Closed vanfanel closed 1 year ago
Hi @vanfanel. Thanks for the report. Are you building from the very latest source, or v4 9 released a couple of days ago?
@bradharding Both latest release and latest GIT code, it happens with both.
Thanks. I'll look into it when I can.
Hi @vanfanel. Home from work now! :) I'm not entirely sure why it caused the problem in the first place, but f1ea0e4f58b39290717465b3fe1600c6597f033f seems to fix it. Can you please test?
Tested. Sadly it's still happening, the same segfault when moving around that area.
Not sure what's happening here just yet. The first time I ran your savegame, I was able to replicate the crash straight away, but haven't been able to since. I can only assume it's an issue with the patch code somewhere in r_patch.c
, so I'm starting with that...
EDIT: And so that's also assuming this isn't a regression with v4.9 and goes further back than that build...
@vanfanel, when you have time, could you please test by disabling the r_randomstartframes
CVAR and see if the crash still occurs?
EDIT: Also, please test by disabling the r_corpses_gib
CVAR?
I disabled both (set them to off
in dooretro.cfg) and the segfault still happens.
Thanks. Tracking this one down is proving difficult. But I have just determined the bug was introduced in v4.0...
The savegame you provided appears to have been saved when you had SMOOTHED.WAD loaded as well. This is why without SMOOTHED.WAD loaded, the savegame causes a crash. With SMOOTHED.WAD loaded, the savegame does not cause a crash.
The savegame you provided appears to have been saved when you had SMOOTHED.WAD loaded as well. This is why without SMOOTHED.WAD loaded, the savegame causes a crash. With SMOOTHED.WAD loaded, the savegame does not cause a crash.
Oh, sorry, I didn't know that the savegame had SMOOTHED.WAD data on it. However, I have the crash with and without SMOOTHER.WAD loaded. Do you mean that the crash shouldn't happen if I start a new game without SMOOTHED.WAD?
I think I was getting distracted by a completely separate crash caused by not knowing that save being originally saved with SMOOTHED.WAD present.
As for the original crash, I haven't been able to effectively replicate it, except once. If starting a new game, with or without SMOOTHED.WAD loaded, going to that same place in E2M2, still causes the crash for you, I'll continue to look into it.
Won't help with this, but in my port I save the command line that was used to start the game in the savegame file after the EOF marker. So a quick look with an editor shows the info. Since the extra data is after the EOF marker, it is ignored when the game is loaded.
Thanks @jeffdoggett. I think I will need to do something like that.
Hi @vanfanel, I'm hoping 763735f98330bb5d5b4c66ecbe6529dd1974174e fixes this. Can you please test?
@bradharding Yes, sir! That made it, I can't reproduce the crash anymore! :+1:
Ah! That's great! Thank you again for raising this issue, @vanfanel! It took a while, but I got there... :)
Thanks to you for your continued work on this great port! I have a lot of fun with it, and that has been the case for years now :)
You're welcome! I thoroughly enjoy working on it, and I'm heading towards 10 years now.
HI there,
I have noticed there's a segfault crashing DoomRetro for me on GNU/Linux aarch64 in E2M2. It happens everytime I play, near an area with walls that go up and down.
Any idea on what could be happening here, @bradharding?
I am also attaching a savefile:
doomretro0_save.zip