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[Fixed] startup crash...

Mon, 10 Jul 2006 12:48:22

werewolf1024

Hi there! It is the first time i tried to check vavoom engine, but it does not seem to be working... (at least for me). When i run (or the launcher runs) vavoom95.exe the program diplays the following message (twice) in the dos-box: "This application has requested the Runtime to terminate it in an unsusual way. Please contact the application's support team for more information." ... then it stops responding. I tried using different games (doom,doom2,strife), and different configurations, same result. Here are my specs: Windows XP SP2 AMD Athlon 64 3000+ 512MB RAM GF6600 256MB RAM I also tried the DOS version, this apparently works... (i might be wrong but this really smells like a compiler bug...)
Mon, 10 Jul 2006 13:31:22

werewolf1024

ok, i managed to run it... it seems that the reason for the crash was games.txt missing from the basev directory,so i copied it from the dos version and worked. Still, i would suggest some work on error handling... But, unfortunately couldn't play with it... After the program creates the gwa file it simply exits without any message. hmm... what's wrong?
Mon, 10 Jul 2006 13:43:28

werewolf1024

debug.txt reports: ERROR: Segmentation Violation
Mon, 10 Jul 2006 14:02:00

Firebrand

I found a problem with the default windows audio driver, which Vavoom uses by default, please try running it with the launcher using OpenAL dirver for sound, it should work fine with it.
Mon, 10 Jul 2006 19:58:56

werewolf1024

[quote="Firebrand":1o3tt2ru]I found a problem with the default windows audio driver, which Vavoom uses by default, please try running it with the launcher using OpenAL dirver for sound, it should work fine with it. Like i said i found the solution for running the app, even so i don't think it has to do anything with the sound, since it works with both drivers. What is bothering me is the "segmentation violation" that crashes the game when it loads a map. Any possible solution for this? I would suggest the gwa files to be available for download too, maybe they are not built right on my system... or who knows?
Mon, 10 Jul 2006 22:05:33

Janis Legzdinsh

ok, i managed to run it... it seems that the reason for the crash was games.txt missing from the basev directory,so i copied it from the dos version and worked.
Ooops, reuploading.
ERROR: Segmentation Violation
Any stack trace before that?
I found a problem with the default windows audio driver
Uploaded version doesn't have this problem.
Tue, 11 Jul 2006 09:18:57

werewolf1024

well debug.txt didn't say much: Dev: Spawning server MAP02 Dev: Segs from different sectors - VWadFile::BuildPVS - W_BuildPVS - VLevel::LoadMap - SV_LoadLevel - SV_SpawnServer - COMMAND Map - VCommand::ExecuteString - VCmdBuf::Exec - Host_Frame ERROR: Segmentation Violation ...and the program exits without any message. i also noticed some temporary file ($glvis$$.$$$ - 12bytes) the program left behind,filled with zeros... maybe this helps...
Tue, 11 Jul 2006 13:42:56

Firebrand

Hmm, seems like a problem building GLVis information, did you tried deleting your doom2.gwa, heretic.gwa, etc.? It could be related to this, also it might be useful to download GLBsp version 2.10c, DON'T download the latest version, it actually has a problem with Vavoom, hope this helps you <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 11 Jul 2006 14:19:08

Crimson Wizard

BTW, where this older glbsp can be loaded?
Tue, 11 Jul 2006 18:22:10

Janis Legzdinsh

<!-- m --><a class="postlink" href="http://sourceforge.net/projects/glbsp/">http://sourceforge.net/projects/glbsp/</a><!-- m --> It seems that there's a problem with builtin glvis builder, the standalone version should work fine.
Tue, 11 Jul 2006 20:12:56

werewolf1024

Should I upload the gwa's generated by vavoom? It might help tracing the bug...
Tue, 11 Jul 2006 20:29:52

werewolf1024

shit... the problem might not be with the gwa's at all. i tried the standalone version and produces the same crash. isn't there an option to disable gwa's at all? i played doomsday without gwa's and it worked fine, even if it told me that i might encounter performance problems... i have a relatively decent computer, i think it can handle it without visibility test...
Tue, 11 Jul 2006 21:38:15

Firebrand

Your crash it's very strange, could you try to build GL nodes using glBSP and then run glVIS to build VIS data? AFAIK, there's no way to disable gwa data, since it's used by dynamic lights to make shadows in-game.
Thu, 13 Jul 2006 02:32:56

RaideR

I tried with glBSP 2.10c. But I have the same error: [img:2sv1n21g]http://img144.imageshack.us/img144/5672/clip9ut.jpg[/img:2sv1n21g] And, I tried to found a glVIS, but on google there not nothing. Where is the glVIS for download??? Thanks <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 13 Jul 2006 02:36:15

RaideR

Well, I found a glVIS, but I don't know how work it. The link: <!-- m --><a class="postlink" href="http://people.vislab.usyd.edu.au/~elau/glvis/">http://people.vislab.usyd.edu.au/~elau/glvis/</a><!-- m --> Help us!!! <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: -->
Thu, 13 Jul 2006 05:46:39

Crimson Wizard

It runs from the command lune:
glvis.exe mywad.wad
Thu, 13 Jul 2006 13:16:19

Firebrand

Here's the link to glVIS. [quote="Crimson Wizard":d4fmn6ew]It runs from the command lune:
glvis.exe mywad.wad
That's correct, you can also drag and drop your WAD file on it.
Wed, 16 Aug 2006 16:18:07

Janis Legzdinsh

Should be fixed now.
Tue, 12 Sep 2006 17:55:44

Vren Lyet

I just downloaded the latest version of Vavoom (1.21.2) and encountered the very same problem. Whenever I want to start a new game the engine crashes when the message pops up that the .gwa file has to be created. I tried to create the gwa files myself with glBSP and even used this glVIS programme to create the ~gw files. Still Vavoom wants to recreate them everytime I try to start a new game. I'm new to Vavoom and I really like to try it, but I'm at a loss here. [edit]I tried to build the gwa files with glBSP version 2.10c - it didn't work either.[/edit]
Tue, 12 Sep 2006 22:21:18

Firebrand

I guess your problem lies somewhere else, could you please run the game activating the "create debug info" in the launcher? Then when the game crashes, check the contents of "debug.txt" in your "basev" folder and post them here, this will help us determine where the problem lies <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 14 Sep 2006 07:00:48

Vren Lyet

This is the debug.txt you requested. I can't find an error though...
Init: adding ./basev/common/wad0.wad
Init: adding ./doom2.wad
Init: adding ./basev/doom/wad0.wad
Init: adding ./basev/doom2/wad0.wad
Init: Selected DirectSound sound device
Init: ======================================
Init: Initialising DirectSound driver.
Init: 3D sound on
Init: IKsPropertySet acquired
Init: EAX 2.0 supported
Init: Selected Windows multimedia system midi device
Init: Selected Windows CD audio device
Dev: CDAudio: drive not ready
Init: CDAudio_Init: No CD in player.
Init: CD Audio Initialised
Init: Using 61 sound buffers
Init: Selected Win32 OpenGL rasteriser device
Init: Winsock TCP/IP Initialised
Init: WIPX_Init: Unable to open control socket
DevNet: TCP/IP address INADDR_ANY
Log: Executing ./basev/common/startup.vs
Log: Executing ./basev/common/default.cfg
Log: Executing ./basev/doom2/config.cfg
Log: Can't find autoexec.cfg
Log: 1280x1024x32.
Init: GL_VENDOR: ATI Technologies Inc.
Init: GL_RENDERER: RADEON X800 PRO x86/MMX/3DNow!/SSE2
Init: GL_VERSION: 2.0.5949 WinXP Release
Init: GL_EXTENSIONS:
Init: - GL_ARB_multitexture
Init: - GL_EXT_texture_env_add
Init: - GL_EXT_compiled_vertex_array
Init: - GL_S3_s3tc
Init: - GL_ARB_depth_texture
Init: - GL_ARB_fragment_program
Init: - GL_ARB_fragment_program_shadow
Init: - GL_ARB_fragment_shader
Init: - GL_ARB_multisample
Init: - GL_ARB_occlusion_query
Init: - GL_ARB_point_parameters
Init: - GL_ARB_point_sprite
Init: - GL_ARB_shader_objects
Init: - GL_ARB_shading_language_100
Init: - GL_ARB_shadow
Init: - GL_ARB_shadow_ambient
Init: - GL_ARB_texture_border_clamp
Init: - GL_ARB_texture_compression
Init: - GL_ARB_texture_cube_map
Init: - GL_ARB_texture_env_add
Init: - GL_ARB_texture_env_combine
Init: - GL_ARB_texture_env_crossbar
Init: - GL_ARB_texture_env_dot3
Init: - GL_ARB_texture_mirrored_repeat
Init: - GL_ARB_transpose_matrix
Init: - GL_ARB_vertex_blend
Init: - GL_ARB_vertex_buffer_object
Init: - GL_ARB_vertex_program
Init: - GL_ARB_vertex_shader
Init: - GL_ARB_window_pos
Init: - GL_ARB_draw_buffers
Init: - GL_ATI_draw_buffers
Init: - GL_ATI_element_array
Init: - GL_ATI_envmap_bumpmap
Init: - GL_ATI_fragment_shader
Init: - GL_ATI_map_object_buffer
Init: - GL_ATI_separate_stencil
Init: - GL_ATI_texture_compression_3dc
Init: - GL_ATI_texture_env_combine3
Init: - GL_ATI_texture_float
Init: - GL_ATI_texture_mirror_once
Init: - GL_ATI_vertex_array_object
Init: - GL_ATI_vertex_attrib_array_object
Init: - GL_ATI_vertex_streams
Init: - GL_ATIX_texture_env_combine3
Init: - GL_ATIX_texture_env_route
Init: - GL_ATIX_vertex_shader_output_point_size
Init: - GL_EXT_abgr
Init: - GL_EXT_bgra
Init: - GL_EXT_blend_color
Init: - GL_EXT_blend_func_separate
Init: - GL_EXT_blend_minmax
Init: - GL_EXT_blend_subtract
Init: - GL_EXT_clip_volume_hint
Init: - GL_EXT_draw_range_elements
Init: - GL_EXT_fog_coord
Init: - GL_EXT_framebuffer_object
Init: - GL_EXT_multi_draw_arrays
Init: - GL_EXT_packed_pixels
Init: - GL_EXT_point_parameters
Init: - GL_EXT_rescale_normal
Init: - GL_EXT_secondary_color
Init: - GL_EXT_separate_specular_color
Init: - GL_EXT_shadow_funcs
Init: - GL_EXT_stencil_wrap
Init: - GL_EXT_texgen_reflection
Init: - GL_EXT_texture3D
Init: - GL_EXT_texture_compression_s3tc
Init: - GL_EXT_texture_cube_map
Init: - GL_EXT_texture_edge_clamp
Init: - GL_EXT_texture_env_combine
Init: - GL_EXT_texture_env_dot3
Init: - GL_EXT_texture_filter_anisotropic
Init: - GL_EXT_texture_lod_bias
Init: - GL_EXT_texture_mirror_clamp
Init: - GL_EXT_texture_object
Init: - GL_EXT_texture_rectangle
Init: - GL_EXT_vertex_array
Init: - GL_EXT_vertex_shader
Init: - GL_HP_occlusion_test
Init: - GL_NV_blend_square
Init: - GL_NV_occlusion_query
Init: - GL_NV_texgen_reflection
Init: - GL_SGI_color_matrix
Init: - GL_SGIS_generate_mipmap
Init: - GL_SGIS_multitexture
Init: - GL_SGIS_texture_border_clamp
Init: - GL_SGIS_texture_edge_clamp
Init: - GL_SGIS_texture_lod
Init: - GL_SUN_multi_draw_arrays
Init: - GL_WIN_swap_hint
Init: - WGL_EXT_extensions_string
Init: - WGL_EXT_swap_control
Init: Maximum texture size: 2048
Init: Found GL_ARB_multitexture...
Init: Multitexture extensions found.
Init: Found GL_EXT_point_parameters...
Init: Point parameters extensions found
Init: Max anisotropy 16.000000
Init: Clamp to edge extension found.
Dev: Spawning server map01
Log: GB: Opened IWAD file : ./doom2.wad

Log: GB: Reading 2919 dir entries at 0xDE22B8
Thu, 14 Sep 2006 12:02:39

Janis Legzdinsh

If GWA file exists and Vavoom still tries to build GL nodes most likely menas that the wad file has modification date in future.

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