bradharding / doomretro

The classic, refined DOOM source port. For Windows PC.
https://www.doomretro.com
GNU General Public License v3.0
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1.6.5 crashes on startup #82

Closed Dalroi closed 9 years ago

Dalroi commented 9 years ago

Version 1.6.4 works OK on my system (64-bit Windows 7 Ultimate). On starting version 1.6.5 DoomRetro crashes with the following Windows error message:

Problem signature: Problem Event Name: APPCRASH Application Name: doomretro.exe Application Version: 1.6.5.0 Application Timestamp: 54bc7b6f Fault Module Name: SDL.dll Fault Module Version: 1.2.14.0 Fault Module Timestamp: 4f130126 Exception Code: c0000005 Exception Offset: 0001156f OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

bradharding commented 9 years ago

Thank you for this. I have a couple of ideas as to what may be causing this. DR v1.6.5 contains several changes on how the screen is setup and rendered that weren't present in previous versions. Are you using the default doomretro.cfg that is present in the zip file? Also, does the screen go to black and the cursor centered before the crash?

Dalroi commented 9 years ago

Dear Brad

I unzipped the distribution into a new folder so the config file is the default version. The sequence of events is:

Start doomretro.exe Select DOOM2 iwad, from a different folder (or DOOM) Screen immediately goes black and the error message appears

This is very fast, the cursor may be centred but it's too quick to see and the error dialog appears in the centre of the screen.

I'm using two monitors, doomretro uses the primary monitor, with an NVIDIA GeForce card.

Tried on two computers at work:

Windows 7 64-bit Enterprise, AMD processor, NVIDIA GeForce card: Crash but no details of error

Windows 7 32-bit Enterprise custom corporate configuration, Intel processor built-in graphics This error message:- Files that help describe the problem: C:\Users\AppData\Local\Temp\WER4A3B.tmp.WERInternalMetadata.xml C:\Users\AppData\Local\Temp\WER5FF7.tmp.appcompat.txt C:\Users\AppData\Local\Temp\WER616F.tmp.mdmp

On all three 1.6.4 is OK, but 1.6.5 crashes. My computing environments tend to be similar, but removing add-ins doesn't fix the problem. I hope this helps.

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 21 January 2015 05:51 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Thank you for this. I have a couple of ideas as to what may be causing this. DR v1.6.5 contains several changes on how the screen is setup and rendered that weren't present in previous versions. Are you using the default doomretro.cfg that is present in the zip file? Also, does the screen go to black and the cursor centered before the crash?

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-70788114.


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bradharding commented 9 years ago

On a hunch: are you unzipping to a sub folder in "Program Files" (which perhaps you didn't with v1.6.4)? Apparently, that can cause SDL.dll to crash when trying to write to stdout.

Dalroi commented 9 years ago

No, I have a DoomRetro subfolder on drive E with subfolders for each version as:

...DoomRetro ...1.6.4 ...1.6.5

It's not machine specific, as I reported, but on the other hand these are all my personal machines so something in my settings or utilities may be doing this, although I've tied to exclude this. I can test on a non-personal machine at work tomorrow to try to exclude this.

Is there a startup log option as in GZDoom?

There are zero length stdout and stderr files in 1.6.5, but only stdout in 1.6.4.

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 21 January 2015 19:46 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

On a hunch: are you unzipping to a sub folder in "Program Files" (which perhaps you didn't with v1.6.4)? Apparently, that can cause SDL.dll to crash when trying to write to stdout.

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-70907886.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

bradharding commented 9 years ago

Could you please try the following test build of v1.6.5 that I've hacked together? I've made a small change that hopefully will fix the cause of the crash, but if not, can you please provide the contents of the resulting stdout.txt file? It will just be a series of numbers. Thanks for your help with this.

https://www.dropbox.com/s/hvhc3zsec9z5f51/test.zip?dl=0

Dalroi commented 9 years ago

Dear Brad

Still crashes I'm afraid, and creates stdout.txt and stderr.txt both of which have zero length. Does the absence of any output in the stdout file give you a clue?

Further testing at work showed the following:

Windows XP SP3 32-bit shared lab computer - OK Alienware laptop 64-bit Windows 7 Home started OK, but bizarrely no response to keyboard at all. Vanilla Windows 7 Enterprise 64-bit lab computer - no patches, antivirus etc. - OK

[The Alienware keyboard thing is bizarre, but I don't have the opportunity for any more testing. However, this machine has been around the block a few times and there could be many possible causes.]

This is beginning to look like a vexing bug which only occurs on my personal machines and is therefore something I have installed or configured as they are all similar. The personal W7 Enterprise computer in my previous email was built recently and has very little installed as I'm using it as a custom development machine for a VR application. Despite this, and turning off everything I could I still got the crash so I'm stumped.

Under the circumstances I will not mind if you decide it's not worth pursuing this, I'm sure that you have more important and interesting things to do - like developing Doom Retro further :-) - but if you'd like to try anything else I'll be happy to run another test.

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 23 January 2015 20:35 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Could you please try the following test build of v1.6.5 that I've hacked together? I've made a small change that hopefully will fix the cause of the crash, but if not, can you please provide the contents of the resulting stdout.txt file? It will just be a series of numbers. Thanks for your help with this.

https://www.dropbox.com/s/hvhc3zsec9z5f51/test.zip?dl=0

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-71261041.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

Dalroi commented 9 years ago

Sorry, forgot to include the Windows error report:

Problem signature:

Problem Event Name: APPCRASH

Application Name: doomretro.exe

Application Version: 1.6.5.0

Application Timestamp: 54c2ad2c

Fault Module Name: SDL.dll

Fault Module Version: 1.2.14.0

Fault Module Timestamp: 4f130126

Exception Code: c0000005

Exception Offset: 0001156f

OS Version: 6.1.7600.2.0.0.256.1

Locale ID: 2057

Additional Information 1: 0a9e

Additional Information 2: 0a9e372d3b4ad19135b953a78882e789

Additional Information 3: 0a9e

Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 23 January 2015 20:35 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Could you please try the following test build of v1.6.5 that I've hacked together? I've made a small change that hopefully will fix the cause of the crash, but if not, can you please provide the contents of the resulting stdout.txt file? It will just be a series of numbers. Thanks for your help with this.

https://www.dropbox.com/s/hvhc3zsec9z5f51/test.zip?dl=0

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-71261041.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

bradharding commented 9 years ago

Under the circumstances I will not mind if you decide it's not worth pursuing this, I'm sure that you have more important and interesting things to do - like developing Doom Retro further :-) - but if you'd like to try anything else I'll be happy to run another test.

Ok, it doesn't seem to be getting far at all. The fact that SDL.dll is crashing means that it's out of my control. One last try before I give up, though! Could you please try the following test build:

https://www.dropbox.com/s/bsffres7p8nnr43/test2.zip?dl=0

Dalroi commented 9 years ago

No change in behaviour I'm afraid. Let's call it a day. I'll try new versions when they're released to see whether the problem goes away for me.

Thanks

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 24 January 2015 01:59 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Under the circumstances I will not mind if you decide it's not worth pursuing this, I'm sure that you have more important and interesting things to do - like developing Doom Retro further :-) - but if you'd like to try anything else I'll be happy to run another test.

Ok, it doesn't seem to be getting far at all. The fact that SDL.dll is crashing means that it's out of my control. One last try before I give up, though! Could you please try the following test build:

https://www.dropbox.com/s/bsffres7p8nnr43/test2.zip?dl=0

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-71295240.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

Dalroi commented 9 years ago

Dear Brad

I realised that I had never tested windowed mode a) because I never use it and b) because the crash occurred in fullscreen anyway. However, setting fullscreen off everything is OK on a brief test. I've attached stdout for windowed mode.

Apologies

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 23 January 2015 20:35 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Could you please try the following test build of v1.6.5 that I've hacked together? I've made a small change that hopefully will fix the cause of the crash, but if not, can you please provide the contents of the resulting stdout.txt file? It will just be a series of numbers. Thanks for your help with this.

https://www.dropbox.com/s/hvhc3zsec9z5f51/test.zip?dl=0

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-71261041.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

1 2 3 4 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 5 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 54 You got a chainsaw! Find some meat! You killed a Zombieman with your chainsaw. You picked up half a clip. You killed a Zombieman with your chainsaw. You picked up half a clip.

bradharding commented 9 years ago

Thanks again for looking into this. So, fullscreen mode is the problem. I don't want to give up on this just yet, if you don't mind. If it happens for you, it can happen for others. What desktop resolution are you running at? And also, try changing screenwidth and screenheight to 1280 and 800 (for example), and/or some other resolutions your system supports.

Dalroi commented 9 years ago

Dear Brad

Desktop is my native monitor resolution 1280x1024. I have my desktop extending onto a second monitor to the right in portrait mode (ageing vision and A4 PDFs) at 1024x1280 - also native but rotated by the NVIDIA Control Panel (GeForce GTX470).

DR in windowed mode doesn't like 1280x1024 if I enter it. The DR window extends onto my second monitor, and on exit the cfg file shows 1626x1024? Running DR again shifts the cfg file setting to 1365x1024 which is 4:3. 640x480 and 1024x768 work OK as does 1280x960 although the window border is just off screen.

I tried leaving 1024x768 set with fullscreen on but got the crash again.

Incidentally, is there a way of specifying additional mouse buttons 4, 5 etc.? I normally have the first thumb button on my Logitech G5 set to 'use' in other ports and the second thumb button to 'jump'.

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 25 January 2015 00:11 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Thanks again for looking into this. So, fullscreen mode is the problem. I don't want to give up on this just yet, if you don't mind. If it happens for you, it can happen for others. What desktop resolution are you running at? And also, try changing screenwidth and screenheight to 1280 and 800 (for example), and/or some other resolutions your system supports.

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-71344084.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

bradharding commented 9 years ago

Desktop is my native monitor resolution 1280x1024.

That's it! I should have asked this sooner! After a bit of testing, it seems the optimization I made to blitting the display to the screen crashes if the resolution has that aspect ratio... Now that I know what it is, I can work on fixing it...!

Incidentally, is there a way of specifying additional mouse buttons 4, 5 etc.? I normally have the first thumb button on my Logitech G5 set to 'use' in other ports and the second thumb button to 'jump'.

There's no jump in Doom Retro, but you can set mouse_use to a value.

bradharding commented 9 years ago

Issue is now fixed in commit f8e5f48b7520e00d8dfde73796dcb5c706f32240. Thank you very much for your patience. The next point release, which shouldn't be too far away, will include the fix.

bradharding commented 9 years ago

Hi @Dalroi. I just realized I had closed this without first checking the fix actually does work at your end. I have since released v1.6.8. Could you please test it and let me know how it goes?

Dalroi commented 9 years ago

Dear Brad

The latest version on the website seems to be 1.6.7. This works properly for me when starting in full screen mode, no crash.

On a different topic I cannot get Always Run to stay ON, DR always turns it off at startup. The ON setting is saved to the cfg file on exit but is ignored when DR starts. Shall I raise a separate bug report for this, or is this by design?

Returning to the mouse button issue, how do I specify the additional mouse buttons in the cfg file? GZDoom uses generic designations mouse1-mouse5 but these do not seem to work in DR which apparently has only ‘left’ ‘middle’ and ‘right’. I normally have mouse4 bound to +use in GZDoom.

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 11 February 2015 03:57 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

Reopened #82https://github.com/bradharding/doomretro/issues/82.

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#event-233711696.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

bradharding commented 9 years ago

The latest version on the website seems to be 1.6.7. This works properly for me when starting in full screen mode, no crash.

That's great! Thanks.

On a different topic I cannot get Always Run to stay ON, DR always turns it off at startup. The ON setting is saved to the cfg file on exit but is ignored when DR starts. Shall I raise a separate bug report for this, or is this by design?

Just tried it myself, and you're right: the setting is ignored. Yes, please raise it as a separate issue, and I'll look into it.

Returning to the mouse button issue, how do I specify the additional mouse buttons in the cfg file? GZDoom uses generic designations mouse1-mouse5 but these do not seem to work in DR which apparently has only ‘left’ ‘middle’ and ‘right’. I normally have mouse4 bound to +use in GZDoom.

I'll need to look into this as well. At the moment, you can set any of the mouse variables to a number. 'left', 'middle' and 'right' are just aliases for 0, 1 and 2.

And so now I can close this. Thanks again.

Dalroi commented 9 years ago

I've added an issue about Always Run, apologies for the delay.

Further to mouse buttons:

0, 1 and 2 act as synonyms for left, middle and right in the cfg file as you say if set manually. On exit '0' is replaced by 'left' etc. Manually entering 3 or 4 does not assign the action to my extra mouse buttons and the cfg entry is set to '-' on exit. This is not a big issue for me, I can assign any logical button to physical button using the Logitech utility. I only raised it because other ports pick up the extra buttons.

On my system the SFX slider sets the SFX volume, however the Music slider controls both SFX and music volumes so turning down music also turns down SFX. You commented about this once on the Doomworld forums as a problem with SDL but I cannot find anything else about it. Is there a fix, or I can raise a bug for this as well if you wish.

Regards

Malcolm

From: Brad Harding [mailto:notifications@github.com] Sent: 11 February 2015 10:10 To: bradharding/doomretro Cc: Hawken, Malcolm Subject: Re: [doomretro] 1.6.5 crashes on startup (#82)

The latest version on the website seems to be 1.6.7. This works properly for me when starting in full screen mode, no crash.

That's great! Thanks.

On a different topic I cannot get Always Run to stay ON, DR always turns it off at startup. The ON setting is saved to the cfg file on exit but is ignored when DR starts. Shall I raise a separate bug report for this, or is this by design?

Just tried it myself, and you're right: the setting is ignored. Yes, please raise it as a separate issue, and I'll look into it.

Returning to the mouse button issue, how do I specify the additional mouse buttons in the cfg file? GZDoom uses generic designations mouse1-mouse5 but these do not seem to work in DR which apparently has only ‘left’ ‘middle’ and ‘right’. I normally have mouse4 bound to +use in GZDoom.

I'll need to look into this as well. At the moment, you can set any of the mouse variables to a number. 'left', 'middle' and 'right' are just aliases for 0, 1 and 2.

And so now I can close this. Thanks again.

— Reply to this email directly or view it on GitHubhttps://github.com/bradharding/doomretro/issues/82#issuecomment-73858409.


Important Notice: the information in this email and any attachments is for the sole use of the intended recipient(s). If you are not an intended recipient, or a person responsible for delivering it to an intended recipient, you should delete it from your system immediately without disclosing its contents elsewhere and advise the sender by returning the email or by telephoning a number contained in the body of the email. No responsibility is accepted for loss or damage arising from viruses or changes made to this message after it was sent. The views contained in this email are those of the author and not necessarily those of Liverpool John Moores University.

bradharding commented 9 years ago

I've added an issue about Always Run, apologies for the delay.

No problems. Thanks for this.

0, 1 and 2 act as synonyms for left, middle and right in the cfg file as you say if set manually. On exit '0' is replaced by 'left' etc. Manually entering 3 or 4 does not assign the action to my extra mouse buttons and the cfg entry is set to '-' on exit. This is not a big issue for me, I can assign any logical button to physical button using the Logitech utility. I only raised it because other ports pick up the extra buttons.

The problem with this is SDL1.2 sets the mousewheel as buttons 3 (up) and 4 (down). The next version of DOOM RETRO supports SDL 2 which treats the mousewheel as a separate event and frees up those buttons. You'll also be able to enter bind mouse4 +use in DR's new console.

On my system the SFX slider sets the SFX volume, however the Music slider controls both SFX and music volumes so turning down music also turns down SFX. You commented about this once on the Doomworld forums as a problem with SDL but I cannot find anything else about it. Is there a fix, or I can raise a bug for this as well if you wish.

It's well documented. Here's a few links on the issue: