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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000149 | Zandronum | [All Projects] Bug | public | 2010-10-31 17:43 | 2018-09-30 20:08 | ||||
Reporter | TIHan | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | crash | Reproducibility | sometimes | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000149: NeoDoom crash | ||||||||
Description | According to Spleen, there is a weird bug in NeoDoom where you stay dead too long and causes a skulltag crash. | ||||||||
Steps To Reproduce | Join a Co-op game or a survival game with lives, die once, and then wait around; don't respawn. | ||||||||
Attached Files | CrashReport_neodoom.zip [^] (16,812 bytes) 2010-10-31 18:43 CrashReport2_neodoom.zip [^] (17,154 bytes) 2010-11-02 07:39 Screenshot_Doom_20101102_083939.png [^] (277,319 bytes) 2010-11-02 07:40 CrashReport3_neodoom.zip [^] (17,294 bytes) 2010-11-02 08:00 CrashReport4_neodoom.zip [^] (17,221 bytes) 2010-11-02 08:01 CrashReport5_neodoom_r3016.zip [^] (17,383 bytes) 2010-11-02 22:45 CrashReport6_neodoom_r3016.zip [^] (17,055 bytes) 2010-11-02 22:45 CrashReport7_neodoom_r3016.zip [^] (17,048 bytes) 2010-11-02 22:56 2010.11.03_00.01.48_neodoom.cld [^] (12,623 bytes) 2010-11-02 23:03 CrashReport8_neodoom_r3016_demo.zip [^] (17,025 bytes) 2010-11-02 23:06 CrashReport9_neodoom_98a.zip [^] (17,325 bytes) 2010-11-02 23:20 CrashReport10_neodoom_98a.zip [^] (16,976 bytes) 2010-11-02 23:20 CrashReport_neodoom_98d_02.zip [^] (16,799 bytes) 2011-02-26 09:27 CrashReport_neodoom_98d_01.zip [^] (16,654 bytes) 2011-02-26 09:31 CrashReport_neodoom_98d_03.zip [^] (16,908 bytes) 2011-02-27 08:49 CrashReport_neodoom_98d_04.zip [^] (16,669 bytes) 2011-02-27 08:50 CrashReport_neodoom_98d_05.zip [^] (16,977 bytes) 2011-02-27 09:19 coop.png [^] (103,781 bytes) 2011-03-06 10:11 dm.png [^] (144,594 bytes) 2011-03-06 10:12 invalid_player_test.wad [^] (757 bytes) 2011-03-06 10:14 | ||||||||
Notes | |
(0000489) unknownna (updater) 2010-10-31 18:42 |
I've also noticed that people tend to crash with NeoDoom for some reason. Here's another thread:'http://www.skulltag.com/forum/viewtopic.php?f=33&t=22467 [^]' BTW, I also have a NeoDoom crash report lying around somewhere in a folder. I'll upload it here. |
(0000502) Torr Samaho (administrator) 2010-11-01 12:24 |
Does it still happen in 98d? If so, does anybody have a crash log of one of the recent 98d beta builds? |
(0000527) TIHan (reporter) 2010-11-02 01:41 |
Sorry. I didn't specify which version. The Attached Files CrashReport_neodoom.zip was from 98d-2999. |
(0000528) unknownna (updater) 2010-11-02 07:47 edited on: 2010-11-02 08:06 |
Just got a crash in NeoDoom with 98d-r3011. Played with two clients on a local coop server without any ping emulation. I made one client idle at map start. At some point, the idling client got killed by imps. Then after approximately 3-5 minutes, I see the "P_PlayerThink: No body for player 2!" error. I then alt-tabbed to the other client, which then crashed the dead client. EDIT: Got the same thing again, minus the "P_PlayerThink" issue. I alt-tabbed to the other dead client to check if the client still was on the server, but noticed that it had crashed. But when I alt-tabbed, the main client also crashed. |
(0000530) Torr Samaho (administrator) 2010-11-02 21:41 |
I only store the debug databases of the official beta releases, so I can't debug the crash logs from the experimental builds. Can you try to get a crashlog with the latest beta build 3016? Did these crashes also happen in 98a and 98b? |
(0000534) unknownna (updater) 2010-11-02 22:44 edited on: 2010-11-03 00:18 |
Alright, got some new crash reports in r3016. However, there was no "P_PlayerThink" error. And it didn't crash until I alt-tabbed to check the dead idling client at map start. When I alt-tabbed, both clients crashed. But the server didn't crash though. EDIT: Got another crash. This time, the main client crashed out of the blue while playing. The idling client and the server did not crash. However, it looks like the idling client timed out after the crash. Another thing I noticed is that every time a client connects to the server, dead cacodemons nearby play their death animation. Happens each time. I made a demo of it with 98d-r3016. Got another crash report while playing the attached demo. Unrelated to the above. Skulltag fails to end the demo. If you then use "togglemap", Skulltag will crash. It also crashes in 98a. It crashed when I alt-tabbed to check the dead player at map start. But when I alt-tabbed, both clients crashed. The server didn't crash. unknownna wrote: "However, there was no "P_PlayerThink" error. And it didn't crash until I alt-tabbed to check the dead idling client at map start. When I alt-tabbed, both clients crashed. But the server didn't crash though." |
(0000561) Torr Samaho (administrator) 2010-11-06 21:01 |
This should fix the problem with improperly stopped demos. |
(0001129) unknownna (updater) 2011-02-27 12:46 edited on: 2011-02-27 14:20 |
Something in the DeHackEd patch is making the player corpses disappear. It takes approximately 30 seconds for the bodies to disappear after death. The death states are not ended with a -1 tic frame, i.e., "PLAY N -1". If you connect another client to the server when a corpse has disappeared, there will be a dummy player at the position of the corpse. I think I found the root of it: If a player opens the console / menu when his corpse is gone, all clients on the server will crash. For this to happen, you must not respawn after dying. |
(0001131) unknownna (updater) 2011-02-27 16:40 |
> If a player opens the console / menu when his corpse is gone, all clients on the server will crash. It will not crash if cl_icons is 0. But firing a rail when a player is invalid will make the invalid player crash, even if cl_medals is 0. Also, the view of invalid players will turn into a HOM in Skulltag (vid_forceddraw). It's not like this in GZDoom 323. |
(0001140) unknownna (updater) 2011-03-06 10:10 |
* If you're dead and invalid before a changemap map change, you will not be able to harm anything in the next map. That is, no hitscans / projectiles originating from you will spawn and alert monsters. You turn into a ghost-like player. Monsters can still harm you / see you. Steps to reproduce: 1) Start a standard server with the example WAD. * If you're spying on a player who turns invalid, you inherit his / her HUD display. I took some screenshots. |
(0001141) user35 2011-03-06 15:28 |
If you're spying on a player who turns invalid, you inherit his / her HUD display. I took some screenshots Yes, I saw this too but in normal gameplay not only in NeoDoom |
(0001142) DevilHunter (reporter) 2011-03-07 06:00 |
I'll like to add that Neodoom does Crash alot. Clientside AND ServerSide. I remember playing with least 10 people, and most just crash out with error's. Another time, was just playing, and it just went blank. I think Neodoom just needs some srs rewriting for something. It's really buggy |
(0001189) Torr Samaho (administrator) 2011-03-27 00:53 |
First and foremost, I'm pretty sure that you may not remove the active body of a players (even if the player is dead). For instance, this player would lose his camera position in this case. So what is the engine supposed to render? > If a player opens the console / menu when his corpse is gone, all clients on the server will crash. This should be fixed now. > Also, the view of invalid players will turn into a HOM in Skulltag (vid_forceddraw). It's not like this in GZDoom 323. I tried your example wad with GZDoom 323 and GZDoom crashes for me with it. Which hints that you are simply not allowed to remove the active body of a player. |
(0001190) unknownna (updater) 2011-03-27 01:01 |
> I tried your example wad with GZDoom 323 and GZDoom crashes for me with it. Which hints that you are simply not allowed to remove the active body of a player. It crashes with the GL renderer. Try using the software renderer and see if it still crashes for you. |
(0001191) Torr Samaho (administrator) 2011-03-27 01:55 |
> It crashes with the GL renderer. Try using the software renderer and see if it still crashes for you. You are right, it doesn't crash with the software renderer, but it's till not working properly. For example, after your body was removed in DM in GZDoom, you won't have any weapon or ammo after respawning, another indication that you are not allowed to remove the active body of a player. |
(0001229) unknownna (updater) 2011-03-30 09:25 |
> If a player opens the console / menu when his corpse is gone, all clients on the server will crash. > This should be fixed now. The client with an invalid player body will still crash if a player fires a rail. |
(0001238) Torr Samaho (administrator) 2011-03-31 00:20 |
> The client with an invalid player body will still crash if a player fires a rail. I checked this. The crash happens because of the invalid camera of this player (the distance from the rail shooter to the player's camera position has to be calculated). This code simply doesn't make sense when the player doesn't have a camera. The only proper way to fix this is to prevent the player body from getting invalid. |
(0001255) Torr Samaho (administrator) 2011-04-03 00:35 |
I made a change that should prevent the player body from getting invalid in your example wad and hopefully also in Neodoom. It intentionally prints a warning when it needs to do something, because I consider this to be a bug of the mod. Please test if it works properly. |
(0001259) unknownna (updater) 2011-04-03 05:22 |
> I made a change that should prevent the player body from getting invalid in your example wad and hopefully also in Neodoom. It intentionally prints a warning when it needs to do something, because I consider this to be a bug of the mod. I see. > Please test if it works properly. It does. It works with NeoDoom as well. But the message is printed in red, but displayed in green in the console. |
(0001265) Torr Samaho (administrator) 2011-04-03 12:24 |
> But the message is printed in red, but displayed in green in the console. I think that is ZDoom's standard way to color a PRINT_BOLD message. |
(0001266) Torr Samaho (administrator) 2011-04-03 12:42 |
Since the crashes should be prevented now and the players are informed that the wad does something wrong, I think we can consider this to be resolved. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2010-10-31 17:43 | TIHan | New Issue | |
2010-10-31 18:42 | unknownna | Note Added: 0000489 | |
2010-10-31 18:43 | unknownna | File Added: CrashReport_neodoom.zip | |
2010-11-01 12:24 | Torr Samaho | Note Added: 0000502 | |
2010-11-01 12:25 | Torr Samaho | Status | new => feedback |
2010-11-02 01:41 | TIHan | Note Added: 0000527 | |
2010-11-02 01:41 | TIHan | Status | feedback => new |
2010-11-02 07:39 | unknownna | File Added: CrashReport2_neodoom.zip | |
2010-11-02 07:40 | unknownna | File Added: Screenshot_Doom_20101102_083939.png | |
2010-11-02 07:47 | unknownna | Note Added: 0000528 | |
2010-11-02 08:00 | unknownna | File Added: CrashReport3_neodoom.zip | |
2010-11-02 08:01 | unknownna | File Added: CrashReport4_neodoom.zip | |
2010-11-02 08:03 | unknownna | Note Edited: 0000528 | View Revisions |
2010-11-02 08:06 | unknownna | Note Edited: 0000528 | View Revisions |
2010-11-02 21:41 | Torr Samaho | Note Added: 0000530 | |
2010-11-02 21:41 | Torr Samaho | Status | new => feedback |
2010-11-02 22:44 | unknownna | Note Added: 0000534 | |
2010-11-02 22:45 | unknownna | File Added: CrashReport5_neodoom_r3016.zip | |
2010-11-02 22:45 | unknownna | File Added: CrashReport6_neodoom_r3016.zip | |
2010-11-02 22:56 | unknownna | File Added: CrashReport7_neodoom_r3016.zip | |
2010-11-02 22:57 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-02 22:58 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-02 23:03 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-02 23:03 | unknownna | File Added: 2010.11.03_00.01.48_neodoom.cld | |
2010-11-02 23:06 | unknownna | File Added: CrashReport8_neodoom_r3016_demo.zip | |
2010-11-02 23:07 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-02 23:20 | unknownna | File Added: CrashReport9_neodoom_98a.zip | |
2010-11-02 23:20 | unknownna | File Added: CrashReport10_neodoom_98a.zip | |
2010-11-02 23:23 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-03 00:15 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-03 00:17 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-03 00:18 | unknownna | Note Edited: 0000534 | View Revisions |
2010-11-06 21:01 | Torr Samaho | Note Added: 0000561 | |
2011-02-26 09:27 | unknownna | File Added: CrashReport_neodoom_98d_02.zip | |
2011-02-26 09:31 | unknownna | File Added: CrashReport_neodoom_98d_01.zip | |
2011-02-27 08:49 | unknownna | File Added: CrashReport_neodoom_98d_03.zip | |
2011-02-27 08:50 | unknownna | File Added: CrashReport_neodoom_98d_04.zip | |
2011-02-27 09:19 | unknownna | File Added: CrashReport_neodoom_98d_05.zip | |
2011-02-27 12:46 | unknownna | Note Added: 0001129 | |
2011-02-27 14:20 | unknownna | Note Edited: 0001129 | View Revisions |
2011-02-27 16:40 | unknownna | Note Added: 0001131 | |
2011-03-06 10:10 | unknownna | Note Added: 0001140 | |
2011-03-06 10:11 | unknownna | File Added: coop.png | |
2011-03-06 10:12 | unknownna | File Added: dm.png | |
2011-03-06 10:14 | unknownna | File Added: invalid_player_test.wad | |
2011-03-06 15:28 | user35 | Note Added: 0001141 | |
2011-03-07 06:00 | DevilHunter | Note Added: 0001142 | |
2011-03-27 00:53 | Torr Samaho | Note Added: 0001189 | |
2011-03-27 01:01 | unknownna | Note Added: 0001190 | |
2011-03-27 01:55 | Torr Samaho | Note Added: 0001191 | |
2011-03-30 09:25 | unknownna | Note Added: 0001229 | |
2011-03-31 00:20 | Torr Samaho | Note Added: 0001238 | |
2011-04-03 00:35 | Torr Samaho | Note Added: 0001255 | |
2011-04-03 00:38 | Torr Samaho | Assigned To | => Torr Samaho |
2011-04-03 00:38 | Torr Samaho | Status | feedback => assigned |
2011-04-03 00:39 | Torr Samaho | Status | assigned => feedback |
2011-04-03 05:22 | unknownna | Note Added: 0001259 | |
2011-04-03 12:24 | Torr Samaho | Note Added: 0001265 | |
2011-04-03 12:42 | Torr Samaho | Note Added: 0001266 | |
2011-04-03 12:46 | Torr Samaho | Product Version | => 98d |
2011-04-03 12:52 | Torr Samaho | Status | feedback => resolved |
2011-04-03 12:52 | Torr Samaho | Fixed in Version | => 1.0 |
2011-04-03 12:52 | Torr Samaho | Resolution | open => fixed |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2018-09-30 20:08 | Blzut3 | Status | resolved => closed |
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