Segmentation Violation, Trying to find solution.

edited 2009 Jul 21 in Technical Support
I haven't been playing Doomsday for too long, but i too have had this problem as many of you have and from what i'm reading on the various forums, nobody really knows what's causing it, everybody has their own idea's of what might be causing it but let's face it, it's a real head scratcher.

I myself have been doing a little research into this because i absolutely adore this wonderful game and so badly want it to work perfect and the only thing stopping this now is this randomly occuring error. I have made some progress in discovering the problem i think. For a start, the SEGMENTATION VIOLATION i beleive is not and error from the Doomsday Engine itself, but from windows. A SEGMENTATION VIOLATION refer's to illegal memory access which would suggest that the problem lies within Doomsday's attempt to access a memory location that is not permitted by Windows. I think the reason this only occurs when using 3D models, is because Doomsday needs to allocate a lot more memory in order to load the 3D models, it's possible that it's running out of legal memory to work with.

I'm not absolutely sure how the original Doom worked i terms of loading into Ram, i always assumed, what with using sprites, that it just loaded everything into memory as sprites take up such tiny amounts, let's just say for the moment that it does, that would mean that when you load a Doom level using 3D models, the Engine is trying to load the entire monster set + decorations for that level all at the same time, which would explain the mass slow down on larger levels. It is possible to use "-maxzone" command in the shortcut to allocate more ram for Doomsday to work with, but even this is not enough as i have found even with a whole gig alocated for Doomsday, i still gets this error on larger levels.

I'm not sure how correct i am in this idea, but it's closer than anyone else seems to have gotten so far, i'm 99.9 percent sure on the error being a Windows error due to illegal memory access, but not sure on the rest, ive never mapped the original, only Doom 3. Any input on this idea would be much appreciated, i beleive between all of us we can find the solution to this problem.

Mark Page
=========

Comments

  • post a copy of the contents of the doomsday.out file please
  • I would give you Doomsday.out, but somehow ive managed to stop the crash, problem is i have no idea how as i have played around with a number of settings, not just in Doomsday but with the Nvidia software. I'll try and locate the solution.
  • Seems the crashing is back, here's the doomsday.out:-
    Con_Init: Initializing the console.
    SW_Init: Startup message window opened.
    Executable: Version 1.9.0-beta4 May 28 2006 (DGL).
    G_PreInit: Registering Bind Classes...
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: Wads\tnt.wad
      IWAD identification: 012b7686
    W_AddFile: ERROR: D:\Games\Doomsday\Data\Doomsday.pk3 not found!
    W_AddFile: Data\jDoom\jDoom.wad
      IWAD identification: 00056533
    W_AddFile: Data\jDoom\Auto\BaronFireball.PK3
    W_AddFile: Data\jDoom\Auto\Barrel.PK3
    W_AddFile: Data\jDoom\Auto\Cacodemon.PK3
    W_AddFile: Data\jDoom\Auto\Details.pk3
    W_AddFile: Data\jDoom\Auto\dreadus-hud-shotgun-20060620.pk3
    W_AddFile: Data\jDoom\Auto\ImpFireball.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-ammobox.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-ammoclip.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-arachnoshot.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-arachnotron.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-archvile.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-armor.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-backpack.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-baronofhell.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-berzerkpack.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-bfgshot.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-biglamp.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-bigstonepillar.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-bigtree.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-bloodpools.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-bosscube.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-brainstem.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-cacofireball.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-candelabra.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-candle.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-cell.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-celllarge.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-colongibs.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-computermap.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-cyberdemon.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-demon.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-evileye.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-firecan.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-firestick.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-floatingskulls.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-formercommando.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-formerhuman.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-formersergeant.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-genericmodels.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangbyfeet.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangingleg.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hanginglegs.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangnobrain.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangnoguts.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangnoleg.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangtlookdn.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangtlookup.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangtnobrain.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangtorso.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hangtskull.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-headcandles.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-headonastick.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-headsonstick.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-healthpotion.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-heartpillar.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hellknight.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-bfg.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-chaingun.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-chainsaw.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-fists.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-pistol.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-keen.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-lostsoul.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-mediumlamp.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-particles.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-plasmashot.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-player.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-procket.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-radiationsuit.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-revrocket.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-rocket.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-rocketbox.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-shellbox.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-shells.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-shinemaps.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-skullkeys.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-skullpillar.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-smalllamp.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-soulsphere.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-spectre.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-spidermastermind.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-spinalcolumn.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-spiritualarmor.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-sssoldier.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-stalag.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-stimpack.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-stonepillar.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-chaingun.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-shotgun.1.01.pk3
    W_AddFile: Data\jDoom\Auto\Detail.wad
    W_AddFile: Data\jDoom\Auto\jdrp-hud-plasmarifle.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-rocketlauncher.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-hud-supershotgun.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-imp.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-impaledtwitcher.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-invisibility.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-invulnerability.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-keycards.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-lightgoggles.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-lightmaps.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-mancfireball.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-mancubus.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-medikit.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-megasphere.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-miscfx.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-painelemental.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-revenant.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-stalagtite.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-talltorch.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-tree.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-bfg.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-chainsaw.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-plasmarifle.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-rocketlauncher.1.01.pk3
    W_AddFile: Data\jDoom\Auto\jdrp-w-supershotgun.1.01.pk3
    W_AddFile: Data\jDoom\Auto\skippy-formersergeant.1.pk3
    W_AddFile: Data\jDoom\Auto\TechPillar.PK3
    Reading definition file: Defs\Doomsday.ded
    Reading definition file: Defs\jDoom\jDoom.ded
      138 sprite names
     1355 states
      140 things
     1448 models
      177 lights
      112 sound effects
       68 songs
      351 text strings
      153 particle generators
      630 detail textures
       25 animation groups
      101 map infos
       12 finales
    Sys_Init: Setting up machine state.
    Sys_Init: Initializing keyboard, mouse and joystick.
    Sys_InitTimer.
    Sys_InitMixer: C-Media PCI Audio
    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:0.372500) failed. Result: 80004001.
    DS_EAXSetdw (prop:3 value:0) failed. Result: 80004001.
    DS_EAXSetf (prop:4 value:1.300000) failed. Result: 80004001.
    DM_WinMusInit: 2 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 0.43 seconds.
    Net_InitGame: Initializing game data.
    GL_Init: Initializing Doomsday Graphics Library.
    DG_Init: OpenGL.
    OpenGL: Texture compression (3 formats).
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 8600 GT/PCI/SSE2/3DNOW!
      Version: 3.0.0
      Extensions:
          GL_ARB_color_buffer_float      GL_ARB_depth_buffer_float     
          GL_ARB_depth_texture           GL_ARB_draw_buffers           
          GL_ARB_draw_instanced          GL_ARB_fragment_program       
          GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
          GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
          GL_ARB_framebuffer_object      GL_ARB_geometry_shader4       
          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_shadow                  GL_ARB_shader_objects         
          GL_ARB_shading_language_100    GL_ARB_texture_border_clamp   
          GL_ARB_texture_buffer_object   GL_ARB_texture_compression    
          GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
          GL_ARB_texture_env_combine     GL_ARB_texture_env_dot3       
          GL_ARB_texture_float           GL_ARB_texture_mirrored_repeat
          GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
          GL_ARB_texture_rg              GL_ARB_transpose_matrix       
          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_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_bindable_uniform       
          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_EXT_framebuffer_object      GL_EXTX_framebuffer_mixed_form
          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_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_sRGB           
          GL_EXT_texture_swizzle         GL_EXT_texture_shared_exponent
          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_copy_depth_to_color     
          GL_NV_depth_buffer_float       GL_NV_conditional_render      
          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_pixel_data_range         GL_NV_point_sprite            
          GL_NV_primitive_restart        GL_NV_register_combiners      
          GL_NV_register_combiners2      GL_NV_texgen_reflection       
          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_program           GL_NV_vertex_program1_1       
          GL_NV_vertex_program2          GL_NV_vertex_program2_option  
          GL_NV_vertex_program3          GL_NVX_conditional_render     
          GL_NV_vertex_buffer_unified_me GL_NV_shader_buffer_load      
          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
      Using anisotropic texture filtering.
      Multitexturing enabled (full).
    Con_StartupInit: Init startup screen.
    P_Init: Init Playloop state.
    HU_Init: Setting up heads up display.
    ST_Init: Init status bar.
    MN_Init: Init miscellaneous info.
    ----------------------------------------------------------------------
    Final DOOM: TNT: Evilution
    ----------------------------------------------------------------------
    Game state parameters: deathmatch
    SetupLevel: MAP05
    VerifyMapData: BEHAVIOR for "MAP05" could not be found.
    Useable data will be generated automatically if needed.
    DetermineMapDataFormat: (V2 GL Node Data)
    (glBSP 2.20 | 2009-07-20 01:08:36.6710 | 0x44a71c30)
    P_LoadMapData: MAP05
    Loading Sidedef Texture IDs...
    Group lines
     Sector look up
     Build line and subsector tables
    Init links
    P_CheckLevel: Checking MAP05 for errors...
    Init server
    Deal starts
    Spawn players
    Done
    
    Hanger
    Author: Team TNT
    
    Partial Invisibility
    Segmentation Violation
    

    This is the same level it was crashing on before, but i can get a lot further now, before it crashed always around the same place at the start of the level, so i must have done something to make this change.

    Edit (DaniJ): Added [/code] tags.
  • upgrade to the latest version of doomsday 1.9beta6.4
    Make sure it is a clean install, by removing the old deng instalation and then installing the new version.
    see if that fixes the crash
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