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getting the signal 11 error in PrBoom+ in my WAD, further explaining in thread


lubba127

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Hey all, during playtesting for my new wad I encountered an error after beating a dehacked enemy I implemented. So what happens is:

 

- everything is normal and functional, including the custom monster behaviour

- you beat the monster, it dies

- triggers Keendie which ends the level with voodoo dolls

- error occurs trying to load next map, MAP16 (previous map was MAP15)

 

I originally had it so the monster used BossDeath to end the level, then thought that was the problem because Romeros head does that too. so I destroyed all functionality of Romeros head, then changed my custom monster's death to be KeenDie just in case, and it still crashes. I'm not sure what the problem is here, if I'm missing a function somewhere it's supposed to be, I've done some research into the error and essentially it could be anything relating to incorrect memory functions... so now I don't really know what to do. I don't want to upload the dehacked file or WAD publicly because it's a WIP I intend on keeping private until full release so if you're generous enough to want to help I'll send you the files to tinker with in DMs. Thank you in advanced!

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In my experience signal 11 happens when you mod a thing and it gets caught in an infinite loop of zero-length states, so it can't advance a tic because the frame goes into anything waiting.

There shouldn't be issues from using romero's head pointer anywhere else; although BossDeath is a baron, cyberdemon, mastermind, mancubus and arachnotron pointer.

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10 minutes ago, ViolentBeetle said:

In my experience signal 11 happens when you mod a thing and it gets caught in an infinite loop of zero-length states, so it can't advance a tic because the frame goes into anything waiting.

There shouldn't be issues from using romero's head pointer anywhere else; although BossDeath is a baron, cyberdemon, mastermind, mancubus and arachnotron pointer.

Right, I meant to say BrainDie or whatever that function is called. Also, I'm confused on how it could be looping - the functions performed by the monster fully function without complication, it's only when the level ends and tries to load suburbs that it shits the bed. And nothing in suburbs would be edited at all, much less to the degree of causing a crash. I'll look back on the monster functions, maybe I just need to change where the death sound is played? I could also give you the file to take a look at.

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Signal 11 is a segmentation violation, which is a nerdy way to say that the program is trying to access data it is not allowed to access. Typically this is caused by stale pointers (the game kept in store a memory address to an object, that object has been removed and the associated memory freed, but the game still thinks the object exists and tries to access it).

 

I'm not sure the problem is caused by KeenDie or BrainDie or whatever. It might be caused by something else. Do you still get crash if you change the monster so that nothing special happens when it dies?

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Im having to shoot in the dark here. So I'm assuming you are using a custom map that you built and not playing Industrial Zone( doom 2 Map15).

 

In the case of using a Custom map you could tie a linedef to the BossDeath monster used to trigger the ending  of the level by keeping the BossDeath Flag/function rather than using KeenDie or BrainDie. The Boss monster can be assigned the Special in the map by linedef rather than Dehacked alone(just me assuming what might be happening). Alternatively you could set a Level-End Map placement rather than try the E2M8 CyberDemon style ending.

 

Do pardon if you already have it built as I described for the BossDeath style ending.  

 

Another Issue could be how the Dehack code is placed for the lines and it may be that the custom monster bleeds over into vanilla code lines in a funky manner. Like say replaced the Doom Imp with the custom monster but after the Death state of the Custom monster finishes reading the Game then thinks its reading leftover Doom Imp code causing the game to sequence break.

 

This second scenario is one I have encountered in GZdoom modding causing a freeze in the game because on unintended code loop. Not really sure if that happens in Dehacked, but it wouldn;t surprise me if the same effect freeze bug is possible.

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Posted (edited)
1 hour ago, Gez said:

Signal 11 is a segmentation violation, which is a nerdy way to say that the program is trying to access data it is not allowed to access. Typically this is caused by stale pointers (the game kept in store a memory address to an object, that object has been removed and the associated memory freed, but the game still thinks the object exists and tries to access it).

 

I'm not sure the problem is caused by KeenDie or BrainDie or whatever. It might be caused by something else. Do you still get crash if you change the monster so that nothing special happens when it dies?

yeah, the game still crashes for the same reason.

 

I can't believe I omitted this, but the custom enemy is a spiderdemon. if I delete a function from one of its animation frames, maybe that is the cause?

Edited by lubba127

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Does the crash happens in MAP15 or MAP16? You say the error occurs when trying to load MAP16. Do you actually get to and past the MAP15 end tally screen? If so, the error is probably unrelated to the boss monster and there's something in MAP16 that's causing the crash.

You can drop the files in DM to me if you want, so I can take a look.

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