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[BUG] [SW] Crash when voxel pack is loaded #439

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Dzierzan opened this issue Jun 21, 2021 · 4 comments
Closed

[BUG] [SW] Crash when voxel pack is loaded #439

Dzierzan opened this issue Jun 21, 2021 · 4 comments
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@Dzierzan
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So... my brother was playing SW using Raze and I told him about custom voxels. So, apparently if he uses drag and drop method, the voxels are not loaded (sw-raze.def is inside) and if he tries the same but not zipped folder, Raze crashes.

Used mod: https://github.com/fgsfds/Shadow-Warrior-Voxel-Pack

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CrashReport.zip

I tested with him the same thing for Powerslave or Duke Nukem voxels, it all worked fine.

@mjr4077au
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@Dzierzan I've identified the issue with the maphack.def file and have sent a PR off upstream.

@coelckers I can't work out why this crashes and what we're doing wrong. It won't crash on a debug build but does on a RelWithDebInfo build. The crash is in a MSVC library (stricmp.cpp) and not within our project. I'm not sure how best to remediate.

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@mjr4077au
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FWIW, it's definitely an MSVC-specific crash. Under Linux, it works as the MSVC debug build does and properly reports the error and continues on.

[mrichters@richters-gpc01 Raze]$ ./raze -file swvoxels.zip 
Raze 1.1.0pre-215-gb015bc068 - 2021-06-24 18:56:12 +1000 - SDL version
Compiled on Jun 24 2021

Log started: 2021-06-24 19:49:09
OS: Arch Linux, Linux 5.12.12-arch1-1 on x86_64
 adding /home/mrichters/BuildOutput/Raze/raze.pk3, 2544 lumps
 adding /home/mrichters/.config/raze/ShadowWarrior/Sw.grp, 693 lumps
 adding /home/mrichters/.config/raze/ShadowWarrior/, 17831 lumps
 adding swvoxels.zip, 252 lumps
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
  Family 6, Model 60, Stepping 3
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
Loading "swvoxels.zip:sw-raze.def"
    Script error, "swvoxels.zip:maphacks/maphacks.def" line 1:
Unknown keyword '#######SHAREWARE########'

Loading "engine/widescreen.def"

I_InitSound: Initializing OpenAL
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)=========================================================================.............................................................................................................................................................]
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
  Opened device Razer USB Sound Card Analog Stereo
  EFX enabled
No GENMIDI lump found. OPL playback not available.
script parsing took 37.81 ms
SHADOW WARRIOR(tm) Version 1.2
Copyright (c) 1997 3D Realms Entertainment
Using video driver x11
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 970/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 465.31 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Max. texture size: 16384
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 640 x 480
player 1 of 1 (1 nodes)
$bullet: Seppuku Station

@Dzierzan
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Dzierzan commented Jul 10, 2021

I am not sure if it's worth keeping it open, just "//" fixed the issue.

@mjr4077au
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It's a platform-specific bug that only occurs under optimisation (like when using -O2 to compile). Its a bad look when malformed scripts that should be handled, aren't. Just not sure why GCC is fine but MSVC isn't, unless it's a debug build...

mjr4077au pushed a commit that referenced this issue Jul 18, 2021
@sinisterseed sinisterseed changed the title [Shadow Warrior] Crash when voxel pack is loaded [BUG] [SW] Crash when voxel pack is loaded May 2, 2024
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