Crashing in certain maps and glitches
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:
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
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W_AddFile: G:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb040.lmp
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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
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.
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.
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.
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 case you mention is a flaw due to other reasons not collision.
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.