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[Solved] Random DOS crashing

Mon, 05 Aug 2002 13:08:04

Hodapp87

I have a P120 with 48 MB RAM, and with some junky 1 MB video card. I am running Caldera DR-DOS 7.03, and in most cases QEMM97 as a memory manager, though I think I have tried it with out QEMM loaded. Vavoom runs okay, though slow on more complex levels unless I lower the detail and resolution - except that it crashes a lot for no apparent reason, and it always needs a cold boot. Sometimes it's just when I make a mistake, i.e. I'll be in the console, and I'll enter in something wrong...for example, try to warp to a map that doesn't exist - and it will instantly crash.<br>The crashes just seem unpredictable unless I purposely do something wrong - but they just happen randomly, regardless of the IWAD that I use.<br>Any hints? How can I go about trying to fix or debug this?<br><br>[it also crashes on Linux, I get a Segmentation Violation or something like that]
Tue, 06 Aug 2002 03:56:27

Janis Legzdinsh

It will help me, if you create a debug file (option -debug) and then tell me the stack trace that you will find at the end of the debug.txt (it's located in basev directory).
Wed, 07 Aug 2002 05:32:36

Hodapp87

Okay, I'll try that. I saw mentions of debug.txt but I never saw the file in my directory...<br><br>Also, I would like to note that sometimes it has not exactly "crashed" - I have a resident program in the background that I can invoke with a keystroke. If I do that, I can restore the video mode and terminate what's left of Vavoom, and I am left at a DOS prompt with no problems or fragments of Vavoom left in memory.<br>Because Ctrl+Alt+Del did not work (I think, at least), I thought I had a hardware crash.<br><br><br>Okay, I did some more messing around....<br>(a) The Ultimate DOOM crashes no matter what. If I load the WAD with no GWA present, it immediately crashes if I go to New Game. If I build everything beforehand with GLBSP and GLVIS, the same thing happens.<br>(b) DOOM 2 or basically any other level based on DOOM 2 seems to crash at random if I have Vavoom build the GWA file.<br>(c) If I use separate utilities (in this case, GLBSP and GLVIS) to build the GWA and vis data, I have never had anything based on DOOM II crash. It took 3 hours to build TNT's GWA file, but I ran the game and it never crashed, even in complex levels at 1024x768 with MD2 models and all visual effects on, despite that it ran probably less than 2 fps.<br><br>That seems to be part of the problem... but I'll send you the stuff from DEBUG.TXT anyway once I make it crash, now that I know how to keep all the DOOM 2 stuff from crashing.
Wed, 07 Aug 2002 14:34:38

roy5050

It's in the basev directory<br>but you'll have to start the<br>game with the -debug option<br>for it to be created.<br><br>from the vavoom directory just type<br>cd basev<br>edit debug.txt<br><br>and you should be able to look for your error
Thu, 08 Aug 2002 02:30:12

Hodapp87

"It's in the basev directory<br>but you'll have to start the<br>game with the -debug option<br>for it to be created."<br>Janis Legzdinsh explained that quite clearly, thanks....<br><br><br><br>I ran with -debug and found nothing in the way of any kind of core dump, or basically anything related to memory at all.<br><br> - I ran, I forget exact parameters except I know -debug was in there, and<br>still in textmode it started reading the CD-ROM. Then it just crashed. It was<br>a hardware crash; nothing at all responded. Nothing was in debug.txt.<br>This happened multiple times, and I wonder WHY THE HELL IT HAPPENED.<br>I had run it with a CD-ROM in the drive many times and this never happened.<br><br> - I ran with Ultimate DOOM and started a game; it started<br>looping whatever sound was playing. I waited several minutes<br>to see if anything happened, nothing did, I invoked<br>Controlled Chaos with Alt-Lshift-B, hit 9 to restore the video<br>mode, then 3 to terminate the current program. Back at a DOS<br>prompt with no apparent ill effects, I looked at debug.txt and<br>got this:<br><br>0x1f70000 (31.437500 meg) allocated for zone, Zone base 0x930ACC<br>adding ..\udoom\doom.wad<br>adding basev/doom/wad0.wad<br>adding basev/doom2/wad0.wad<br>configured audio device<br> SFX   : ES1868 (22729 hz) on port 220, using IRQ 5 and DMA channel 1<br> Music : OPL3 synth on port 220<br>MSCDEX version 2.128<br>CD get audio info failed (Drive not ready)<br>CDAudio: no music tracks<br>CDAudio_Init: No CD in player.<br>CD Audio Initialized<br>Free memory 30594508, largest block 30558296, free blocks 4<br>Purgable memory 35116, largest block 0, total blocks 1<br>Executing "basev/startup.vs".<br>Executing "basev/default.cfg".<br>Executing "basev/doom2/config.cfg".<br>Can't find "autoexec.cfg".<br>600k surface cache<br>Can't find song "D_DM2TTL"<br>Spawning server MAP01<br><br> * MAP01? Shouldn't that be E1M1? That is very obviously not<br>an error on my part.<br><br><br> - Vavoom also crashes if I attempt a warp to a nonexistent level, for<br>example if I use the MAP command in the console, and make a typo and put in<br>something like MAP MPA01 instead of MAP MAP01.<br>Even so, why would it crash over a very simple error such as that?<br><br> - If I hit F1 or attempt to quit with Ultimate DOOM, the same thing<br>happens.<br>Here is if I hit F1:<br>...<br>600k surface cache<br>320x200x8.<br>Can't find song "D_DM2TTL"<br>- (.R_DrawPic)<br>- R_GetPicInfo<br>- R_DrawPic<br><br>Here is if I quit:<br>....<br>600k surface cache<br>320x200x8.<br>Can't find song "D_DM2TTL"<br>- (.LocalSound)<br>- S_LoadSound<br>- S_StartSound<br><br>
Thu, 08 Aug 2002 02:35:47

Hodapp87

roy5050:<br>"from the vavoom directory just type<br>cd basev<br>edit debug.txt"<br><br>Please, I'm not an idiot. I know how to use DOS.
Thu, 08 Aug 2002 03:34:12

Janis Legzdinsh

Well, I can clearly see that Vavoom thinks that you are playing Doom 2. If you are using -iwad option, try to add the following option:<br><br>-game basev/doom1<br><br>OTOH if you edited games.txt, make sure that game directory is basev/doom1
Thu, 08 Aug 2002 15:01:36

roy5050

Your wad might be missing some lumps that<br>are not used by you but used by the engine for<br>gaming internals.<br><br>Examples:<br><br>PNAMES -- a lump that list the name of all the sprites in a format editors can userstand--to convert a token such as "REDWALL" into a pcx/bmp image.<br><br>TEXTURES -- tells what sprites to use for a given texture name. Textures can have more that on sprite.<br><br>Note Floors/Ceilings flats are different--any image that is 64x64 with offsets of 0 is assumed to be a flat.<br><br>PLAYPAL--the palette used by the doom players<br><br>COLORMAP-- the palette used by the game<br><br>TEXTMAP -- the pallet used to display characters on the screen<br><br>DEMOxy -- Game demos.<br><br>You might have to merge your wad with a standard doom2 wad to restore any entries that might be lost.<br><br>Note: this is by no means a complete list of entries that people might not know about but are referenced to in most engines.<br><br>& lastly<br><br>TITLEPIC -- the picture show when the game is loaded for the first time.<br><br>ENDOOM -- the screen you see when you exit the game. <br><br>(Janis it would be nice  :) if you could put an avi/mpeg viedo in place of TITLEPIC or ENDOOM)
Fri, 09 Aug 2002 02:21:16

Janis Legzdinsh

The problem is not in missing lumps, but because of the wrong game detection which is because the main wad is not in the same folder as Vavoom.

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