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InsideQC Forums • View topic - KMQuake2 Crash

KMQuake2 Crash

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KMQuake2 Crash

Postby jitspoe » Wed Mar 11, 2015 4:26 am

I was testing my map in KMQuake2, and it crashed on load. I think it might have been because I had the .tga files for the sky, but not the .pcx. I compiled and debugged the engine, and it seemed to have something to do with the precache/CL_RequestNextDownload() code, but I couldn't pinpoint exactly what caused it since it appeared to be a memory stomp.

The command "precache 19622" seems to be the origin of the issue.

Edit: Nope, put some pcx files in there... must be something with the map itself?

I did notice a Com_sprintf overflow error on load. Maybe that's related.

Seems the precache number it crashes on isn't consistent. This time it was "precache 15813".

Edit: Figured out what the problem was, the map filename was too long: inprogress/irishcastle_q2_1p.bsp -- might want to make that not crash. :)

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Re: KMQuake2 Crash

Postby Knightmare » Wed Mar 11, 2015 5:29 pm

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Re: KMQuake2 Crash

Postby qbism » Mon Mar 16, 2015 4:51 pm

Has anyone dug into the quake2vr fork? Some frame rate improvements and nice projection shadows. Oculus optional.
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Re: KMQuake2 Crash

Postby Barnes » Mon Mar 16, 2015 6:11 pm

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Re: KMQuake2 Crash

Postby qbism » Tue Mar 17, 2015 3:20 am

I had forgotten kmq2 projection shadows, turned-off in bad gpu days :( . But even on an old gpu, quake2vr shadows are fast without flicker. Most improvement is small items like gibs... then I noticed q2vr gibs don't even cast shadows. Maybe 'noshadow' shaders in the vr.pk3 or flagged in modified game files.

Anyway, q2vr seems worth diffing for worthwhile fixes/changes, although it might not solve this specific filename crash.
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Re: KMQuake2 Crash

Postby jitspoe » Sun Apr 05, 2015 8:58 am

Once I figured out it was the long filename causing the crash, I switched to a shorter filename and didn't dig into it any further. I just wanted to make sure you knew so it could be fixed. :)

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