Hey,
I've been using Vavoom for Strife, and I had a couple of minor bugs but nothing sincere (some tiles missing, game crashes randomly now and then) until now. Whenever I try to enter another area from the castle area, the game freezes, but I can still access the menu (as I can hear the sounds when I press esc), I can even leave the game then, although the screen remains frozen.
My graphics card is a geforce 7650. I'm running Vavoom on Vista. It happened while using any mode (software rendering, opengl, direct3d). It has never happened before, and does not happen on previous savegames, so the problem seems to be the castle area (area 7). Area 6 (first part of the sewers) normally worked fine, but after going to the castle area it just freezes (as well as the new sewer area), so I don't think it's because of these areas.
Here is the debug filereport. I think this is in line with other bugs Ive read about (Crimson Wizard's seems to output the same debug file but on different maps), but I don't know what to do about it:
Init: Adding ./basev/common/basepak.pk3
Init: adding ./strife1.wad
Init: adding ./strife1.gwa
Init: adding ./voices.wad
Init: Adding ./basev/strife/basepak.pk3
Init: Strife textures detected
Init: Strife textures detected
Init: Strife textures detected
Init: Selected DirectSound sound device
Init: ======================================
Init: Initialising DirectSound driver.
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: No HW channels available
Init: Using 8 sound buffers
Init: Selected DirectDraw software rasteriser
Init: Winsock TCP/IP Initialised
Init: WIPX_Init: Unable to open control socket
DevNet: TCP/IP address INADDR_ANY
Log: Executing startup.vs
Log: Executing default.cfg
Log: Executing config.cfg
Log: Can't find autoexec.cfg
Init: 1312k surface cache
Log: 640x480x8.
Log: Loading "moo3"
Dev: Spawning server map07
Dev: CL_EstablishConnection: connected to local
Dev: Client LOCAL connected
Log: <-- server to client keepalive
Log: ---------------------------------------
Log: AREA 7: castle
Log:
Log: Can't find models/items/stimpack.md2
Log: Can't find models/items/medkit.md2
Log: Can't find models/items/surgkit.md2
Log: Can't find models/items/surgkit2.md2
Dev: Client level loaded
Dev: 596 subdivides
Dev: 598 seg subdivides
Dev: 7k light mem
Dev: Spawning server map06
Log: ---------------------------------------
Log: AREA 6: sewers
Log:
Log: Can't find models/items/stimpack.md2
Log: Can't find models/items/medkit.md2
Log: Can't find models/items/surgkit.md2
Log: Can't find models/items/surgkit2.md2
Dev: Client level loaded
Log: TSizeBuf::GetSpace: overflow
Dev: Client message overflowed
Is there an implementable solution, and if so what, or does it require a proper bugfix?
Note that I have not used what I read about the 'external' programs for compiling or whatever.