Bug #989
[Dedicated] Server fatal error due to GL texture manager
Description
It appears the dedicated server is still trying to access the GL texture manager via some route (intermission?):
G_ChangeGameState: New state GS_INTERMISSION.
NetSv_SendPlayerState: src=1, dest=1, flags=30
NetSv_DoAction: player=1, type=1, xyz=(0.0,0.0,0.0)
angle=0 lookDir=0 weapon=4
NetSv_DoAction: Intermission accelerate.
NetSv_DoAction: player=1, type=1, xyz=(0.0,0.0,0.0)
angle=0 lookDir=0 weapon=4
NetSv_DoAction: Intermission accelerate.
Finale Begin - id:1 'music "read_m" flat RROCK17 wa'
G_ChangeGameState: New state GS_INFINE.
PCL_FINALE_REQUEST: fid=1 params=1
NetSv_DoAction: player=1, type=1, xyz=(0.0,0.0,0.0)
angle=0 lookDir=0 weapon=4
PCL_FINALE_REQUEST: fid=1 params=1
NetSv_DoAction: player=1, type=1, xyz=(0.0,0.0,0.0)
angle=0 lookDir=0 weapon=4
GL_TextureVariantSpecificationForContext: GL texture manager not yet initialized.
Finale End - id:1 'music "read_m" flat RROCK17 wa'
Writing state:"configs/doom/game.cfg"...
DD_ChangeGame2: Calling DP_Unload (0x7af7cf8)
Labels: Multiplayer
History
#1 Updated by skyjake over 12 years ago
This was in Doom2 co-op.
#2 Updated by skyjake over 12 years ago
This occurs because the dedicated mode finale script interpreter is trying to set up a sprite animation sequence and it's loading the sprite frame info through the material subsystem. This leads into access to the GL texture manager.