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View Revisions: Issue #2256 | [ Back to Issue ] | ||
Summary | 0002256: server crashes in trailblazer when barrel hits voodoo doll | ||
Revision | 2015-05-25 20:48 by WaTaKiD | ||
Description | 'https://www.dropbox.com/s/rqpxi1emwlg4thw/zandronum-3.0-r150525-1902-939d4fd-windows.zip?dl=0 [^]' 'https://www.dropbox.com/s/tk0qelougwk7u3y/pdb-939d4fd.zip?dl=0 [^]' 'http://www.best-ever.org/download?file=trailblazer_v1.2c_zandro.pk3 [^]' |
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Revision | 2015-05-26 06:37 by cobalt | ||
Description | 'https://www.dropbox.com/s/rqpxi1emwlg4thw/zandronum-3.0-r150525-1902-939d4fd-windows.zip?dl=0 [^]' 'https://www.dropbox.com/s/tk0qelougwk7u3y/pdb-939d4fd.zip?dl=0 [^]' 'http://www.best-ever.org/download?file=trailblazer_v1.2c_zandro.pk3 [^]' |
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Revision | 2015-05-25 20:48 by WaTaKiD | ||
Steps To Reproduce | start server with test-telefrag.wad and trailblazer_v1.2c_zandro.pk3 join and either walk forward to telefrag the barrel, or just shoot to kill it server crash |
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Revision | 2015-05-26 06:37 by cobalt | ||
Steps To Reproduce | start server with test-telefrag.wad and trailblazer_v1.2c_zandro.pk3 join and either walk forward to telefrag the barrel, or just shoot to kill it server crash |
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Revision | 2015-05-25 20:48 by WaTaKiD | ||
Additional Information | at first i thought telefragging was the issue (hence telefrag in the wad/report), apparently not, also after testing ticket 2243, cl_skins has no effect on this crash > zandronum.exe!PlayerLandedOnThing(AActor * mo=0x05bd6c38, AActor * onmobj=0x00000000) Line 3338 + 0x19 bytes C++ zandronum.exe!P_ZMovement(AActor * mo=0x00000000, int oldfloorz=0) Line 3139 C++ zandronum.exe!AActor::Tick() Line 4334 C++ zandronum.exe!FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox & box={...}) Line 673 C++ zandronum.exe!P_CreateSecNodeList(AActor * thing=0x00000000, int x=0, int y=94518736) Line 6690 C++ zandronum.exe!P_TryMove(AActor * thing=0x00000000, int x=0, int y=0, int dropoff=2686976, const secplane_t * onfloor=0x00000000, FCheckPosition & tm={...}, bool missileCheck=true) Line 2194 C++ zandronum.exe!P_XYMovement(AActor * mo=0x00000000, int scrollx=0, int scrolly=5102988) Line 2217 + 0x23 bytes C++ zandronum.exe!NETWORK_InClientMode() Line 1126 + 0xe bytes C++ zandronum.exe!GAMEMODE_IsTimelimitActive() Line 498 + 0x19 bytes C++ zandronum.exe!P_UpdateSpecials() Line 971 + 0xb bytes C++ zandronum.exe!P_Ticker() Line 366 C++ zandronum.exe!G_Ticker() Line 1649 C++ zandronum.exe!SERVER_Tick() Line 612 C++ zandronum.exe!D_DoomLoop() Line 1322 C++ |
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Revision | 2015-05-26 06:37 by cobalt | ||
Additional Information | at first i thought telefragging was the issue (hence telefrag in the wad/report), apparently not, also after testing ticket 2243, cl_skins has no effect on this crash > zandronum.exe!PlayerLandedOnThing(AActor * mo=0x05bd6c38, AActor * onmobj=0x00000000) Line 3338 + 0x19 bytes C++ zandronum.exe!P_ZMovement(AActor * mo=0x00000000, int oldfloorz=0) Line 3139 C++ zandronum.exe!AActor::Tick() Line 4334 C++ zandronum.exe!FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox & box={...}) Line 673 C++ zandronum.exe!P_CreateSecNodeList(AActor * thing=0x00000000, int x=0, int y=94518736) Line 6690 C++ zandronum.exe!P_TryMove(AActor * thing=0x00000000, int x=0, int y=0, int dropoff=2686976, const secplane_t * onfloor=0x00000000, FCheckPosition & tm={...}, bool missileCheck=true) Line 2194 C++ zandronum.exe!P_XYMovement(AActor * mo=0x00000000, int scrollx=0, int scrolly=5102988) Line 2217 + 0x23 bytes C++ zandronum.exe!NETWORK_InClientMode() Line 1126 + 0xe bytes C++ zandronum.exe!GAMEMODE_IsTimelimitActive() Line 498 + 0x19 bytes C++ zandronum.exe!P_UpdateSpecials() Line 971 + 0xb bytes C++ zandronum.exe!P_Ticker() Line 366 C++ zandronum.exe!G_Ticker() Line 1649 C++ zandronum.exe!SERVER_Tick() Line 612 C++ zandronum.exe!D_DoomLoop() Line 1322 C++ |
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