SuperCupcakeTactics Posted February 25, 2014 PrBoom-Plus crashes upon loading my map with the error "I_SignalHandler: Exiting on signal: signal 11" Anyone know what could be causing this and how I fix it? I was testing with GZDoom before trying it with PrBoom-Plus if that means anything. 2 Quote Share this post Link to post
Gez Posted February 25, 2014 Signal 11 is sigsegv - segmentation violation. It means the program tried to access data it is not allowed to access, i.e., data outside of the program's allocated memory. A frequent source of this issue is dereferencing a null pointer; though it can also be caused by attempting to access memory that was previously freed. In short: there's a problem in the map that isn't caught by PrBoom+'s sanity checks. Do you get warning messages in the console log when loading the map in GZDoom? 0 Quote Share this post Link to post
SuperCupcakeTactics Posted February 25, 2014 Nope, no warnings at all in the console. I did some research and perhaps there's a debugger I can use to pinpoint the root of the problem? Thank you for replying. 0 Quote Share this post Link to post
Foxpup Posted February 25, 2014 Most map errors result in an error message of varying degrees of helpfulness rather than a segfault. The only thing I know of that doesn't is a Boss Shooter without Spawn Spots. ZDoom (and presumably GZDoom) simply makes the Shooter inoperative in that case, but in vanilla (and any ports that don't catch the resulting null pointer, such as PrBoom+), this causes an immediate segfault (venetian blind crash in vanilla) upon starting the map. 0 Quote Share this post Link to post
Memfis Posted February 25, 2014 Is there anything in prboom-plus' stdout.txt after the crash? Can you post your map? That will make everything a lot easier. 0 Quote Share this post Link to post
wesleyjohnson Posted February 25, 2014 Try the wad with some other ports too. DoomLegacy (for instance) checks wad fields for legal values (in the 1.44 alpha versions) and reports violations. In previous versions it would segfault like you are experiencing. The checking includes reminding the user that often these faults are caused by forgetting to run a node-builder on the wad after editing. 0 Quote Share this post Link to post
Kappes Buur Posted February 25, 2014 SuperCupcakeTactics said:..... and perhaps there's a debugger I can use to pinpoint the root of the problem? ..... You could use the Map Analysis tool (F4) in either Doombuilder2 or, better still, GZDoom Builder. 0 Quote Share this post Link to post
Gez Posted February 25, 2014 Kappes Buur said:You could use the Map Analysis tool (F4) in either Doombuilder2 or, better still, GZDoom Builder. Or SLADE 3. 0 Quote Share this post Link to post
SuperCupcakeTactics Posted February 26, 2014 Here's the map it's in the MAP03 slot. http://www.mediafire.com/download/pmt2jgjuxuqyab3/SELE.wad Map Analysis shows nothing but missing textures in Doom Builder 2 and GZDoom Builder 2 0 Quote Share this post Link to post
Da Werecat Posted February 26, 2014 Works for me (in v2.5.1.3). I saw some missing flats though. Most engines don't support wall textures for floors and ceilings. 0 Quote Share this post Link to post
SuperCupcakeTactics Posted February 26, 2014 Yeah sorry Werecat I just ripped the map out of my WAD. It could be just me as I'm using the same version. Thank you Gez for the new SLADE it picked up some problems I missed; can't wait for the full release. I've started deleting the beginning sectors and have determined that the problem is in the starting areas with the monsters in them. The more I deleted the longer the game ran until crashing with signal 11. I eventually just deleted the entire beginning areas and it ran for a long time. Maybe it fixed it or just increased its lifespan. 0 Quote Share this post Link to post
Kappes Buur Posted February 26, 2014 1. The Map Analysis Tool in GZDoom Builder r1904 found 1463 problems: http://www.mediafire.com/download/9maiixmiazwoabz/SELE_errors.txt 2. Map Checks in the Slade_3.1.0.b4 map editor reports 409 problems. However, I cannot find a way to export the list to a file. 0 Quote Share this post Link to post
TimeOfDeath Posted February 26, 2014 Works fine for me with prplus 2513. 0 Quote Share this post Link to post
SuperCupcakeTactics Posted February 26, 2014 Vertex 1016 overlaps line 1214 without splitting it Vertex 1583 overlaps line 1655 without splitting it Vertex 961 overlaps line 1178 without splitting it Vertex 964 overlaps line 1169 without splitting it Thank you I was able to locate and fix those, however it runs fine until I access the elevator. I am using PrBoom-Plus 2.5.1.3 and that's the second person who says it's fine. Maybe it really is just me :( 0 Quote Share this post Link to post
Da Werecat Posted February 26, 2014 I gotta say, I didn't extensively test it. Just launched it and shot a few monsters. 0 Quote Share this post Link to post
Memfis Posted February 26, 2014 It kind of sounds like it crashes when you see some buggy new texture/flat and we aren't experiencing the crashes since we don't have the new graphics. Would you mind posting them as well? 0 Quote Share this post Link to post
SuperCupcakeTactics Posted February 26, 2014 Normal WAD https://www.dropbox.com/s/862kwg6hjh49ucr/DSSE64.wad WAD with the removed sectors etc. https://www.dropbox.com/s/x7c4tv3hx7vlr52/DSSEFIX.wad 0 Quote Share this post Link to post
Memfis Posted February 26, 2014 Alright, now I was able to get the crash too. After experimenting with the first room a bit I noticed that the crashes were happening immediately after looking at certain textures: COMPCT08 and NWALL003, for example. So I opened the WAD in XWE and found out that these (and a couple of other) textures are in the PNG format instead of Doom format. That must be the problem. You need to resave them in the Doom format. I'm not too familiar with SLADE but I think it can do that easily (just right click on the lump and there should be some option for resaving in the Doom format). 2 Quote Share this post Link to post
SuperCupcakeTactics Posted February 27, 2014 Yay! Thank you so much it's fixed now :D Lesson learned. 1 Quote Share this post Link to post
ForeskinJohn Posted March 28, 2022 I get this error every time i try to launch TNT:Evolution, any suggestions on how to fix it? 0 Quote Share this post Link to post
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