Hexen crash in map transition.

edited 2010 Feb 12 in Technical Support
I recently downloaded the Doomsday Engine again, and started to playing Hexen: Beyond Heretic. So far I've had couple of problems.

The first one was, that the HUB2 map "Caves of Circe" did not work correctly. The puzzle triggers earlier in the sub-maps should unlock the central area of the cavern, yet it remained locked and thus made it impossible to acquire Cave-key and get further. Got through it with noclip, though.

The second issue is that my game just plainly crashes in the HUB3.
If I attempt to enter the sub-map Dragon-Chapel, the game crashes while loading the level. I was able to enter the map at some point earlier, but not anymore.
Since Dragon-Chapel is accessible via multiple maps (portals), I tried each of em, without success.

The crash log is as follows:
Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.6 Jan  8 2005 (DGL).
Memory zone: 32.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: HEXEN.WAD
  IWAD identification: 014ed52e
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jHexen\jHexen.wad
  IWAD identification: 00051781
Parsing user.cfg.
Reading definition file: Defs\Doomsday.ded
Reading definition file: defs\jHexen\jHexen.ded
  300 sprite names
 2848 states
  400 things
   62 lights
  245 sound effects
    7 songs
  122 text strings
   13 surface decorations
    9 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
Sys_InitMixer: Realtek HD Audio output
Sfx_Init: Initializing DirectSound...
DS_DSoundInit: EAX initialized.
Sfx_InitChannels: 16 channels.
DS_EAXSetdw (prop:11 value:2) failed. Result: 80004001.
DS_EAXSetdw (prop:2 value:-10000) failed. Result: 80004001.
DS_EAXSetf (prop:5 value:0.250000) failed. Result: 80004001.
DS_EAXSetdw (prop:3 value:-9758) failed. Result: 80004001.
DS_EAXSetf (prop:4 value:1.300000) failed. Result: 80004001.
DM_WinMusInit: 1 MIDI-Out devices present.
DM_WinMusInit: MIDI initialized.
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce 8800 GT/PCI/SSE2
  Version: 3.2.0
  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          
  GLU Version: 1.2.2.0 Microsoft Corporation
  Texture units: 2
  Maximum texture size: 8192
  Maximum anisotropy: 16
  Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
----------------------------------------------------------------------
jHexen Version 1.3.6 Jan  8 2005 (Doomsday)
----------------------------------------------------------------------
P_Init: Init Playloop state.
MN_Init: Init menu system.
CT_Init: Init chat mode data.
S_InitScript
SN_InitSequenceScript: Registering sound sequences.
SB_Init: Loading patches.
SetupLevel: MAP34
GL_VERT v2.0
Map 19 (34): WOLF CHAPEL
SetupLevel: MAP28
GL_VERT v2.0
Map 14 (28): DRAGON CHAPEL
Corrupt save game: Segment [111] failed alignment check



Edit: I stumbled upon a similiar issue while trying to browse a solution to this issue, it appears that the map transition even is the same.
http://forums.newdoom.com/showthread.php?t=28975

Thanks in forward if you can help with the issue.

Comments

  • This is a well known and clearly long standing issue. In fact, I wasn't previously aware that this problem was present in version 1.8.6. I'll bump up the priority of a fix for this.

    The problem is in the save game system, specifically, the (de)serialization of moving planes (elevators, vertically opening doors etc...).

    Until we fix the problem you can minimize the chances of it affecting your game by avoiding saving whilst riding an elevator or a door is opening.
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