Random crashes (upgrade to 1.9.0-beta6.8)

edited 2010 Apr 15 in Technical Support
Doomsday keeps crashing at random. Sometimes it happens after 5 mins. of play, other times it's after I've finished 2 or 3 levels. I get the usual "program has encountered an expected error" window and then I gotta shutdown Doomsdays with the task manager

Comments

  • Can you give us some more information. What game(s) are you playing? Are you loading any addons, if so which? What system are you playing on?

    Can you turn on verbose message logging* and then post the contents of doomsday.out** here in the forum next time it occurs.

    * In the Doomsday Frontend, go to Settings > Developer options. There you will find "Verbose messages" - set it to Level 2
    ** doomsday.out is a plain text file which can be found in the runtime folder (same location as your config files).
  • edited 2010 Feb 10
    it crashed again. I was playing the Plutonia episode, with no addons. I don't have the verbose thing because the game never crashed when it was on. This crash occured while Verbose was set to "default". Also, I was playing at the 2nd difficculty level, "hey not too rough"

    playing on a WinXP SP3 system -
    E8400 @ 3ghz
    4 gigz of ram
    8800 GTS video card

    doomsday.out:
    Z_Create: New 32.0 MB memory volume.
    Con_Init: Initializing the console.
    Executable: Version 1.9.0-beta6.8 Dec  2 2009 (DGL).
    Sys_InitWindowManager: Using Win32 window management.
    Z_Create: New 32.0 MB memory volume.
    createContext: OpenGL.
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 8800 GTS/PCI/SSE2
      Version: 3.2.0
      GLU Version: 1.2.2.0 Microsoft Corporation
      Available Texture units: 4
      Maximum Texture Size: 8192
      Maximum Anisotropy: 16
      Num Texture Formats: 3
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_color_buffer_float      GL_ARB_compatibility          
        GL_ARB_copy_buffer             GL_ARB_depth_buffer_float     
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_draw_elements_base_vert
        GL_ARB_draw_instanced          GL_ARB_fragment_coord_conventi
        GL_ARB_fragment_program        GL_ARB_fragment_program_shadow
        GL_ARB_fragment_shader         GL_ARB_framebuffer_object     
        GL_ARB_framebuffer_sRGB        GL_ARB_geometry_shader4       
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_pixel_buffer_object    
        GL_ARB_point_parameters        GL_ARB_point_sprite           
        GL_ARB_provoking_vertex        GL_ARB_seamless_cube_map      
        GL_ARB_shader_objects          GL_ARB_shading_language_100   
        GL_ARB_shadow                  GL_ARB_sync                   
        GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object  
        GL_ARB_texture_compression     GL_ARB_texture_compression_rgt
        GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
        GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
        GL_ARB_texture_env_dot3        GL_ARB_texture_float          
        GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample    
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_transpose_matrix       
        GL_ARB_uniform_buffer_object   GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_window_pos              GL_ATI_draw_buffers           
        GL_ATI_texture_float           GL_ATI_texture_mirror_once    
        GL_S3_s3tc                     GL_EXT_texture_env_add        
        GL_EXT_abgr                    GL_EXT_bgra                   
        GL_EXT_bindable_uniform        GL_EXT_blend_color            
        GL_EXT_blend_equation_separate GL_EXT_blend_func_separate    
        GL_EXT_blend_minmax            GL_EXT_blend_subtract         
        GL_EXT_compiled_vertex_array   GL_EXT_Cg_shader              
        GL_EXT_depth_bounds_test       GL_EXT_direct_state_access    
        GL_EXT_draw_buffers2           GL_EXT_draw_instanced         
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object     
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_float            GL_EXT_packed_pixels          
        GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_texture3D               GL_EXT_texture_array          
        GL_EXT_texture_buffer_object   GL_EXT_texture_compression_lat
        GL_EXT_texture_compression_rgt GL_EXT_texture_compression_s3t
        GL_EXT_texture_cube_map        GL_EXT_texture_edge_clamp     
        GL_EXT_texture_env_combine     GL_EXT_texture_env_dot3       
        GL_EXT_texture_filter_anisotro GL_EXT_texture_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB           
        GL_EXT_texture_swizzle         GL_EXT_timer_query            
        GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
        GL_IBM_rasterpos_clip          GL_IBM_texture_mirrored_repeat
        GL_KTX_buffer_region           GL_NV_blend_square            
        GL_NV_conditional_render       GL_NV_copy_depth_to_color     
        GL_NV_copy_image               GL_NV_depth_buffer_float      
        GL_NV_depth_clamp              GL_NV_explicit_multisample    
        GL_NV_fence                    GL_NV_float_buffer            
        GL_NV_fog_distance             GL_NV_fragment_program        
        GL_NV_fragment_program_option  GL_NV_fragment_program2       
        GL_NV_framebuffer_multisample_ GL_NV_geometry_shader4        
        GL_NV_gpu_program4             GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_coverage    
        GL_NV_multisample_filter_hint  GL_NV_occlusion_query         
        GL_NV_packed_depth_stencil     GL_NV_parameter_buffer_object 
        GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range        
        GL_NV_point_sprite             GL_NV_primitive_restart       
        GL_NV_register_combiners       GL_NV_register_combiners2     
        GL_NV_shader_buffer_load       GL_NV_texgen_reflection       
        GL_NV_texture_barrier          GL_NV_texture_compression_vtc 
        GL_NV_texture_env_combine4     GL_NV_texture_expand_normal   
        GL_NV_texture_rectangle        GL_NV_texture_shader          
        GL_NV_texture_shader2          GL_NV_texture_shader3         
        GL_NV_transform_feedback       GL_NV_vertex_array_range      
        GL_NV_vertex_array_range2      GL_NV_vertex_buffer_unified_me
        GL_NV_vertex_program           GL_NV_vertex_program1_1       
        GL_NV_vertex_program2          GL_NV_vertex_program2_option  
        GL_NV_vertex_program3          GL_NVX_conditional_render     
        GL_NVX_gpu_memory_info         GL_SGIS_generate_mipmap       
        GL_SGIS_texture_lod            GL_SGIX_depth_texture         
        GL_SGIX_shadow                 GL_SUN_slice_accum            
        GL_WIN_swap_hint               WGL_EXT_swap_control          
      Extensions (WGL):
        WGL_ARB_buffer_region          WGL_ARB_create_context        
        WGL_ARB_create_context_profile WGL_ARB_extensions_string     
        WGL_ARB_make_current_read      WGL_ARB_multisample           
        WGL_ARB_pbuffer                WGL_ARB_pixel_format          
        WGL_ARB_pixel_format_float     WGL_ARB_render_texture        
        WGL_ATI_pixel_format_float     WGL_EXT_extensions_string     
        WGL_EXT_framebuffer_sRGB       WGL_EXT_pixel_format_packed_fl
        WGL_EXT_swap_control           WGL_NV_float_buffer           
        WGL_NV_multisample_coverage    WGL_NV_render_depth_texture   
        WGL_NV_render_texture_rectangl WGL_NVX_DX_interop            
    DGL Configuration:
      NPOT Textures: Disabled
      Texture Compression: Enabled
      Variable Texture Anisotropy: Enabled
      Utilized Texture Units: 2
      Multisampling: Enabled (32)
    createContext: OpenGL.
    GL_Init: Initializing Doomsday Graphics Library.
      Multitexturing enabled (full).
    Sys_Init: Setting up machine state.
    Sys_Init: Initializing keyboard, mouse and joystick.
    Sys_InitTimer.
      Driver: SDLMixer
    SDLMixer Configuration:
      Output: stereo
      Format: 0x8010 (0x8010)
      Frequency: 22050Hz (22050Hz)
      Initial Channels: 8
    Sfx_Init: Initializing...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: D:\Doomsday\data\doomsday.pk3
    W_AddFile: D:\Doomsday\data\jdoom\jdoom.pk3
    W_AddFile: D:\Doomsday\plutonia.wad
      IWAD identification: 011eb306
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb032.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb033.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb034.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb035.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb036.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb037.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb038.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb039.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb040.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb041.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb042.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb043.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb044.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb045.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb046.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb047.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb048.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb049.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb050.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb051.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb052.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb053.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb054.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb055.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb056.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb057.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb058.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb059.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb060.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb061.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb062.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb063.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb064.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb065.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb066.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb067.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb068.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb069.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb070.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb071.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb072.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb073.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb074.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb075.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb076.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb077.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb078.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb079.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb080.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb081.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb082.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb083.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb084.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb085.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb086.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb087.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb088.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb089.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\fontb090.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\m_therm2.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\mapmask.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\menufog.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\pal18to8.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\sndcurve.lmp
    W_AddFile: D:\Doomsday\data\jdoom\auto\.basedata\stcfn032.lmp
    Reading definition file: D:\Doomsday\defs\doomsday.ded
    Reading definition file: D:\Doomsday\defs\jdoom\jdoom.ded
    Definitions:
      138 sprite names
      974 states
      140 things
        8 lights
      112 sound effects
       36 songs
      365 text strings
       27 particle generators
       30 animation groups
       23 surface materials
       33 map infos
        3 skies
        8 finales
    B_Init: Init bindings.
    Clearing binding context "deui"...
    Clearing binding context "console"...
    Clearing binding context "message"...
    Clearing binding context "chat"...
    Clearing binding context "shortcut"...
    Clearing binding context "gameui"...
    Clearing binding context "menu"...
    Clearing binding context "map-freepan"...
    Clearing binding context "map"...
    Clearing binding context "game"...
    R_Init: Init the refresh daemon.
    R_InitModels: Initializing MD2 models.
    R_InitModels: Done in 0.00 seconds.
    Net_InitGame: Initializing game data.
    P_Init: Init Playloop state.
    P_InitPicAnims: Registering default animations...
    P_InitTerrainTypes: Material 'FWATER1' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'LAVA1' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'BLOOD1' linked to terrain type 'Blood'.
    P_InitTerrainTypes: Material 'NUKAGE1' linked to terrain type 'Nukage'.
    P_InitTerrainTypes: Material 'SLIME01' linked to terrain type 'Slime'.
    Hu_LoadData: Setting up heads up display.
    ST_Init: Init status bar.
    Hu_MenuInit: Init miscellaneous info.
    AM_Init: Init automap.
    ----------------------------------------------------------------------
    Final DOOM: The Plutonia Experiment
    ----------------------------------------------------------------------
    Game state parameters:
    P_LoadMap: "MAP01"
    convertMap: Attempting conversion of "MAP01".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 539 Nodes, 540 Subsectors, 2603 Segs, 1187 Vertexes
      Balance -1 (l13 - r14).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    Picked up a box of shotgun shells.
    
    Map 1: Congo
    Author: Dario Casali and Milo Casali
    
    >god
    Degreelessness Mode On
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    Picked up the MegaArmor!
    Picked up a backpack full of ammo!
    You got the shotgun!
    You got the shotgun!
    You got the chaingun!
    You got the chaingun!
    Picked up 4 shotgun shells.
    Picked up 4 shotgun shells.
    You got the chaingun!
    You got the chaingun!
    Picked up a box of rockets.
    P_LoadMap: "MAP02"
    convertMap: Attempting conversion of "MAP02".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 502 Nodes, 503 Subsectors, 2554 Segs, 1222 Vertexes
      Balance +0 (l14 - r14).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    
    Map 2: Well of Souls
    Author: Dario Casali and Milo Casali
    
    You got the chaingun!
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    You got the chaingun!
    Picked up 4 shotgun shells.
    You got the chaingun!
    Picked up a box of bullets.
    Picked up a box of shotgun shells.
    You got the super shotgun!
    Picked up a box of shotgun shells.
    Picked up a health bonus.
    You got the chaingun!
    You got the chaingun!
    You got the chaingun!
    Picked up an energy cell.
    Picked up a box of rockets.
    Picked up a backpack full of ammo!
    Picked up a box of shotgun shells.
    You got the chaingun!
    Picked up a box of shotgun shells.
    You got the chaingun!
    Picked up 4 shotgun shells.
    You got the chaingun!
    You got the chaingun!
    Picked up a rocket.
    You got the chaingun!
    Picked up 4 shotgun shells.
    Picked up 4 shotgun shells.
    Picked up a box of bullets.
    Picked up a box of shotgun shells.
    Picked up a rocket.
    Picked up a rocket.
    You got the shotgun!
    You got the chaingun!
    You got the chaingun!
    P_LoadMap: "MAP03"
    convertMap: Attempting conversion of "MAP03".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 667 Nodes, 668 Subsectors, 3373 Segs, 1597 Vertexes
      Balance -3 (l18 - r21).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a backpack full of ammo!
    Picked up a box of shotgun shells.
    Picked up 4 shotgun shells.
    
    Map 3: Aztec
    Author: Dario Casali and Milo Casali
    
    Picked up a health bonus.
    A chainsaw! Find some meat!
    Picked up a health bonus.
    Picked up a box of shotgun shells.
    Picked up a health bonus.
    Picked up a health bonus.
    You got the chaingun!
    You got the chaingun!
    You got the shotgun!
    Picked up a box of bullets.
    You got the chaingun!
    Picked up a box of shotgun shells.
    Picked up a box of shotgun shells.
    Picked up a box of rockets.
    You got the chaingun!
    You got the chaingun!
    You got the chaingun!
    You got the shotgun!
    You got the shotgun!
    Picked up an armor bonus.
    Picked up an armor bonus.
    Picked up an armor bonus.
    Picked up an armor bonus.
    Picked up an armor bonus.
    Picked up an armor bonus.
    Picked up a box of shotgun shells.
    Picked up a box of bullets.
    Picked up a box of rockets.
    Picked up a box of shotgun shells.
    You got the chaingun!
    You got the chaingun!
    You got the chaingun!
    >noclip
    No clipping mode ON
    >noclip
    No clipping mode OFF
    P_LoadMap: "MAP04"
    convertMap: Attempting conversion of "MAP04".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 590 Nodes, 591 Subsectors, 3009 Segs, 1345 Vertexes
      Balance -7 (l16 - r23).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    
    Map 4: Caged
    Author: Dario Casali and Milo Casali
    
    You got the super shotgun!
    Picked up a rocket.
    Picked up a box of shotgun shells.
    Picked up a rocket.
    You got the shotgun!
    Picked up a box of shotgun shells.
    You got the shotgun!
    Picked up a rocket.
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of shotgun shells.
    Picked up a rocket.
    Picked up 4 shotgun shells.
    You got the chaingun!
    You got the chaingun!
    You got the chaingun!
    Picked up a box of bullets.
    Picked up a box of bullets.
    Picked up a box of bullets.
    Picked up a box of bullets.
    Picked up 4 shotgun shells.
    Picked up 4 shotgun shells.
    You got the plasma gun!
    You've found a secret area!
    You got the rocket launcher!
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of rockets.
    Picked up a box of shotgun shells.
    Picked up a health bonus.
    Picked up a health bonus.
    You've found a secret area!
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a box of shotgun shells.
    Radiation Shielding Suit
    
  • Reading definition file: D:\Doomsday\defs\doomsday.ded
    Reading definition file: D:\Doomsday\defs\jdoom\jdoom.ded
    Those files should not exist in that location. They are remnants from an older installation of Doomsday (in newer versions of Doomsday those definitions are packed into archives). Try deleting them.
  • I do not have defs folders or these ded files in my doomsday folder....or anywhere else on the computer for that matter :-/
  • My mistake. They are actually being read from the respective archives, its the log message that is misleading (showing the expanded virtual path). Everything looks normal according to doomsday.out but a verbose log might help: turn it on, start Doomsday then quit once it loads and post your new log.
  • here is my doomsday.out with LV2 verbose messages. I couldn't post it as it since it has more than 60,000 characters in it.

    http://www.megaupload.com/?d=RKLKI5XA
  • Everything looks normal according to doomsday.out Can you give us any more information about the crashing, when it tends to happen or what you are doing at the time?

    Failing that the best I can suggest is that you try disabling various features such as music, sound etc and try to narrow down the possible causes.
  • it just crashed again. do you want this doomsday.out file ?

    Seems that the game crashes when I either shoot a rocket or when the rocket is just about to hit a monster, or a bunch of monsters....this is the 2nd time I remember the game crashing because of rockets

    Also, I'm getting a "segmentation violation" if I load a save game from slot 2 to 6 from the title screen. I don't get it if I load a save while in-game
  • Can you please upload one of your problem saved games so we can take a look it. I have heard other reports that saved games are not loading correctly in 1.9.0-beta6.8 although this "rocket-related" issue is probably unrelated.

    Have you noticed this crash occur when you have not loaded a saved game?
  • here is my "seg violation" slot 3 save. I think I did get this error on a previous version of doomsday, but it was happening at random....I had no idea what to do about it

    http://www.megaupload.com/?d=3KX984NC
  • it's me again. I just completely uninstalled beta6.8 and put beta6.9 to see if it would change anything regarding my crashes... Turns out it didn't, but this time I checked the crash report and it seems to have something to do with the "midimap.dll" file
  • This would appear to be this issue: http://sourceforge.net/tracker/index.ph ... tid=542099

    I intend to address it for the up coming 1.9.0-Beta6.10 release.
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