Zandronum Chat on our Discord Server Get the latest version: 3.1
Source Code

View Issue Details Jump to Notes ] Issue History ] Print ]
IDProjectCategoryView StatusDate SubmittedLast Update
0000149Zandronum[All Projects] Bugpublic2010-10-31 17:432018-09-30 20:08
ReporterTIHan 
Assigned ToTorr Samaho 
PrioritynormalSeveritycrashReproducibilitysometimes
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version1.0 
Summary0000149: NeoDoom crash
DescriptionAccording to Spleen, there is a weird bug in NeoDoom where you stay dead too long and causes a skulltag crash.
Steps To ReproduceJoin a Co-op game or a survival game with lives, die once, and then wait around; don't respawn.
Attached Fileszip file icon CrashReport_neodoom.zip [^] (16,812 bytes) 2010-10-31 18:43
zip file icon CrashReport2_neodoom.zip [^] (17,154 bytes) 2010-11-02 07:39
png file icon Screenshot_Doom_20101102_083939.png [^] (277,319 bytes) 2010-11-02 07:40
zip file icon CrashReport3_neodoom.zip [^] (17,294 bytes) 2010-11-02 08:00
zip file icon CrashReport4_neodoom.zip [^] (17,221 bytes) 2010-11-02 08:01
zip file icon CrashReport5_neodoom_r3016.zip [^] (17,383 bytes) 2010-11-02 22:45
zip file icon CrashReport6_neodoom_r3016.zip [^] (17,055 bytes) 2010-11-02 22:45
zip file icon CrashReport7_neodoom_r3016.zip [^] (17,048 bytes) 2010-11-02 22:56
? file icon 2010.11.03_00.01.48_neodoom.cld [^] (12,623 bytes) 2010-11-02 23:03
zip file icon CrashReport8_neodoom_r3016_demo.zip [^] (17,025 bytes) 2010-11-02 23:06
zip file icon CrashReport9_neodoom_98a.zip [^] (17,325 bytes) 2010-11-02 23:20
zip file icon CrashReport10_neodoom_98a.zip [^] (16,976 bytes) 2010-11-02 23:20
zip file icon CrashReport_neodoom_98d_02.zip [^] (16,799 bytes) 2011-02-26 09:27
zip file icon CrashReport_neodoom_98d_01.zip [^] (16,654 bytes) 2011-02-26 09:31
zip file icon CrashReport_neodoom_98d_03.zip [^] (16,908 bytes) 2011-02-27 08:49
zip file icon CrashReport_neodoom_98d_04.zip [^] (16,669 bytes) 2011-02-27 08:50
zip file icon CrashReport_neodoom_98d_05.zip [^] (16,977 bytes) 2011-02-27 09:19
png file icon coop.png [^] (103,781 bytes) 2011-03-06 10:11


png file icon dm.png [^] (144,594 bytes) 2011-03-06 10:12


? file icon invalid_player_test.wad [^] (757 bytes) 2011-03-06 10:14

- Relationships

-  Notes
User avatar (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.
User avatar (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?
User avatar (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.
User avatar (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.

User avatar (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?
User avatar (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."

User avatar (0000561)
Torr Samaho (administrator)
2010-11-06 21:01

This should fix the problem with improperly stopped demos.
User avatar (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.

User avatar (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.
User avatar (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.
2) Connect a client to the server.
3) Join the game.
4) Kill yourself and wait for your corpse to become invalid (35 tics).
5) "changemap X" in the server console.


* 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
User avatar (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
User avatar (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.
User avatar (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.
User avatar (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.
User avatar (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.
User avatar (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.
User avatar (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.
User avatar (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.
User avatar (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.
User avatar (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.

Issue Community Support
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






Questions or other issues? Contact Us.

Links


Copyright © 2000 - 2024 MantisBT Team
Powered by Mantis Bugtracker