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[Fixed] hexen crash after using Minotaur

Thu, 21 Jun 2007 03:19:28

rosc2112

Told ya I'd be back <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Vavoom crashes any time I use the Minotaur artifact, consistently. Here's the debug output, I don't have the bin compiled with debug enabled but if that would give more info I can recompile.. If you can give me instructions on how to do a backtrace on a corefile I can do that as well if it'll be helpful. signal: Segmentation Violation - (engine.BasePlayer.ClientStartSound) - VAudio::PlaySound - RunFunction - (engine.BasePlayer.ClientStartSound 0) - VObject::ExecuteFunction - (engine.BasePlayer.ClientStartSound) - VThinker::StartSound - VEntity::StartSound - RunFunction - (engine.Entity.PlaySound 0) - RunFunction - (svprogs.MinotaurFriend.A_MinotaurChase 132) - VObject::ExecuteFunction - (svprogs.MinotaurFriend.A_MinotaurChase) - VEntity::SetState - VEntity::AdvanceState - RunFunction - (engine.Entity.AdvanceState 0) - RunFunction - (svprogs.Actor.Tick 10) - VObject::ExecuteFunction - (svprogs.Actor.Tick) - VThinker::Tick - RunThinkers - P_Ticker - SV_Ticker - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: PLAYER left the game Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown Log: Doing delete GAudio Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown STACK TRACE: stack 0 0x4048728b frame 0 0xbfffefc8 stack 1 0x804e331 frame 1 0xbfffefe8 ERROR: Segmentation Violation This is with vavoom 1.24, on a linux AMD XP2100 platform, fresh Slackware 11 based system. Running under KDE. Let me know if you need any other info.
Thu, 21 Jun 2007 07:04:53

scen

[EDIT] @rosc2112: it would be better if you add the [VERSION] tag at the beginning of topic title (in this case 1.24), so it's easier to track where the bugs appears) [/EDIT] I can reproduce this crash, too. Here you are some other debugging info: From gdb:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1215965504 (LWP 11063)]
_______________________________________________________________________________
     eax:08440CBC ebx:083BE630  ecx:80000000  edx:08363F2C     eflags:00010246
     esi:0836D2CC edi:00000000  esp:BFC92910  ebp:BFC92A18     eip:0814C357
     cs:0073  ds:007B  es:007B  fs:0000  gs:0033  ss:007B    o d I t s Z a P c
[007B:BFC92910]---------------------------------------------------------[stack]
BFC92940 : 00 00 00 00  AC 46 36 08 - 00 00 C0 FF  00 00 00 00 .....F6.........
BFC92930 : 00 00 00 00  00 00 00 00 - 00 00 00 00  00 00 00 00 ................
BFC92920 : F6 04 00 00  00 00 00 00 - 00 00 00 00  00 00 00 00 ................
BFC92910 : CC D2 36 08  6C 00 00 00 - D5 00 00 00  01 00 00 00 ..6.l...........
[007B:0836D2CC]---------------------------------------------------------[ data]
0836D2CC : A8 CF 1E 08  00 00 00 00 - 00 00 00 00  BC 0C 44 08 ..............D.
0836D2DC : E9 07 00 00  C6 0F 00 00 - 0D 00 00 00  00 00 80 3F ...............?
[0073:0814C357]---------------------------------------------------------[ code]
0x814c357 <_ZN6VAudio9PlaySoundEiRK4TVecS2_iiff+1249>:  movzbl (%eax,%ecx,1),%edx
0x814c35b <_ZN6VAudio9PlaySoundEiRK4TVecS2_iiff+1253>:  mov    0x8243344,%eax
0x814c360 <_ZN6VAudio9PlaySoundEiRK4TVecS2_iiff+1258>:  add    $0x50,%eax
0x814c363 <_ZN6VAudio9PlaySoundEiRK4TVecS2_iiff+1261>:  mov    %esi,%ecx
0x814c365 <_ZN6VAudio9PlaySoundEiRK4TVecS2_iiff+1263>:  add    $0x3840,%ecx
0x814c36b <_ZN6VAudio9PlaySoundEiRK4TVecS2_iiff+1269>:  mov    0x10(%ebp),%esi
------------------------------------------------------------------------------
0x0814c357 in VAudio::PlaySound (this=0x836d2cc, InSoundId=0x6c, origin=@0xbfc92a54, velocity=@0xbfc92a60, origin_id=0xd5, channel=0x1, volume=0.5, Attenuation=1) at s_sound.cpp:524
524     in s_sound.cpp
...and related backtrace:
gdb> bt
#0  0x0814c357 in VAudio::PlaySound (this=0x836d2cc, InSoundId=0x6c, origin=@0xbfc92a54, velocity=@0xbfc92a60, origin_id=0xd5, channel=0x1, volume=0.5, Attenuation=1) at s_sound.cpp:524
#1  0x0805ccb9 in VBasePlayer::execClientStartSound () at cl_parse.cpp:101
#2  0x0810068c in RunFunction (func=0x84a200c) at pr_exec.cpp:189
#3  0x081037b7 in VObject::ExecuteFunction (func=0x84a200c) at pr_exec.cpp:1894
#4  0x080f8d9e in VThinker::StartSound (this=0xafeb064, origin=@0xafeb090, origin_id=0xd5, sound_id=0x6c, channel=0x1, volume=1, Attenuation=1) at player.h:289
#5  0x080de810 in VEntity::StartSound (this=0xafeb064, Sound={Index = 0x10c6, static Names = {ArrNum = 0x2dfd, ArrSize = 0x35cc, ArrData = 0x84e90d4}, static HashTable = {0x0 <repeats 45 times>, 0x8618ce8, 0x0 <repeats 20 times>, 0x84603f8, 0x84ac6b4, 0x0, 0x845b0d4, 0x845a1e8, 0x851e400, 0x0, 0x84adb94, 0x0, 0x84d0158, 0x0, 0x851d7b0, 0x85034a8, 0x851e060, 0x0, 0x0, 0x0, 0x851e2f4, 0x84ae62c, 0x8504e54, 0x85049f4, 0x851d6ac, 0x839fc60, 0x84ae504, 0x84de5f4, 0x85049a8, 0x8503ed8, 0x84af7fc, 0x87b61b8, 0x851e088, 0x0, 0x8233d10, 0x84ffcec, 0x861e93c, 0x0, 0x87b66ec, 0x8500148, 0x8504f40, 0x0, 0x8503f2c, 0x84f9774, 0x8504ee0, 0x8460e7c, 0x861703c, 0x85040b4, 0x99052d0, 0x0, 0x8503b2c, 0x8503b5c, 0x87b4c28, 0x84fd6f8, 0x8504cd4, 0x8500b84, 0x87b78b8, 0x8504660, 0x8504030, 0x84fd928, 0x850440c, 0x8504ba8, 0x87b5000, 0x85004e0, 0x87b7970, 0x0 <repeats 3968 times>}, static Initialised = 0x1}, Channel=0x1, Volume=1, Attenuation=1) at p_entity.cpp:298
#6  0x080de962 in VEntity::execPlaySound () at p_entity.cpp:414
#7  0x0810068c in RunFunction (func=0x849cacc) at pr_exec.cpp:189
#8  0x08100719 in RunFunction (func=0x85e1f14) at pr_exec.cpp:226
#9  0x081037b7 in VObject::ExecuteFunction (func=0x85e1f14) at pr_exec.cpp:1894
#10 0x080def2d in VEntity::SetState (this=0xafeb064, InState=0x85e9ac0) at p_entity.cpp:207
#11 0x080df13c in VEntity::AdvanceState (this=0xafeb064, deltaTime=0.0260509998) at p_entity.cpp:259
#12 0x080df24a in VEntity::execAdvanceState () at p_entity.cpp:397
#13 0x0810068c in RunFunction (func=0x849c80c) at pr_exec.cpp:189
#14 0x08100719 in RunFunction (func=0x84544dc) at pr_exec.cpp:226
#15 0x081037b7 in VObject::ExecuteFunction (func=0x84544dc) at pr_exec.cpp:1894
#16 0x080f882b in VThinker::Tick (this=0xafeb064, DeltaTime=0.0260509998) at p_thinker.cpp:119
#17 0x0816c0dc in RunThinkers () at sv_tick.cpp:73
#18 0x0816c253 in P_Ticker () at sv_tick.cpp:95
#19 0x0815ee4d in SV_Ticker () at sv_main.cpp:604
#20 0x08162fb0 in ServerFrame (realtics=0x1) at sv_main.cpp:1526
#21 0x08094f2f in Host_Frame () at host.cpp:386
#22 0x081c109b in main (argc=Cannot access memory at address 0x80000000
) at sys_lin.cpp:664
#23 0xb79bd823 in __libc_start_main () from /lib/libc.so.6
Tried on a Gentoo Linux x86, Pentium 4, Allegro backend. I hope it helps [EDIT] Windows version seems to works quite fine, but i see (in Windows version), if i cast the Maulotaur artifacts, it disappear after some second (after the action of bringing the hammer down), and the system seems to become less responsive, like it would be overloaded (too many process or a process that take ~100% of CPU cycles). Sorry for the poor description, but it's easier to check directly in the game than to explain <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [/EDIT] [EDIT2] [color=red:35kt9eo0]The 1.23.1 version seems to be immune from this bug <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->[/color:35kt9eo0] [/EDIT2]
Tue, 08 Apr 2008 08:09:38

Janis Legzdinsh

I guess it has been fixed by now.

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