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Topic: Temporary Bug Tracker Thread  (Read 27248 times)

Offline Ralphis

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Temporary Bug Tracker Thread
« on: June 12, 2013, 10:04:48 »
Please post bugs here while our bug tracker undergoes scheduled maintenance. You can post them using the following format:

Quote
Bug Title:
Operating System:
Odamex Version:
Bug Description:

Ant P.

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Re: Temporary Bug Tracker Thread
« Reply #1 on: June 12, 2013, 13:17:14 »
k.

Bug Title: Client doesn't save custom window size correctly
Operating System: Linux
Odamex Version: 0.6.3
Bug Description:
* Resize window to any non-default size
* Close odamex, reopen it
* Window comes back full height of screen

Offline Combinebobnt

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Re: Temporary Bug Tracker Thread
« Reply #2 on: June 25, 2013, 16:02:48 »
Bug Title: Mp3 Music Crash
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description:
http://www.speedyshare.com/8QPdJ/odamex-music-crash.wad
Open this wad and start a new game on map01. The music should click a few times then the game freezes for me
(would not accept wad as an attachment)

Ant P.

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Re: Temporary Bug Tracker Thread
« Reply #3 on: July 07, 2013, 14:50:34 »
Bugzilla still down?

Bug Title: Random lockups in rend32 branch
Operating System: Linux
Odamex Version: SVN r3958
Bug Description:
Game sometimes freezes hard, can't be exited due to still grabbing keyboard/mouse.

Got a few backtraces that all look similar:

Code: [Select]
#0  rt_draw4cols (sx=136) at /home/ant/code/odamex/client/src/r_drawt.cpp:457
#1  0x000000000059aa05 in R_RenderColumnRange (start=104, stop=271, top=0x74b500 <negonearray>, bottom=0x74e200 <viewheightarray>, posts=0x7d5340 <spriteposts>, colblast=0x612b46 <SpriteColumnBlaster()>,
    hcolblast=0x612b5b <SpriteHColumnBlaster()>, calc_light=false, columnmethod=1) at /home/ant/code/odamex/client/src/r_segs.cpp:402
#2  0x0000000000612e52 in R_DrawVisSprite (vis=0xbbc040, x1=104, x2=271) at /home/ant/code/odamex/client/src/r_things.cpp:789
#3  0x0000000000614602 in R_DrawSprite (spr=0xbbc040) at /home/ant/code/odamex/client/src/r_things.cpp:1400
#4  0x0000000000614a10 in R_DrawMasked () at /home/ant/code/odamex/client/src/r_things.cpp:1472
#5  0x0000000000599ca6 in R_RenderPlayerView (player=0x18019a0) at /home/ant/code/odamex/client/src/r_main.cpp:1192
#6  0x000000000060c392 in D_Display () at /home/ant/code/odamex/client/src/d_main.cpp:288
#7  0x0000000000583a25 in CL_RenderTics () at /home/ant/code/odamex/client/src/cl_main.cpp:658
#8  0x000000000055bb8e in D_RunTics (logic_func=0x583a27 <CL_RunTics()>, render_func=0x583a1c <CL_RenderTics()>) at /home/ant/code/odamex/common/d_main.cpp:1162
#9  0x000000000060c5b3 in D_DoomLoop () at /home/ant/code/odamex/client/src/d_main.cpp:364
#10 0x000000000060da8c in D_DoomMain () at /home/ant/code/odamex/client/src/d_main.cpp:994
#11 0x000000000057b4c4 in main (argc=1, argv=0x7fffa7a27a48) at /home/ant/code/odamex/client/sdl/i_main.cpp:224
Code: [Select]
#0  0x00000000005dd43d in rt_draw4cols (sx=456) at /home/ant/code/odamex/client/src/r_drawt.cpp:514
#1  0x000000000059aa05 in R_RenderColumnRange (start=0, stop=1283, top=0x74b500 <negonearray>, bottom=0x74e200 <viewheightarray>, posts=0x7d5340 <spriteposts>, colblast=0x612b46 <SpriteColumnBlaster()>,
    hcolblast=0x612b5b <SpriteHColumnBlaster()>, calc_light=false, columnmethod=1) at /home/ant/code/odamex/client/src/r_segs.cpp:402
#2  0x0000000000612e52 in R_DrawVisSprite (vis=0x2d786c0, x1=0, x2=1283) at /home/ant/code/odamex/client/src/r_things.cpp:789
#3  0x0000000000614602 in R_DrawSprite (spr=0x2d786c0) at /home/ant/code/odamex/client/src/r_things.cpp:1400
#4  0x0000000000614a10 in R_DrawMasked () at /home/ant/code/odamex/client/src/r_things.cpp:1472
#5  0x0000000000599ca6 in R_RenderPlayerView (player=0x35a6450) at /home/ant/code/odamex/client/src/r_main.cpp:1192
#6  0x000000000060c392 in D_Display () at /home/ant/code/odamex/client/src/d_main.cpp:288
#7  0x0000000000583a25 in CL_RenderTics () at /home/ant/code/odamex/client/src/cl_main.cpp:658
#8  0x000000000055bb8e in D_RunTics (logic_func=0x583a27 <CL_RunTics()>, render_func=0x583a1c <CL_RenderTics()>) at /home/ant/code/odamex/common/d_main.cpp:1162
#9  0x000000000060c5b3 in D_DoomLoop () at /home/ant/code/odamex/client/src/d_main.cpp:364
#10 0x000000000060da8c in D_DoomMain () at /home/ant/code/odamex/client/src/d_main.cpp:994
#11 0x000000000057b4c4 in main (argc=3, argv=0x7fffedc12dd8) at /home/ant/code/odamex/client/sdl/i_main.cpp:224
« Last Edit: July 07, 2013, 15:16:40 by Ant P. »

Offline Dr. Sean

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Re: Temporary Bug Tracker Thread
« Reply #4 on: July 08, 2013, 17:40:39 »
Bugzilla still down?

Bug Title: Random lockups in rend32 branch
Operating System: Linux
Odamex Version: SVN r3958
Bug Description:
Game sometimes freezes hard, can't be exited due to still grabbing keyboard/mouse.

Got a few backtraces that all look similar:

Code: [Select]
snip

I've also gotten the same lockup a few times now and it's somewhat reproducible but I've yet to figure out exactly what's going on. I'm probably going to be ditching the rt_draw4cols code in favor of something faster in the future but I may stumble on the root cause of this in the meantime.

Edit: this bug may have been fixed by r3977. I have not had the bug crop up since that time.
« Last Edit: July 23, 2013, 01:18:30 by Dr. Sean »
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Offline radio306

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Re: Temporary Bug Tracker Thread
« Reply #5 on: July 08, 2013, 18:10:06 »
Note: all bugs reported with zDoom physics enabled (true thing height and co_zdoomphys)

Bug Title: Barrels turn into pools of blood if they are crushed in a hexen format map
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description: In a hexen format map, barrels turn into pools of blood when crushed; in doom format they explode and leave no gibs.

See MAP01_CrusherTestHexenFormat.wad


Bug Title: This barrel in this exact position stops a nearby lift until it's blown up
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description: For some reason, the barrel in this map in the blue flashy pillar stops the lift from lowering, the sound plays but nothing happens. If you shoot the barrel after you start the motion, it immediately falls to the ground and works as expected after that.

This bug does not occur if you move the barrel, the sector the barrel is in, or change the floor or ceiling height of the barrel's sector.

See MAP01_LiftBarrelTest.wad

Offline Pseudoscientist

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Re: Temporary Bug Tracker Thread
« Reply #6 on: July 09, 2013, 05:17:07 »
Note: all bugs reported with zDoom physics enabled (true thing height and co_zdoomphys)

Bug Title: Barrels turn into pools of blood if they are crushed in a hexen format map
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description: In a hexen format map, barrels turn into pools of blood when crushed; in doom format they explode and leave no gibs.
I don't think it's a bug; it depends on the speed of the crusher, rather than map format.
See http://doomwiki.org/wiki/Barrel#Notes
EDIT: ZDoom behaves differently than Odamex, but it's not a bug in Odamex: it intentionally replicates vanilla behavior.
« Last Edit: July 09, 2013, 09:38:21 by Pseudoscientist »
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Offline Pseudoscientist

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Re: Temporary Bug Tracker Thread
« Reply #7 on: July 09, 2013, 07:40:05 »
Bug Title: This barrel in this exact position stops a nearby lift until it's blown up
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description: For some reason, the barrel in this map in the blue flashy pillar stops the lift from lowering, the sound plays but nothing happens. If you shoot the barrel after you start the motion, it immediately falls to the ground and works as expected after that.

See MAP01_LiftBarrelTest.wad
The reason is that the co_zdoomphys doesn't imply co_boomsectortouch, although it should. Patch: http://pastebin.com/9iYcu7si (or in attachment)
Probably the same thing should be done to co_boomlinetouch, but I don't understand what it does.
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Offline radio306

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Re: Temporary Bug Tracker Thread
« Reply #8 on: July 14, 2013, 10:27:01 »
I don't think it's a bug; it depends on the speed of the crusher, rather than map format.
See http://doomwiki.org/wiki/Barrel#Notes
EDIT: ZDoom behaves differently than Odamex, but it's not a bug in Odamex: it intentionally replicates vanilla behavior.

I see, I didn't know about that vanilla bug. Thanks.

The reason is that the co_zdoomphys doesn't imply co_boomsectortouch, although it should. Patch: http://pastebin.com/9iYcu7si (or in attachment)
Probably the same thing should be done to co_boomlinetouch, but I don't understand what it does.

With co_boomsectortouch, it behaves as expected.

Just out of curiosity, what is it about that barrel that requires co_boomsectortouch? And what does co_boomsectortouch do? (it doesn't seem to be listed on http://odamex.net/wiki/Co_boomlinecheck)

« Last Edit: July 14, 2013, 10:28:38 by radio306 »

Offline Pseudoscientist

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Re: Temporary Bug Tracker Thread
« Reply #9 on: July 14, 2013, 14:45:14 »
With co_boomsectortouch, it behaves as expected.

Just out of curiosity, what is it about that barrel that requires co_boomsectortouch? And what does co_boomsectortouch do? (it doesn't seem to be listed on http://odamex.net/wiki/Co_boomlinecheck)
The barrel is near the lift and is stuck. The option should be listed now, btw. You can find my attempt at an explanation there.
« Last Edit: July 14, 2013, 14:47:01 by Pseudoscientist »
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Offline Hekksy

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Re: Temporary Bug Tracker Thread
« Reply #10 on: December 21, 2019, 19:12:26 »
The patch:

Code: [Select]
Index: common/p_map.cpp
===================================================================
--- common/p_map.cpp (revision 3958)
+++ common/p_map.cpp (working copy)
@@ -3026,7 +3026,7 @@
  nofit = false;
  crushchange = crunch;
 
- if (co_boomsectortouch)
+ if (co_boomsectortouch || co_zdoomphys)
  {
  msecnode_t *n;
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