864 Vertexes
  24   Polyobjs
Sector #78 is unclosed near (-1136, 2037)
Sector #144 is unclosed near (424, 2600)
Sector #218 is unclosed near (-524, -2752)
Forced pause for 7 tics

Map: MAP02 (2) - SEVEN PORTALS

Game loaded
Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
S_StartMusic: Starting music 'currentmap'
Loading map "MAP04"...
Current map elements:
  1017 Lines
  225  Sectors
  1046 Vertexes
  3    Polyobjs
Sector #39 is unclosed near (62, 840)
Forced pause for 7 tics

Map: MAP04 (4) - GUARDIAN OF FIRE

Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
Crystal Vial
Crystal Vial
Falcon Shield
ONE THIRD OF THE PUZZLE HAS BEEN SOLVED
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
ON THE SEVEN PORTALS
Blue Mana
Blue Mana
Blue Mana
Blue Mana
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Flechette
Flechette
Flechette
Flechette
Flechette
Flechette
Flechette
Flechette
Flame Mask
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Saved screenshot: hexen-000.png
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
S_StartMusic: Starting music 'currentmap'
Loading map "MAP02"...
Current map elements:
  1691 Lines
  263  Sectors
  1864 Vertexes
  24   Polyobjs
Sector #78 is unclosed near (-1136, 2037)
Sector #144 is unclosed near (424, 2600)
Sector #218 is unclosed near (-524, -2752)
Forced pause for 7 tics

Map: MAP02 (2) - SEVEN PORTALS

Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
PersistentCanvasWindow > applyAttributes:
    Changing display mode to 1366 x 768 x 32 (60.0 Hz)
Display mode has changed
You cannot use this here
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
PersistentCanvasWindow > applyAttributes:
    Changing display mode to 1024 x 768 x 32 (60.0 Hz)
Display mode has changed
Flechette
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Quartz Flask
Blue Mana
Blue Mana
Quartz Flask
Quartz Flask
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Crystal Vial
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Quartz Flask
Quartz Flask
Quartz Flask
Blue Mana
Blue Mana
Blue Mana
Blue Mana
Quartz Flask
Saving game to "/home/savegames/hexen/hex0.save"...
GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Game saved
Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
S_StartMusic: Starting music 'currentmap'
Loading map "MAP03"...
Current map elements:
  1543 Lines
  292  Sectors
  1867 Vertexes
Forced pause for 7 tics

Map: MAP03 (3) - GUARDIAN OF ICE

Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
Flechette
Flechette
Saved screenshot: hexen-001.png
Segmentation Violation

~ArchiveFeed: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
              internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
              runtime\cache"
Game ended
Unloaded game
Restoring original display mode due to shutdown
Z_Shutdown: Used 2 volumes, total 67108864 bytes.

Comments

  • May I ask, are you still using your config files from 1.9 beta 5 (given your mentioning that version I'm assuming you are upgrading from that version)?

    If so, may I suggest deleting them and letting 1.14/1,15 re-create them. It is possible that 1.14/1.15 might have issues with configs created by such an old version of Dday.
  • Thanks, I'll try it. Which ones should I be looking for? the ones in the runtime/config?
    Or if there's a way just to clean everything up - would be nice, too

    upd. Deleted those ones - didn't solve the problem. The bindings were actually reset even before that since I had the "stuck rotating/running" problem because of them, which was solved by resetting.
  • There is currently a known issue with the unstable builds of 1.15 that pretty much renders them unusable on Windows. A crash occurs during shutdown that can in the process trash your user configs (!). Until this is fixed then I would recommend sticking with 1.14.5 stable.
  • Thanks for the reply
    I gladly would just stick with the 1.14.5, but the segmentation failure first occurred on that version of the engine - only after that I switched to the unstable one, though I'll reinstall the stable build and double-check just to be sure.

    update - wiped the 1.5.0, then deleted frontend folder, doomsday folder leftovers and reinstalled 1.14.5, still got a segmentation violation while about to get emerald key in the winnowing hall.
  • I get that on two different machines using windows 7 64.
  • Are those clean installs? Have you tried disabling things like anti aliasing? I have no such problem on my Windows 7 dev system, so we'll need to do some triage to get to the bottom of your problem. Simply saying it crashes for you doesn't really help much without knowing the configuration of those systems.

    Recently I did have a problem which turned out to be a missing renderer profile, have you tried a -reconfig ?
  • Both were old installs. They were older versions, but I can't remember which one. I updated to the latest versions via the internal updater. No joy on connecting to mp games. Both could open single player.

    How do you do a reset - apart from ripping everything out and reinstalling it?
  • From the command line, you can do a -reset to clear your persist.pack and a -reconfig to run the internal config scripts again. As for your game and/or user profiles it is presently necessary to delete those manually (from the /configs subfolder in your runtime directory).
  • I've used the reset command and then deleted the 'savegametool.out' file from the .doomsday folder. Reconfig came up with an error. I had a look through the console command reference and couldn't find a reconfig command.

    I ran the setup wizard and re-found all the game files. That actually fixed one problem I had loading the 'Return to Saturn' WAD. That runs now!!!It still seg-faulted. I then used the 'reset all' button in Snowberry. Still no joy.

    I hit the 'show details button' and it shows streams of stuff, but there is no way to copy whats in the window. The only thing that looked like a problem around where it connected was:

    >ServerLink::connectDomain >
    ServerLink::disconnect: Connection
    attempts aborted
    Segmentation Violation

    Here is the contents of the out log.
    Application path: E:\Doomsday\Bin\savegametool.exe
    Config::read: /modules/Config.de is newer than modules/Config, rerunning the script
    Savegame Tool version 1.0.0 (18/04/2014 08:24:44)
    NativeTranslator: Failed to replace DoomSav9.save: existing file could not be removed.
    [RemoveError] (DirectoryFeed::removeFile) Cannot remove "DoomSav9.save" in directory "%
    HOMEPATH%\Documents\Doomsday Frontend\runtime\savegames\doom2"
    "%HOMEPATH%\Documents\Doomsday Frontend\runtime\savegame\doom2\DoomSav9.dsg" failed
    conversion:
    [AlreadyExistsError] (DirectoryFeed::newFile) DoomSav9.save: already exists
    
  • I've ripped out the Doomsday folder, Ripped out the .doomsday folder and the doomsday folder in users/username.
    I've downloaded the latest version and it still segfaults.
  • Try the -nofsaa command line option. There is a (common) known issue with fullscreen antialiasing on some systems.
  • I tried that, but no joy.
    I also tried to set the screensize to one of the default settings, in case it was that. No joy.
  • Did you by any chance upgrade from an unstable version of 1.14 to 1.14 stable? From around the time I was developing the new savegame format/system? If so, try moving all your savegames into a temporary folder and see what happens. It could be you have a savegame that is incompatible with the final version of the format and its presence is causing a problem.
  • I did upgrade using the internal upgrade feature on the last two versions.
    There are no save games listed in the menu.
    I have deleted all Doomsday folders that I could see in the program directory, documents and user directory and then reinstalled from the website and it's still doing it.

    I deleted the program folder (e:doomsday) and installed an older version and its still doing it.
  • Did you clear out C:\Users\<username>\AppData\Local\Deng Team\Doomsday Engine? I'm running out of things to suggest at this point.
  • Yeah, tried that. I've removed all traces by doing a search, including tmp files and crashdumps.
    I've cleaned everything out, including that folder, and then redownloaded the installer and reinstalled.

    I don't think it's a local software issue as it's occuring on two separate machines in two separate locations.
    The two machines have the same hardware spec so it may be a hardware conflict. I can install it on one of the kids machines that has a different board and chip and see if it flies. They will kill me for installing "That old thing" on their PC though :D.
  • Just tried a fresh install on another Windows 7 machine. It's a fresh install of the latest version. No previous Doom or Doomsday install on there.

    Plays the game OK, segfaults on connection to MP server.

    This machine has an AMD CPU. The other two machines were Intel I7s
  • FYI: I've just tried connecting to a multiplayer server from my dev system, which is also running Windows 7 and had no problem connecting and playing.

    Is this a server you've set up yourself? Can you give us the address of the server so we can test a connection with a known-to-be-good client?
  • Today it was Mani's server (listed on the server page today).

    Yesterday, I tested it on three different servers that were up, two Doom and one Heretic. I can't remember the names of them.

    Before that, in case it was some sort of port forwarding problem, I created my own server and had the same problem connecting to localhost.
  • This error usually occurs when the client and server do not match the image WAD files.
    The best way to avoid this mistake is to learn from the server, the exact image file and configure the multiplayer to both sides all at once.
    It happens that the server has a modified image WAD modification which the host server does not even know, as this has already downloaded it from the Internet.
  • One of the things I tried was to connect to my own server, running the same WAD files. Same result.
  • Tea Monster

    A week ago I installed Doomsday 1.14.5 on your computer to play on the network. I went without problems on any server of the three that were on site Dengine.net. Two days later, I tried again play on the network, but there was an error launching multiplayer Segmentation Violation. I, too, was not understanding why it happened, because I have not changed anything? After another two days, I decided to try to play again, but then there was a new surprise - when you click on the server and the client runs a gray screen with Titley DE. Then I tried to run a nearby server with the game Doom 2 - do not even run the client side of the port. I do not understand what it is, every day working port became worse and worse.
    Question for you: - I can not understand where the multiplayer setting, ie: Level; skill; Jump etc. There's a long list. In the old port is tuned when entering the multiplayer.
  • Any progress on this?
  • Tea Monster:- When this error occurs, I try once again connect to this server. I have this way of working.

    If all the same did not happen to connect to the game, then I suggest to scan the IP and port of the server. It often happens that the server is just a fake. Therefore, this error appears.

    This error may also be:
    1 Large Ping.
    2 Closed port of the server.
    3 The old version of Doomsday port on the Master Server.
  • This is still happening. I'm suffering withdrawal symptoms from not being able to play Doom online. :(( :(( >:)
    Please fix.

    - Completely new system, virgin copy of Win 7 64 (fresh install, no previous Doomsday installations)
    - New copy of latest stable Doomsday.
    - launched 'vanilla' with no add-ons or packs, models or etc. Just the original WAD file.

    Recently, I was forced to play QUAKE online due to this!!!! :(( :(( :(( :(( >:)>:)>:)
  • Some progress, as I got it working on a Windows 8.1 64 bit machine with an intel graphics "decelerator".

    Will have to check with No 2 Son to see if it runs on his AMD Win 7 64 machine.
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