Bug #253
Lock up when loading MAP28 of Eternal.wad
100%
Description
jDoom:
When attempting to load MAP28 of Eternal.wad Doomsday
will lock up.
After inspecting the wad in DoomBuilder I think it
could be due to this level using a texture that is
actually missing from the WAD.
Eternal.wad is Doom.exe compatible other than it
breaches the visplane limits.
What I would like to see is a change in the way
Doomsday reacts to missing textures/flats in PWADS. I
think that Doomsday should instead of not
running/crashing - in place of any missing/bad textures
render a "MISSING" texture and otherwise carry on as
normal.
Eternal Doom is a great megawad that would look superb
with Doomsday.
Labels: Data
History
#1 Updated by danij about 19 years ago
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After looking further into this - what I mentioned above is
not correct. The problem is actually due to the fact that
one of the textures on this level is made up of a patch
(SEPI1) which doesn't exist in the PWAD.
I propose that if at least one patch has been loaded then
Doomsday will simply ignore the missing patch and print an
error message to the console.
Alternatively if dev mode is enabled it could use a "missing
patch" graphic in place of the missing patch.
I will attempt to resolve the issue so that MAP28 of
Eternal.wad can be played with Doomsday.
---
I've added the code required so that Doomsday will no longer
crash if a bad texture name is found. Instead a "missing
texture" graphic will be used to draw any surface with a bad
texture name.
#2 Updated by danij about 19 years ago
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Heh. I'll find out why this occurs sooner or latter (this is
the problem when you don't have any debug tools...)
Although the patch (SEPI1) is missing from Eternal.wad, no
texture in the PWAD contains this patch so it can't be the
cause of the crash. The search continues...
#3 Updated by danij about 19 years ago
Small map showing the Eternal MAP28 bug
Attachments:#4 Updated by danij about 19 years ago
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After what seems like forever I've found what is causing
Doomsday to crash on MAP28 Eternal.wad.
It is actually the geometry of this area that is causing the
problem. Specificaly there are two, two-sided linedefs
EXACTLY on top of one another (lines 13 & 17 in the attached
PWAD). Both the front and back sector numbers of each
linedef are the same but each linedef is a different sector
(I hope that makes sense).
Attached is a small example PWAD that demonstrates the
problem (MAP01). If line 13 or 17 is removed (or split with
another vertex) Doomsday will no longer crash when starting
the level.
Since this is quite a horrid Doom.exe renderer hack it will
probably require some special detection logic. I'll come
back to this latter when I feel like getting my hands dirty :-)
#5 Updated by danij almost 19 years ago
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Fixed for Doomsday 1.9.0