View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000454 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-03-19 03:51 | 2017-03-19 06:04 |
Reporter | theleo_ua | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Summary | 0000454: Precachesounds causes a crash | ||||
Description | Precachesounds causes a crash 1) Run attached testmod with heretic iwad: gzdoom.exe -iwad heretic.wad -file TESTMOD\TESTMOD_PRECACHE_SOUNDS.pk3 -warp 1 1 -skill 4 Actual result: crash during loading a level Expected result: souns is precached, no any crashes Reproduced in GZDoom 2.3.2 x64 NOTE: in my example all sounds are existing in the mod. But I think 2 additional cases should be considered during fixing: 1) Sounds doesn't exists (or only partially exists) in current mod, but exists in IWAD or other mods, which are loaded with current mod. For example current mod has sounds "sound2" and "random (sound1 sound 2)", so if I want to precache that "random", then "sound1" should be cached from other mod (and if "sound1" not found in any loaded mods, then warning message should appear or this precache should be ignored without any crash) 2) Sounds doesn't exists anywhere. In this case warning message should appear or this precache should be ignored without any crash | ||||
Tags | No tags attached. | ||||
TESTMOD_PRECACHE_SOUNDS.pk3 (37,339 bytes) |
|
correct version of command line to run: gzdoom.exe -iwad heretic.wad -file TESTMOD_PRECACHE_SOUNDS.pk3 -warp 1 1 -skill 4 |
|
The crash was already fixed in master branch as part of bigger change. I just pushed it to maint2.4 so it will be available in the upcoming release too. |
|
What about additional notes I explained above? Precached sounds, which doesn't exists anywhere, partially exists or exists in other mods - will not cause a crash after your fix in master? | |
About missing sounds warning: for some reason there is no such message at all even in developer mode. Maybe it's intentional, maybe no one wanted it before. Like I said in the related forum topic, there is no notion of 'current mod', just lumps that belong to files from where they were loaded. And so, no 'mod' separation inside the engine exists, list of actors is global, list of sounds too, same for textures and everything else. In most cases it's possible to track from where particular thing came but that's all. theleo_ua wrote What about additional notes I explained above? Precached sounds, which doesn't exists anywhere, partially exists or exists in other mods - will not cause a crash after your fix in master? They are all fixed. Everything is handled in one place. |
|
There is no missing sounds message because historically the sound system was too sloppy about this and now it is simply too late to change that unless you want many old mods cause console spam. | |
Date Modified | Username | Field | Change |
---|---|---|---|
2017-03-19 03:51 | theleo_ua | New Issue | |
2017-03-19 03:51 | theleo_ua | File Added: TESTMOD_PRECACHE_SOUNDS.pk3 | |
2017-03-19 03:52 | theleo_ua | Note Added: 0001052 | |
2017-03-19 03:53 | theleo_ua | Note Edited: 0001052 | View Revisions |
2017-03-19 04:16 | _mental_ | Note Added: 0001053 | |
2017-03-19 04:16 | _mental_ | Note Edited: 0001053 | View Revisions |
2017-03-19 04:32 | theleo_ua | Note Added: 0001054 | |
2017-03-19 04:36 | _mental_ | Note Added: 0001055 | |
2017-03-19 04:39 | _mental_ | Note Edited: 0001055 | View Revisions |
2017-03-19 06:04 | Graf Zahl | Note Added: 0001056 | |
2017-03-19 06:04 | Graf Zahl | Status | new => resolved |
2017-03-19 06:04 | Graf Zahl | Resolution | open => fixed |