MantisBT - Zandronum
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0001184Zandronum[All Projects] Bugpublic2012-11-21 14:122018-09-30 22:39
chedap 
Watermelon 
normalcrashalways
closedfixed 
MicrosoftWindowsXP/Vista/7
1.0 
 
0001184: Savegame corruption in certain places when using Brutal Doom
Game crashes when loading a save made after certain events on some maps.
Certain other events can revert this, so you will be able to save afterwards (see steps to reproduce).

Only happens with Brutal Doom enabled (v017).
In-game everything behaves normally.
1. Launch map03 of Gather2 (new.wad)
2. Reach the exit door, open the secret wall to the right and go down
3. Shooting in the round room will trigger a Baron to spawn on top of a square pillar (see the attached screenshot)
4. Any save made now will be 'corrupted'
5. Kill the Baron and approach the pillar until it lowers
6. Saves made after that will not be 'corrupted' anymore
Also happens on map27 of TNT, though I couldn't find a certain point to reproduce it.

Does not happen on GZDoom 1.6
No tags attached.
png pillar.png (29,489) 2012-11-21 14:12
/tracker/file_download.php?file_id=887&type=bug
png

zip CrashReport.zip (20,219) 2012-11-21 14:12
/tracker/file_download.php?file_id=888&type=bug
? save6.zds (119,819) 2012-11-21 14:13
/tracker/file_download.php?file_id=889&type=bug
? save7.zds (134,358) 2012-11-21 14:13
/tracker/file_download.php?file_id=890&type=bug
? new.wad (1,089,113) 2012-11-21 14:13
/tracker/file_download.php?file_id=891&type=bug
Issue History
2012-11-21 14:12chedapNew Issue
2012-11-21 14:12chedapFile Added: pillar.png
2012-11-21 14:12chedapFile Added: CrashReport.zip
2012-11-21 14:13chedapFile Added: save6.zds
2012-11-21 14:13chedapFile Added: save7.zds
2012-11-21 14:13chedapFile Added: new.wad
2012-11-23 18:31Torr SamahoNote Added: 0005427
2012-11-24 06:25chedapNote Added: 0005429
2012-11-24 12:52Torr SamahoNote Added: 0005432
2012-11-24 14:43DuskNote Added: 0005433
2014-06-13 15:43WatermelonNote Added: 0009191
2014-06-13 15:43WatermelonStatusnew => feedback
2014-06-14 06:10chedapNote Added: 0009276
2014-06-14 06:10chedapStatusfeedback => new
2014-06-14 06:15chedapNote Edited: 0009276bug_revision_view_page.php?bugnote_id=9276#r4940
2014-06-14 17:00WatermelonNote Added: 0009295
2014-06-14 17:00WatermelonStatusnew => resolved
2014-06-14 17:00WatermelonResolutionopen => fixed
2014-06-14 17:00WatermelonAssigned To => Watermelon
2018-09-30 22:39Blzut3Statusresolved => closed

Notes
(0005427)
Torr Samaho   
2012-11-23 18:31   
Is it any different in GZDoom 323?
(0005429)
chedap   
2012-11-24 06:25   
Brutal Doom doesn't seem to work on that version:

Execution could not continue.
Script error, "brutalv017gzdoom.pk3:melee" line 37:
"WEAPON.NOAUTOAIM" is an unknown flag
(0005432)
Torr Samaho   
2012-11-24 12:52   
Since you are having problems with brutalv017.pk3, you should test this pk3, not any other version like brutalv017gzdoom.pk3. It's possible that you may have to remove a few thing from brutalv017.pk3 to make it compatible with GZDoom 323.
(0005433)
Dusk   
2012-11-24 14:43   
Brutal Doom is dual-released, there's one file for GZDoom and one for Zandronum.
(0009191)
Watermelon   
2014-06-13 15:43   
Still a problem?
(0009276)
chedap   
2014-06-14 06:10   
(edited on: 2014-06-14 06:15)
On Zandronum 1.2.1, Brutal Doom 0.19 everything seems to work fine.

Still the same behavior on Z 1.2.1, Brutal 0.17-0.18a. Might have been a problem with Brutal Doom after all, I can't judge though. Solved, I guess?

(0009295)
Watermelon   
2014-06-14 17:00   
Hopefully solved!

If you run into any issues, I'll re-open this