Gzdoom script error

Moderator: GZDoom Developers

Moderator: GZDoom Developers

Forum rules
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!

If you want help you’re going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you’re using, what mods you’re loading, how you’re loading it, what you’ve already tried for fixing the problem, and anything else that is even remotely relevant to the problem.

We can’t magically figure out what it is if you’re going to be vague, and if we feel like you’re just wasting our time with guessing games we will act like that’s what you’re really doing and won’t help you.

Consummation

Posts: 3
Joined: Fri Jul 09, 2021 2:03 am
Graphics Processor: nVidia with Vulkan support

gzdoom.pk3 script error

I am very new to gzdoom. Only about a year total of using the source port. About a week ago I started to have my wads not give updated level names or anything even when I load the deh file if the was came with one. Currently playing a doom 2 wad named Unholy Realms and I noticed a message on my console log at startup. I attached the console text. I am currently using the dev build as of July 8th 2021, gzdoom-x64-g4.7.0pre-70-g15a0baadd. I hope I have provided enough and if not let me know as I’m a noob and unfamiliar with Doom sourceports

Attachments
consoledump.txt
(8.45 KiB) Downloaded 68 times

Consummation

Posts: 3
Joined: Fri Jul 09, 2021 2:03 am
Graphics Processor: nVidia with Vulkan support

Re: gzdoom.pk3 script error

Post

by Consummation » Fri Jul 09, 2021 3:57 am

I appreciate your reply, and your patience for a doom source port noob. I saw the error and wanted to make sure it was nothing user error related

On dragging BD20b on GZDoom (to date latest is gzdoom-g2.2pre-797-g7134f53 — March, 2016), I get the below script error:

OS: Windows 7 (NT 6.1) Build 7601
Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding E:/PortableApps/PortableApps/BrutalDoomPortable/gzdoom.pk3, 610 lumps
adding ./doom2.wad, 2919 lumps
adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3, 8370 lumps
adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3:e2m8.wad, 11 lumps
adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3:e3m8.wad, 11 lumps
adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3:terrain.wad, 260 lumps
I_Init: Setting up machine state.
CPU Speed: 1497 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A6-3420M APU with Radeon(tm) HD Graphics
Family 18 (18), Model 1, Stepping 0
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.60
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Attempt to get invalid state See from actor ImpTorso.
Attempt to get invalid state See from actor DeadImp.
Bad hex number: no

Execution could not continue.

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.

Both GZDoom and ZDoom threads point to a code bug in BD as listed here:
GZDoom Thread
ZDoom Thread

I have this problem too and it sucks :(

Yes, VonZippenstein, using the 64-bit release gets the job done.

I was experimenting with the latest test-release and could not get Brutal Doom to work, which is what prompted me to start this thread.

Use the old values from v19. Open up brutalv20b.pk3 in something like 7zip or Winrar. Open blood.txt.

Find this area of code:

{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
Splash:
BLOD A 0
stop
}
}

And change it to

{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.01)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.03)
stop
Splash:
BLOD A 0
stop
}
}

Now you can continue using the developer builds until something else goes wrong. ;)

It worked!

Cheers!

Didn’t know that .pk3 = .zip

Sure thing! I’m glad that worked for you. :) I figured the old values from v19 would probably be close enough to give you the same visual experience.

If you care to know, the issue was caused by the old parser accepting different floating point values. You can read about the change here: Zdoom.org

Why the fuck do we have to do this? Mark, I love Brutal Doom and can’t wait for Brutal Doom 64, but this is pathetic.
Fix your mod and re-upload it.

Edited by: Linus.Hyper

shanestrife wrote:

BPDL AAAAAAAAA 1 A_FadeOut(0.l)

Looking at the lines that needed to be changed, it seems that an l was typed instead of a 1. The highlighting by ModDB showed it clearly. Classic mistake! Changing the values to 0.1 (probably as they were intended) fixed it for me, no need to use the old values.

Edited by: AlexNitro44

Actually, l is used to signify a long double, which the support for was removed (http://zdoom.org/Changelog/aec6aff7a82cb78f98f0c531dfe45b99161f5679/files). I recommended the old values because I don’t think .1 is how the mod was intended to display the blood drips, but you’re correct in that it will make the mod work if you replace l with any number.

I also quoted the whole section so it could be a simple copy and replace instead of having to look for the specific line where it’s at, but either method works. :)

I’m struggling to get the above fix to work on the OSX version of GZDoom / Brutal Doom. Could anyone upload a fixed copy of the .pk3 file somewhere please?

K_2000 wrote:

I’m struggling to get the above fix to work on the OSX version of GZDoom / Brutal Doom. Could anyone upload a fixed copy of the .pk3 file somewhere please?

Only because I’m nice: Gam.thewaitingroom.org

Edited by: shanestrife

thx, works for me. but i really had to copy/paste the complete code — only changing the «l» to «1» or «3» gave me the line 610 error again! uh, and the downloaded pk3 from your link above was not fixed, at least by my side!

honestly, screw it. I shouldn’t have to edit damn code. I’ll just play project brutality since I heard the bug isn’t in there.

fenrisef1484856395 wrote:

thx, works for me. but i really had to copy/paste the complete code — only changing the «l» to «1» or «3» gave me the line 610 error again! uh, and the downloaded pk3 from your link above was not fixed, at least by my side!

That was my bad. Give it a try again, if you wouldn’t mind.

Chrysaliarus wrote:

honestly, screw it. I shouldn’t have to edit damn code. I’ll just play project brutality since I heard the bug isn’t in there.

Meaning no offence, if you are using a devbuild of GZDoom, it shouldn’t be expected that everything will work perfectly. Nor should it be expected of mod authors to fully support devbuilds when they’re making mods for stable versions.

Edited by: shanestrife

shanestrife

The following error may be related and since you solved my issue the first time, I thought of asking again for some workaround.

On adding: ketchupV5_nogibs_splattersonly.pk3 I get the below error:

Any thoughts? And thank you!

Execution could not continue.

Script error, «ketchupV5_nogibs_splattersonly.pk3:decorate.blood.txt» line 545:
Expected ‘,’, got ‘l’.

Edited by: Yrvyne

Yrvyne wrote:

shanestrife

The following error may be related and since you solved my issue the first time, I thought of asking again for some workaround.

On adding: ketchupV5_nogibs_splattersonly.pk3 I get the below error:

Any thoughts? And thank you!

Execution could not continue.

Script error, «ketchupV5_nogibs_splattersonly.pk3:decorate.blood.txt» line 545:
Expected ‘,’, got ‘l’.

For sure! It’s the same issue of using a long double which is no longer supported. But I’ve got you covered.

KetchupV5
KetchupV5 (No Gibs, Splatters Only)

Once again, using the old values of previous Brutal Doom versions. I checked both PK3s to make sure the latest GZDoom devbuild launched.

Worked like a charm! You’re fabulous, girl! Thank you :)

Yrvyne wrote:

Worked like a charm! You’re fabulous, girl! Thank you :)

Of course! Anytime! :)

I have a similar error. This is what comes up. Seems to be an error with the Impshield.txt (I think). Can someone please suggest a solution?

BrutalDoomError1

I also had this problem, then I downloaded the fixed PK3 file from above and worked thanks guys

ZDoom

Discussion about ZDoom

GZDoom GLES 4.6.0a specific very fatal error issue

GZDoom GLES 4.6.0a specific very fatal error issue

Post by Starman the Blaziken » Sun May 23, 2021 11:06 pm

So, I was trying to run just the SWWM GZ mod (and is only this mod after testing other 3D focused mods) about a good moment ago on the experimental GLES mode and it gave me a very fatal crashing error.
I have the normal stuff I would put in my individual version folders, just being IWADs not immediately recognized like HACX or Rise of the Wool Ball and just some settings and bind changes too when I ran the engine as normal. Seemingly though is not able to run it in this mode without crashing on me when it finishes loading specifically.

I say specifically though because when I copy and unzip the ZIP file this experimental branch version is in to another test-y kind of folder in the exact same mode while turning off texture filtering only, it can load the mod seemingly alright without the error crasher. I did test to see if the normal GZD 4.6.0, GLES 4.6.0a, and the freshly unzipped one runs it in OpenGL and it all runs it with no after loading error ether.

I posted the crash report file as well below.

Re: GZDoom GLES 4.6.0a specific very fatal error issue

Post by Rachael » Mon May 24, 2021 2:54 am

Yes, it definitely crashes inside of GZDoom here, however it is inside of a thread and there is no info other than that. I’m going to have to make the thing print a little more debugging on startup.

Are you using GLES mode or regular GL mode with the pipelining?

Источник

ZDoom

Discussion about ZDoom

ZDoom Very Fatal Error — Version 3.1 — HELP.

Forum rules
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!

If you want help you’re going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you’re using, what mods you’re loading, how you’re loading it, what you’ve already tried for fixing the problem, and anything else that is even remotely relevant to the problem.

We can’t magically figure out what it is if you’re going to be vague, and if we feel like you’re just wasting our time with guessing games we will act like that’s what you’re really doing and won’t help you.

ZDoom Very Fatal Error — Version 3.1 — HELP.

Post by MetallistevE » Sun Sep 17, 2017 6:26 am

Please help. I cannot play Brutal Doom on either Ultimate Doom or Doom II (both purchased through Steam) using the most up-to-date version of GZDoom 3.1 and brutalv20b_R. Keep coming up with this error.

Attempt to get invalid state See from actor ImpTorso.
Attempt to get invalid state See from actor DeadImp.
Bad hex number: no
Attempt to get invalid state Crouch from actor Nazi.
Script warning, «brutalv20b_R.pk3:impshield.txt» line 111:
Unknown class name ‘DeadImp1’ of type ‘Actor’

game crashes immediately on Ultimate Doom as soon as I start a game. Crashes on Doom II when I fire a weapon (or attack in general).

Re: ZDoom Very Fatal Error — Version 3.1 — HELP.

Post by Korell » Sun Sep 17, 2017 10:39 am

Looks like this is due to the mod itself rather than GZDoom. The ModDB page (I think this is the same version as the Brutal Doom mod you are using) — http://www.moddb.com/mods/brutal-doom/d . om-300-ver — has a comment from a user named Reactorcore dated May 27th 2017 with the same errors you are getting.

I think you’ll either need to find a different fixed Brutal Doom mod, or to use an earlier version of GZDoom that didn’t pick up on some of the errors in the Brutal Doom code.

For example, here’s an addon to the official Brutal Doom 20b mod that applies a number of fixes: http://www.moddb.com/mods/brutal-doom/a . cial-patch

Re: ZDoom Very Fatal Error — Version 3.1 — HELP.

Post by _mental_ » Mon Sep 18, 2017 2:04 am

Re: ZDoom Very Fatal Error — Version 3.1 — HELP.

Post by MetallistevE » Mon Sep 18, 2017 8:29 am

Re: ZDoom Very Fatal Error — Version 3.1 — HELP.

Post by MetallistevE » Mon Sep 18, 2017 11:26 am

Источник

ZDoom

Discussion about ZDoom

Zdoom Very Fatal Error

Zdoom Very Fatal Error

Post by Joeyxp2 » Sun Apr 10, 2005 12:01 am

It told me to inform the makers of ZDoom about this error
I was trying to run a custom wad called STRAIN:
Code: ACCESS_VIOLATION
Tried to read address 0000001a
Flags: 00000000
Address: 004862b2

Windows NT 5.1 Build 2600 Service Pack 2

GS=0000 FS=003b ES=0023 DS=0023
EAX=ffffffff EBX=00000001 ECX=0012fc94 EDX=00ce1fc0
ESI=00cded20 EDI=00000000
EBP=000000bf EIP=004862b2 ESP=0012fa64 CS=001b SS=0023
EFlags=00010246
CF- PF+ AF- ZF+ SF- TF- IF+ DF- OF- NT- RF+ VM- AC- VI- VP-

FPU State:
ControlWord=027f StatusWord=0120 TagWord=ffff
ErrorOffset=004ecc2e
ErrorSelector=0100001b
DataOffset=00526624
DataSelector=ffff0023
Cr0NpxState=00000000

MM0=0000000000000000
MM1=000000ff00ff00ff
MM2=8000000000000000
MM3=8000000000000000
MM4=0000000000000000
MM5=00cded2000000000
MM6=000000bfffffffff
MM7=000000230012fa64

Running threads:
00000ef0 at 004862b2*
000002f4
0000081c
00000b4c
0000076c
00000f54
00000f48
00000cfc

Loaded modules:
00400000 — 00630fff *zdoom.exe
7c900000 — 7c9affff ntdll.dll
7c800000 — 7c8f3fff kernel32.dll
773d0000 — 774d1fff COMCTL32.dll
77c10000 — 77c67fff msvcrt.dll
77dd0000 — 77e6afff ADVAPI32.dll
77e70000 — 77f00fff RPCRT4.dll
77f10000 — 77f55fff GDI32.dll
77d40000 — 77dcffff USER32.dll
77f60000 — 77fd5fff SHLWAPI.dll
71ad0000 — 71ad8fff WSOCK32.dll
71ab0000 — 71ac6fff WS2_32.dll
71aa0000 — 71aa7fff WS2HELP.dll
76b40000 — 76b6cfff WINMM.dll
10000000 — 10093fff fmod.dll
77be0000 — 77bf4fff MSACM32.dll
774e0000 — 7761cfff ole32.dll
763b0000 — 763f8fff comdlg32.dll
7c9c0000 — 7d1d3fff SHELL32.dll
00ba0000 — 00bc5fff sis.dll
77120000 — 771abfff oleaut32.dll
5ad70000 — 5ada7fff uxtheme.dll
76f50000 — 76f57fff wtsapi32.dll
76360000 — 7636ffff WINSTA.dll
5b860000 — 5b8b3fff NETAPI32.dll
77fe0000 — 77ff0fff Secur32.dll
73f10000 — 73f6bfff dsound.dll
77c00000 — 77c07fff VERSION.dll
76c30000 — 76c5dfff WINTRUST.dll
77a80000 — 77b13fff CRYPT32.dll
77b20000 — 77b31fff MSASN1.dll
76c90000 — 76cb7fff IMAGEHLP.dll
72d20000 — 72d28fff wdmaud.drv
72d10000 — 72d17fff msacm32.drv
77bd0000 — 77bd6fff midimap.dll
73ee0000 — 73ee3fff KsUser.dll
76fd0000 — 7704efff CLBCATQ.DLL
77050000 — 77114fff COMRes.dll
6ce10000 — 6ce47fff dinput8.dll
688f0000 — 688f8fff HID.DLL
77920000 — 77a12fff SETUPAPI.DLL
73760000 — 737a8fff ddraw.dll
73bc0000 — 73bc5fff DCIMAN32.dll

Bytes near EIP:
004862a2: 00 72 04 33 ff eb 09 8b 0d 10 99 5f 00 8b 3c c1
004862b2: 66 81 7f 1a ff ff 75 07 8b 17 8b cf ff 52 18 0f
004862c2: bf 47 06 3b 44 24 10 0f b7 4f 1c 7e 04 89 44 24

ZDoom version 2.0.63a

Command line:
D:softwareSertdoomzdoomzdoom.exe D:softwareSertdoomzdoomstrain10strainSTRAIN.WAD
IWAD: doom2.wad

Possible call trace:
004862b2 BOOM
005004f6 call [005201bc]
005004fb call 00504d17
0048b22a call 004f9d90
00502c08
0048a6fc call 00486130
0049257e call [edx+0x8]
00417936 call 0048a660
0040b083 call 0040afd0
0040b083 call 0040afd0
0049bbd1 call 0040b070
0049bcd3 call 004ffb16
00498d83 call 00417660
00499095 call 004989d0
00502fca call 00499020
00502e5e call 005008c0
00502e46

Источник

ZDoom

Discussion about ZDoom

Lovely Very Fatal Error with 0 console errors?

Lovely Very Fatal Error with 0 console errors?

Post by Captain Ventris » Mon Jun 26, 2017 12:19 pm

Re: Lovely Very Fatal Error with 0 console errors?

Post by _mental_ » Tue Jun 27, 2017 1:35 am

Re: Lovely Very Fatal Error with 0 console errors?

Post by Spaceman333 » Fri Jun 30, 2017 12:44 am

Re: Lovely Very Fatal Error with 0 console errors?

Post by _mental_ » Fri Jun 30, 2017 1:39 am

Re: Lovely Very Fatal Error with 0 console errors?

Post by Spaceman333 » Fri Jun 30, 2017 4:00 am

Derp, my bad. I had gotten used to seeing the error message directly in the launcher telling me exactly what line got busted, so when I made that mistake, the error only showed up as «you have 1 decorate error», without actually telling me the line like it usually does for other instances. I ended up remembering that wrong as if it gave me no errors.

I’ll gotta look into using whatever error log thing is available in gzdoom, I’ve never used it before. Apologies for the confusion.

Re: Lovely Very Fatal Error with 0 console errors?

Post by D2JK » Fri Jun 30, 2017 5:24 am

I sometimes get these too — the last time it was because I was trying to do eg. Scale *= (2,4);, which works when adding/subtracting, but in multiplication/division you’re supposed to use a single numerical value only.

If you’ve broken your mod into multiple text lumps within the archive, it usually helps to disable them one by one from the end. When the crash stops occurring, you can try searching through the last disabled text lump for (syntax) errors.

If technically possible, it would be nice to have a dedicated startup option for situations like these, which could make the startup significantly slower, but in return it would keep writing in a logfile what is about to be processed next (text lump, what particular line in a text lump, things like that). Then, if the startup terminates and this process is cut off suddenly, you might have a clue as to where the problem lies.

Re: Lovely Very Fatal Error with 0 console errors?

Post by _mental_ » Fri Jun 30, 2017 6:12 am

Re: Lovely Very Fatal Error with 0 console errors?

Post by D2JK » Fri Jun 30, 2017 8:16 am

Re: Lovely Very Fatal Error with 0 console errors?

Post by Captain Ventris » Sun Jul 02, 2017 9:57 am

Well, I certainly wandered off. Whoops. Okay, here are all the files I’m using as well as the batch file to run e’m in the right order:
https://www.dropbox.com/s/3qmx9ruewjcbl . g.zip?dl=0

And my .ini is attached.

Re: Lovely Very Fatal Error with 0 console errors?

Post by _mental_ » Mon Jul 03, 2017 5:55 am

Re: Lovely Very Fatal Error with 0 console errors?

Post by Captain Ventris » Tue Jul 04, 2017 2:11 pm

Источник

Opengl driver not accelerated doom что делать

GZDoom: «OpenGL Drivers not accelerated.»

When trying to run The Ultimate DOOM on Steam via GZDoom, it fails to launch due to the error «OpenGL Drivers not accelerated.» How do I fix this? I have the OpenGL Drivers installed (OpenGL 3.1, build 9.17.10.4459).

As an alternative, I ran The Ultimate DOOM via ZDoom instead, which worked fine, but it did not have as many options GZDoom has.

GZDoom OPENGL error

I tried to launch GZDOOM and the wad doesnt open, instead it says this:

Unsupported OpenGL version.

At least OpenGL 3.3 with framebuffer support is required to run GZDoom.

For older versions of OpenGL please download the vintage build of GZDoom.

Weird because it was working just fine before i redownloaded it.

New comments cannot be posted and votes cannot be cast

Sooner or later, upgrade that atomic toaster, or at least get a real GPU.

Opengl и Windows 10.Смотреть ниже.

Не работает OpenGl.
Запускаю Cs 1.6 только в режиме Software
Запускаю Doom с поддержкой OpenGl выдаёт ошибка, что делать?
Ошибка в текстовой форме: R_OPENGL:Opengl driver not accelerated!
P.s
Характеристики Ноутбука
Производитель: Compaq
Модель: Presario CQ56
Процессор: Celeron(R)Dual-Core CPU T3500 2.10GHz
Видеокарта-Mobile Intel(R) 4 Series Express Chipest Family (Microsoft)
ОЗУ: 3,00 ГБ
Тип системы- 32-разрядная операционная система, процессор x64

Ну так а библиотеки и драйвера вообще не нужны чтоли?

Егор Забродин Оракул (65396) для начала просто драйвера на видюху обнови

У Вас ноутбук не для игр. Doom, не потянет. Если хочется поиграть в него, то только через облачные игровые сервисы

Алексей Бабаев Гуру (3898) Петя Пупкин, Встроенное видеоядро на некоторых моделях может не поддерживать даже OpenGL 1.2 (У встроенного ядра Intel) А данный Doom использует скорее всего спецификацию ARB (в то время, приблизительно с 1992 года производители видеоадаптеров довольно активно добавляли новый функционал, особенно NVIDIA), а ID Software активно использовали нововведение.

GZDoom «R_OPENGL: OpenGL driver not accelerated!» Intel/w10

GZDoom «R_OPENGL: OpenGL driver not accelerated!» Intel/w10

by Rachael » Mon Jan 23, 2017 12:29 pm

(this is cross-posted in an effort to bring more GZDoom topics here)

Sathanas616 wrote: Hi people, Uncle Satan here with a little fix to an annoying problem that affects a lot of people with certain Intel drivers and Windows 10. It’s basically a message you get when trying to open GZDoom. «R_OPENGL: OpenGL driver not accelerated!»:

Place it in the folder you extracted GZDoom and drag and drop the gzdoom.exe file on the wtfi.exe file:

A window will open and quickly ask you to press any key to continue, do it! There you go, you now have a working/patched version of GZDoom!

by Major Cooke » Wed Feb 01, 2017 3:10 pm

This may or may not need some form of addressing for those who use ZDL.exe. Just saying. I don’t personally have this problem, but it wouldn’t hurt to provide a workaround for those who use launchers. (I would say if I knew of a good workaround myself, but I do not.)
Major Cooke QZDoom Maintenance Team Joined: 28 Jan 2007

by Rachael » Wed Feb 01, 2017 3:44 pm

wtfi.exe is a patcher tool that rewrites the manifest. It only needs to be run once (per devbuild/release) on the .exe and then ZDL will launch it just fine.

by MartinHowe » Wed Feb 01, 2017 5:14 pm

Works for EDuke32 as well though you have to select the .exe file manually.

by Goblins Productions » Mon Mar 20, 2017 11:56 am

It works, but with some mods cause gzdoom go on background (mouse cursor appears and music is still playing).
Is there any solution for this problem?

by komplication » Tue Jan 09, 2018 9:36 pm

by wildweasel » Wed Jan 10, 2018 11:29 am

komplication wrote: is wtfi loclable with metadata iD studio DOOM?
I don’t understand your question. Are you using Google Translate? Can you ask in your native language? There may be someone here who can understand you.

by Goblins Productions » Sun Feb 25, 2018 10:03 am

This tool is great, but with certain mods it causes gzdoom to freeze.
I did some investigation, and I found out, that it happens whenever a 3d model (from MODELDEF) is used.

by Orangewaggs » Mon Mar 05, 2018 2:38 pm

I’ve applied this method to several different recent versions( gzdoom 3.2.1, 3.2.5, and SVN ver g3.3) and all of them still say
«R_OPENGL: OpenGL driver not accelerated!»
What causes this anyway? Ver 3.2.1 used to work for me and now it doesn’t, and my computer hasn’t downloaded any updates recently that i can see that would affect this.
I too also use ZDL( not for trying this fix mind you) and would like an answer to this issue as well.
This just boggles my mind.

Edit: Reinstalled all of the DirectX components and it fixed the issue.

by .ex.inferis. » Thu Apr 19, 2018 3:34 pm

So. weird issue. I go load up gzdoom for the first time today and it gave me the driver is not accelerated error. Problem is I had done the wfti.exe fix already several months ago, and up until yesterday it was working fine. Redownloaded gzdoom and did the fix again but it didn’t work. Display driver has the most up to date driver. What can I do to get it working again?

For context, I’m running laptop with Integrated Intel gfx and win7 32bit, laptop is several years old. Thanks in advance.

.ex.inferis. Joined: 17 Dec 2008 Location: At the End Mills, within the Black Star

by Th3Zot0 » Sun Jun 10, 2018 9:56 am

a better option than patching gzdoom is to use an updated version of OpenGL
since patching it can be executed but without being able to use any of the OpenGL features.

I have a patch that worked for me

link OpenGl 4.0 and 4.1:

n my case I have:

Intel i3 M350 2.27 GHz with intel HD Graphics.

and Windows 10 Single language 64 bit.

by Graf Zahl » Sun Jun 10, 2018 12:14 pm

Please do not post such things without knowing what they actually do. This in no way ‘fixes OpenGL’. It’s an entirely separate software based implementation that is very likely to be a lot slower than what it replaces. Patching the EXE will ensure that it works with the native driver.

by Albert Bribberpock » Tue Jul 24, 2018 8:32 pm

> ERROR: EndUpdateResource() failed for file c:users\******Downloadsgzdoom-bin-3-4-1gzdoom.exe with code 0x00000005

> press any key to continue.

Elsewhere I’ve seen
Any idea what I’m doing wrong? Thanks in advance!

by _mental_ » Wed Jul 25, 2018 12:55 am

  • You have no permissions to modify the file
  • The file has read-only attribute set
  • Antivirus software is blocking file update

Источник

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Fabysk

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GZDoom Builder Script Editor: Random Program Crash

Post

by Fabysk » Mon Oct 21, 2013 2:28 am

Not sure why, but it has been doing this ever since I got my new computer parts. The script editor window stops responding and crashed GZDoom Builder as well. Has this happened to anyone and is there a solution to fix this? I get annoyed for having to do something really good over again.
*EDIT* Is this crash natural or is it rare to happen?

Last edited by Fabysk on Mon Oct 21, 2013 2:29 am, edited 1 time in total.

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Lollipop

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RE: GZDoom Builder Script Editor: Random Program Crash

#2

Post

by Lollipop » Mon Oct 21, 2013 7:22 am

Please tell what parts you have changed, is it your processor or a USB port? (yes, I wrote that) This is a very important thing to notice as it will make us able to help you better if you tell us what parts we are talking about.
BTW try to update all drivers for your hardware.

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are you getting uncomfortable jap
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RE: GZDoom Builder Script Editor: Random Program Crash

#3

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by Guardsoul » Mon Oct 21, 2013 8:40 am

That happens if you havent closed the script editor window before saving your work. You should do everything in this order:

1.- Edit/Create the scripts
2.- Compile them
3.- Close the script editor window (dont hide it!)
4.- Then save the wad

I dont care about how bad your maps are. Everything can be improved.
Banned for cheating at DoomBuilder.


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Fabysk

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RE: GZDoom Builder Script Editor: Random Program Crash

#4

Post

by Fabysk » Mon Oct 21, 2013 11:45 pm

Показать скрытое содержание
Graphics Card
Image
Показать скрытое содержание
Motherboard
Image
Показать скрытое содержание
Power Supply
Image

It’s not much. Just three parts

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Lollipop

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Posts: 1123
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RE: GZDoom Builder Script Editor: Random Program Crash

#5

Post

by Lollipop » Tue Oct 22, 2013 5:51 am

The power supply shouldn’t be a problem, but the motherboard is a huge deal, and so is the Graphics Card, you should make sure the drivers are updated to the newest versions. (I should find the spell checker settings on my browser on this PC, it keep fucking up Words :)

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GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there


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RE: GZDoom Builder Script Editor: Random Program Crash

#6

Post

by mifu » Tue Oct 22, 2013 7:00 am

This has nothing to do with the parts at all. It is more like the program itself. Follow Guardsoul’s instructions and that should stop it from happening.

Also try to make a new wad file and script and do the save as you would normally do it to see if it happens with the new wad file.

Last edited by mifu on Tue Oct 22, 2013 7:01 am, edited 1 time in total.


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