Crashing in certain maps and glitches

edited 2011 Jun 9 in Technical Support
Hello all. I'm using Doomsday Engine 1.90 beta6.9.
On a few maps, after some progress and saves, I'll eventaully have to reload. Rarely, the game crashes during a save and it gets corrupted, but that's not why I'm here. On those maps, once I reload, I can play for about 5 more seconds before the game crashes due to a Segmentation Violation. About all I can say about the maps is that they have large amounts of enemies, but the map size doesn't seem to matter. The game won't crash if I don't ever reload.

Maps that cause crashes:
Plutonia Experiment 2 Map 32 (Go 4 It)
Hell Revealed Map 32 (Mostly Harmful)

Interestingly enough, Plutionia Experiement's Map 32 (Go 2 It), and the 504 enemy, enormous Plutonia Experiment 2's Map 29 (Ticket to Eternity) work fine.

Perhaps I should also mention I'm running the Doom Hi-Res Texture Pack, Hi-Res UI, and jDoom music packs for Doom 1 and 2.

I've read about the unfixed map hack bridge on Plutonia Map 3 so no need to go any further on that. Another glitch though is a nasty HoM effect on some areas where liquid meets land. Such examples include Evilution Map 31 (Pharaoh) at the end of the level, looking at the normal exit pit, and Hell Revealed Map 7 (Arachnophobia ), but only on the first right leg of the spider.

Here's the .OUT file pertaining to Hell Revealed Map 32:
Z_Create: New 32.0 MB memory volume.
Con_Init: Initializing the console.
Executable: Version 1.9.0-beta6.9 Apr  7 2010 (DGL).
Sys_InitWindowManager: Using Win32 window management.
Z_Create: New 32.0 MB memory volume.
createContext: OpenGL.
OpenGL information:
  Vendor: ATI Technologies Inc.
  Renderer: ATI Radeon HD 4800 Series         
  Version: 3.3.10151 Compatibility Profile Context
  GLU Version: 1.2.2.0 Microsoft Corporation
  Available Texture units: 8
  Maximum Texture Size: 8192
  Maximum Anisotropy: 16
  Num Texture Formats: 0
  Line Width Granularity: 0.1
  Line Width Range: 1.0...63.0
  Extensions:
    GL_AMDX_debug_output           GL_AMDX_vertex_shader_tessella
    GL_AMD_conservative_depth      GL_AMD_debug_output           
    GL_AMD_draw_buffers_blend      GL_AMD_name_gen_delete        
    GL_AMD_performance_monitor     GL_AMD_sample_positions       
    GL_AMD_seamless_cubemap_per_te GL_AMD_shader_stencil_export  
    GL_AMD_texture_cube_map_array  GL_AMD_texture_texture4       
    GL_AMD_vertex_shader_tessellat GL_ARB_blend_func_extended    
    GL_ARB_color_buffer_float      GL_ARB_copy_buffer            
    GL_ARB_depth_buffer_float      GL_ARB_depth_clamp            
    GL_ARB_depth_texture           GL_ARB_draw_buffers           
    GL_ARB_draw_buffers_blend      GL_ARB_draw_elements_base_vert
    GL_ARB_draw_instanced          GL_ARB_explicit_attrib_locatio
    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_instanced_arrays        GL_ARB_map_buffer_range       
    GL_ARB_multisample             GL_ARB_multitexture           
    GL_ARB_occlusion_query         GL_ARB_occlusion_query2       
    GL_ARB_pixel_buffer_object     GL_ARB_point_parameters       
    GL_ARB_point_sprite            GL_ARB_provoking_vertex       
    GL_ARB_sample_shading          GL_ARB_sampler_objects        
    GL_ARB_seamless_cube_map       GL_ARB_shader_bit_encoding    
    GL_ARB_shader_objects          GL_ARB_shader_texture_lod     
    GL_ARB_shading_language_100    GL_ARB_shadow                 
    GL_ARB_shadow_ambient          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_cube_map_array 
    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_gather         
    GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample    
    GL_ARB_texture_non_power_of_tw GL_ARB_texture_query_lod      
    GL_ARB_texture_rectangle       GL_ARB_texture_rg             
    GL_ARB_texture_rgb10_a2ui      GL_ARB_texture_snorm          
    GL_ARB_timer_query             GL_ARB_transform_feedback2    
    GL_ARB_transform_feedback3     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_vertex_type_2_10_10_10_ GL_ARB_window_pos             
    GL_ATI_draw_buffers            GL_ATI_envmap_bumpmap         
    GL_ATI_fragment_shader         GL_ATI_meminfo                
    GL_ATI_separate_stencil        GL_ATI_texture_compression_3dc
    GL_ATI_texture_env_combine3    GL_ATI_texture_float          
    GL_ATI_texture_mirror_once     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_copy_buffer             GL_EXT_copy_texture           
    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_EXT_framebuffer_object     
    GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
    GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
    GL_EXT_histogram               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_specular_color GL_EXT_shadow_funcs           
    GL_EXT_stencil_wrap            GL_EXT_subtexture             
    GL_EXT_texgen_reflection       GL_EXT_texture3D              
    GL_EXT_texture_array           GL_EXT_texture_buffer_object  
    GL_EXT_texture_buffer_object_r 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_add         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_rectangle      
    GL_EXT_texture_sRGB            GL_EXT_texture_shared_exponent
    GL_EXT_texture_snorm           GL_EXT_texture_swizzle        
    GL_EXT_timer_query             GL_EXT_transform_feedback     
    GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
    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_explicit_multisample    
    GL_NV_float_buffer             GL_NV_half_float              
    GL_NV_primitive_restart        GL_NV_texgen_reflection       
    GL_SGIS_generate_mipmap        GL_SGIS_texture_edge_clamp    
    GL_SGIS_texture_lod            GL_SUN_multi_draw_arrays      
    GL_WIN_swap_hint               WGL_EXT_swap_control          
  Extensions (WGL):
    WGL_ARB_extensions_string      WGL_ARB_pixel_format          
    WGL_ATI_pixel_format_float     WGL_ARB_pixel_format_float    
    WGL_ARB_multisample            WGL_EXT_swap_control          
    WGL_ARB_pbuffer                WGL_ARB_render_texture        
    WGL_ARB_make_current_read      WGL_EXT_extensions_string     
    WGL_ARB_buffer_region          WGL_EXT_framebuffer_sRGB      
    WGL_ATI_render_texture_rectang WGL_EXT_pixel_format_packed_fl
    WGL_I3D_genlock                WGL_NV_swap_group             
    WGL_ARB_create_context         WGL_AMD_gpu_association       
    WGL_AMDX_gpu_association       WGL_ARB_create_context_profile
    WGL_NV_float_buffer           
DGL Configuration:
  NPOT Textures: Disabled
  Texture Compression: Disabled
  Variable Texture Anisotropy: Enabled
  Utilized Texture Units: 2
  Multisampling: Enabled (14)
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: 20 channels.
S_Init: OK.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: G:\Program Files (x86)\Doomsday\data\doomsday.pk3
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\jdoom.pk3
W_AddFile: C:\Users\KiLLeR\Documents\Doomsday Frontend\addons\High Resolution Textures.pk3
W_AddFile: C:\Users\KiLLeR\Documents\Doomsday Frontend\addons\High Resolution UI.pk3
W_AddFile: C:\Users\KiLLeR\Documents\Doomsday Frontend\addons\Doom 1 Classic Music.pk3
W_AddFile: C:\Users\KiLLeR\Documents\Doomsday Frontend\addons\Doom 2 Classic Music.pk3
W_AddFile: G:\Program Files (x86)\DOOM Collector's Edition\Doom2\DOOM2.WAD
  IWAD identification: 00f36acb
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb032.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb033.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb034.lmp
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W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb037.lmp
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W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb041.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb042.lmp
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W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\m_therm2.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\mapmask.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\menufog.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\pal18to8.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\sndcurve.lmp
W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\stcfn032.lmp
W_AddFile: G:\Files Downloaded from my DSL\Doom 2\hr\HRMUS.WAD
W_AddFile: G:\Files Downloaded from my DSL\Doom 2\hr\HR.WAD
Reading definition file: G:\Program Files (x86)\Doomsday\defs\doomsday.ded
Reading definition file: G:\Program Files (x86)\Doomsday\defs\jdoom\jdoom.ded
Definitions:
  138 sprite names
  974 states
  140 things
    8 lights
  110 sound effects
   71 songs
  365 text strings
   27 particle generators
   30 animation groups
  106 surface decorations
   50 surface reflections
   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.
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
Game state parameters:
P_LoadMap: "MAP32"
convertMap: Attempting conversion of "MAP32".
WadMapConverter::Convert: Attempting map conversion...
WadMapConverter::Convert: DOOM map format.
BSP_Build: Built 1632 Nodes, 1633 Subsectors, 8248 Segs, 3066 Vertexes
  Balance -2 (l30 - r32).
 Build subsector tables...
 Build line tables...
convertMap: Successful.
R_InitLinks: Initializing

Map 32: Grosse
Author: Unknown

Segmentation Violation

Comments

  • I can confirm an illegal operation based crash in Beta 6.9 on Windows during rebuilding certain maps if the player dies (i.e. they press a key to restart the map after death).

    It does seem to be a repeatable crash on specific maps rather than random. It also doesn't seem related to any loaded add-ons.
    KiLLeR wrote:
    I've read about the unfixed map hack bridge on Plutonia Map 3 so no need to go any further on that. Another glitch though is a nasty HoM effect on some areas where liquid meets land. Such examples include Evilution Map 31 (Pharaoh) at the end of the level, looking at the normal exit pit, and Hell Revealed Map 7 (Arachnophobia ), but only on the first right leg of the spider.

    The current Dday 1.9 betas should be assumed to not support any map/rendering hack at the moment. I get the impression that re-implementing (1.8.6 did support numerous rendering hacks, but the code was removed to be re-written at some point in the 1.9 betas) support for them is a way a way yet.
  • I am aware of and have since fixed a few issues with the monster spawner as used on both of the aforementioned maps. This fix presently resides in the ringzero branch.

    Once a game save has been "corrupted" it is very unlikely that you'll be able to continue using it. The only way out of the situation is to either load another save or die and start the current map over. Saying that however, this should not happen under normal operation.

    As to the DOOM.exe mapping tricks, Vermil is correct, most are currently unsupported but that will change in a coming release.
  • I was able to save in the PL2 Go 4 It near the cyberdemon guarding the first key in the e1m1 look a like area. Or maybe I was just lucky. But ultimately I had to cheat in the end area, no idea what I was meant to do there.

    There were also some walls that were meant to lower, but they didn't. Linedefs 1980 and 2173 with tag 37 and action 38 were meant to lower sector 256. Maybe the spidermasterminds in sector 230 somehow blocked the action? I used beta 6.9.
  • JCA wrote:
    There were also some walls that were meant to lower, but they didn't. Linedefs 1980 and 2173 with tag 37 and action 38 were meant to lower sector 256. Maybe the spidermasterminds in sector 230 somehow blocked the action? I used beta 6.9.

    Might be the result of beta 6.9's replacement for the Doom engines original collision detection code being better at checking things. The original games collision code detection allowed some things it shouldn't have, such as allowing the Sargeant pillar on Doom1 E1M7 to lower, when in reality the pillar should have been stuck on account of at least one of the Sargeants just about touching/being imbedded into the sides of the pillar. A more extreme case is the southern Demon pen on Doom1 E4M4; that pen should in no way have worked in the original game, but it does due to quirks in the original collision detection code.

    From reading the reports at Sourceforge, apparently Deng team intend to revert to the old collision detection code (or try to mimic it's quirks and flaws) at some point in the future.
  • The plan is to implement another layer of collision detection with all the original quirks as a part of libcommon. This additional layer will then overrule the engine inline with DOOM's collision model.

    The case you mention is a flaw due to other reasons not collision.
  • JCA wrote:
    I was able to save in the PL2 Go 4 It near the cyberdemon guarding the first key in the e1m1 look a like area. Or maybe I was just lucky. But ultimately I had to cheat in the end area, no idea what I was meant to do there.

    Saving is usually not a problem, just the loading. The odd thing though is that I never triggered the monster spawner in PL2 Go 4 It in any of my ruined saves since all the saves were before that area. Don't know why it still bugged up though.
    I assume that you hit the 2 (or 4?) switches to raise up steps in the center area. Then I suspect that at the end that a Baron of Hell is supposed to pop up between the last step and a letter in the final area, thus allowing you to walk over him and into the portal. Either that's broke, or there's something else we're missing.

    As far as the corruption, the save is useless. Trying to reload it just crashes the game. Might be my fault since I quicksave every 10-30 seconds.
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