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IDProjectCategoryView StatusDate SubmittedLast Update
0003649Zandronum[All Projects] Bugpublic2019-05-04 03:132019-05-05 20:55
ReporterBLOODWOLF 
Assigned To 
PrioritynormalSeveritycrashReproducibilityalways
StatusnewResolutionopen 
PlatformLaptopOSWindowsOS Version8.1
Product Version3.0 
Target VersionFixed in Version 
Summary0003649: Unhandled exception in zandronum.exe
DescriptionIssue seems to be intermittent but, occurs every Brutal Doom 2 game session (I really hope it's not being caused by BD but, will do some checking). And I believe it occurs after killing a shotgun zombie then Zand will close out and windows will inform the user that Zandronum.exe has stopped working. So, clicked the debugger button to open it up in Visual Studio [provided screenshot] and states:

Unhandled exception at 0x6EA065A2 (riched20.dll) in zandronum.exe: 0xC0000005: Access violation writing location 0x000E0E58. occurred

With process[3768] Zandronum.exe
Thread [1412] Main Thread
Stack Frame [6EA065A2]
Steps To ReproducePretty sure it occurs after killing a shotgunguy. Might happen on the first map or might happen on the fourth map or later. Just happens during normal play.
Additional InformationI don't have any experience in the C languages and am using a few mods:
-Doom2.wad
-BD21RC9.pk3
-BD21RC9Patch20190503.pk3
-BD21_XVME12RC920190503.pk3
-BD21_XVME12RC9_respawner20190503.pk3
-BDV21MUT_EWMRC920190503.pk3
-DoomMetalVol5.wad
Attached Filespng file icon screenshot.png [^] (111,062 bytes) 2019-05-04 03:13


zip file icon ZandronumCrash.zip [^] (1,894 bytes) 2019-05-05 20:51

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-  Notes
User avatar (0020635)
BLOODWOLF (reporter)
2019-05-04 18:59
edited on: 2019-05-05 20:55

Found out this was being caused by a bad script I wrote in the Patch.pk3
#library "CVARSPatch"
#include "zcommon.acs"

Script "BD_DisableReloading" Enter
{
    if (GetCvar("bd_disablereloading") == 1) {GiveInventory("turboreload",1);}
    if (checkinventory("istacticalclass") == 1){TakeInventory("turboreload",1);}
}

Change it to this, recompiled, and cannot reproduce a crash anymore:
#library "CVARSPatch"
#include "zcommon.acs"

Script "BD_DisableReloading" Enter
{
    If(GetCvar("bd_disablereloading") == 1 && checkinventory("istacticalclass") == 0)
    {
        GiveInventory("turboreload",1);
    }
}

Is it possible to have it give the user a hint as to the problem in a catch block maybe?

User avatar (0020637)
Edward-san (developer)
2019-05-05 17:23

Can you make two reduced wad examples with the supposedly correct and the wrong script, respectively?
User avatar (0020638)
BLOODWOLF (reporter)
2019-05-05 20:52

Uploaded the two reduced pk3's with the old script (Bad) and new script (Good). Have to be loaded after the bd21rcX (doesnt matter what version for these honestly).
Pretty sure the new script is good, played last night on Doomseeker for at least four levels and never crashed so I am assuming the Good version is actually good.

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- Issue History
Date Modified Username Field Change
2019-05-04 03:13 BLOODWOLF New Issue
2019-05-04 03:13 BLOODWOLF File Added: screenshot.png
2019-05-04 18:59 BLOODWOLF Note Added: 0020635
2019-05-05 17:23 Edward-san Note Added: 0020637
2019-05-05 17:23 Edward-san Status new => feedback
2019-05-05 20:51 BLOODWOLF File Added: ZandronumCrash.zip
2019-05-05 20:52 BLOODWOLF Note Added: 0020638
2019-05-05 20:52 BLOODWOLF Status feedback => new
2019-05-05 20:55 BLOODWOLF Note Edited: 0020635 View Revisions






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