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[Closed] Segmentation Violations

Sun, 21 Jul 2002 11:07:56

roy5050

Going to some larger levels generates Segmentation Violations--what would I have to change in VaVoom95 to allow larger visPlanes. (Is it possible using pointers, or references to create a linked structure that will eliminate the need for any visPlane limitations in the first place.) The level loading function should use the run-time stack or system heap so that no memory size limitations would have to be made at compile time. A GC could make sure the stack and/or heap is kept free of trash. (Cacheing should be used to store every level to eliminate lag. However, once a level is completed the data for that level becomes garbage and can be reclaimed.)
Mon, 22 Jul 2002 17:27:06

Janis Legzdinsh

Vavoom doesn't use old Doom renderer, so there's no such thing as visPlane.<br><br>There's no limitations on level sizes. Problem might be somewhere else. Possibly it's because of a bug in subsector loading, that will be fixed in next version.
Fri, 02 Aug 2002 15:13:24

roy5050

Here is the error messages I get when I attempt to load a large level. (It lets me do a quick walk throu before dumping to the command prompt.)<br><br>Host_Error: Broken Blockmap--Line 16783<br>SENDING CLC_DISCONNECT<br><br>The second part of the error only occures when I attempt to warp to an other level using the MAP MAPxy<br>where xy= the number of the level I wish to visit.<br>(This error only occures after the first error occured; otherwise, I can warp to any level I please without a hitch.)<br><br>Here's the Error Message:<br><br>Floating Point Exception<br><br>Stack Trace: CalcPoints <- SingleLightFace <-  R_LightFace <- InitSurfs <- CreateSecSurf <-<br>R_PreRendere <- HostFrame<br><br>& then it dumps to vlaunch and I can either quit the game or restart it. (When I restart it it runs fine unless I make the mistake of warping to map16--in that case the<br>error reoccures.)<br><br>What can I do to fix this problem?<br>Do you have a patch?
Sat, 03 Aug 2002 03:11:04

Janis Legzdinsh

Broken blockmap means that it must be rebuilt. It's also possible for huge levels to overflow, even with compression. Anyways I hope that one day I will get rid of that stupid blockmap and switch to BSP like Carmack suggested.
Fri, 29 Aug 2003 21:25:04

Mate

I too keep running into a Segmentation Violation. :'(<br><br>It happens in level E2M3. <br>When I play the level coming from E2M2 all is working well. The problem occurs when I quit the game (having saved the level, of course), restart the game at a later time and reload E2M3. In a flash I can see the point where I left and then the game goes back to the launcher giving the following message:<br><br>Segmentation Violation<br><br>Stack Trace : (Entity.CanSee) <- P_CheckSight <- TProgs :: ExecuteFunction <- (None) <- VEntity :: SetState <- TProgs :: ExecuteFunction <- (Tick) <- VThinker :: Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame<br><br>It only happens on E2M3. Loading other saved levels is going well (so far).<br><br>Any ideas on this ?

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