PDA

View Full Version : Hexen crashing on exiting Shadowood? Lookee here...


Subby
June 6th, 2004, 11:43 AM
I've started this thread to let us work this one out without shouting over other similar problems ... ;)

jHexen v. 1.7.15 has a problem with loading map number 10. You'll come across this when you try and exit Shadowood for the first time. At least, quite a few of us have this problem.

It will crash to desktop with no error message. The end of the hexen.out file reads:
-----------
Map 7 (13): SHADOW WOOD
GL_VERT v2.0
----------

From looking at a faq I found out that this portal leads to level 10. Trying to go there via the "warp" command in the console produces the crash as well - in a nutshell, seems to be a problem with level 10 rather than the portal in Shadowood.

NB. This is not the same as the jHexen "save" crash problem.

I'm about to try the new 1.7.15-1 and the old 1.14 versions to see if they improve the situation.

Subby
June 7th, 2004, 01:07 AM
This what I found:

1.7.15-1 has same problem.

1.7.14 with latest snapshot worked OK.

To quote Ton80 here's the 1.7.14 links..

http://prdownloads.sourceforge.net/...14.exe?download

and the .14 last snapshot
here
ftp://jfiles@server1.thefourwinds.n.../ddsnapshot.rar

Right-click and "Save as...." on snapshot link

Subby
June 7th, 2004, 04:23 AM
WORKAROUND... no need to go back to 1.7.14.

After much trial and error, I found the problem lies with the hexen.gwa file that glbsp v.2.05 creates (included in 1.7.15).

So, stopping the .gwa file loading lets you play level 10 in 1.7.15.

(I dunno how to turn it off in KickStart, I just deleted the file and said "no" to rerunning glbsp the next time. maybe someone can tell me how to just "turn it off" in the settings ;)).

Doomsday 1.7.14 uses glbsp v.200 which works fine. I assume you can use the .gwa file generated by it with 1.7.15, but I havn't tried that.

Edit: Had my version numbers the wrong way around :)

DaniJ
June 7th, 2004, 08:57 AM
Interesting. Sounds like a bug in glbsp v.2.05.

Try contacting the author about it.

For the moment you can use 1.7.15-1 with the old version of glbsp.

Subby
June 7th, 2004, 10:59 AM
Good idea re: bug report.
I've done that, although the place seemed deserted... hopefully the author's still doing his thing...

So is the best way just to copy the old glbsp.exe into the v.1.7.15-1 directory, overwriting the newer version? This won't break anything else will it?

DaniJ
June 7th, 2004, 03:47 PM
Yeah you should be fine doing that.

It seems like rather an odd bug. Is there anything special in that level that the newer version of glbsp may be taking exception to?

Subby
June 7th, 2004, 03:53 PM
Nothing that I can see... it's pretty similar to the ones around it, perhaps bigger. It is a very convoluted passageway level though. But then I know virtually nothing about level design and glBSP... wouldn't know what to look for.

The Undertaker
June 7th, 2004, 05:19 PM
Try remaking the gwa file (with the -fresh parameter too). When Doomsday does it uses fast mode.

Ton80
June 8th, 2004, 03:18 AM
To Dani:
Vermil and I are having some weird stuff with latest glbsp too with the jWolf TC in progress. Weird texture offsets. Strange tornado looking stuff. See-through sky with HOM effects on colored sector lighting effects. I'm beginning to wonder if v2.05 is the culprit after all.

Try remaking the gwa file (with the -fresh parameter too). When Doomsday does it uses fast mode.

Is there a way to get Doomsday to do that by default?

I'm not trying to hijack thread since our problems seem related to glbsp.

Subby
June 8th, 2004, 02:34 PM
jWolf TC? Is nothing sacred? :(



Just kidding . ;) How far along are you?

Ton80
June 9th, 2004, 06:39 AM
You'll have to ask Vermil about that. He could use some help and knows more about everything than I do. I'm just doing the grunt work and enjoying it.
http://forums.newdoom.com/showthread.php?s=&threadid=11877

I've got to say that it's starting to really look good for non-hi-rez textures and sprites.

Anyway back on topic. I think we somehow stumbled onto the cause of our problems. Somehow when our maps .wad gets loaded by the jwolf.ksp, it causes errors but when manually loading as a pwad and not by the .ksp, no errors! That is screwy and it's repeatable. Oh well. Back to work.

g6672D
January 24th, 2006, 09:31 PM
EDIT: I fixed the problem somehow or other. Sorry for bumping this up. :(

Well, back to Hexen 1.1 without terrible Gibbet bug, missing after-episode text, MAP10 crash and such. Minature heaven. :)

I was using jHexen 1.8.6 and GLBSP 2.20. My solution was to build the GL and Normal nodes for Hexen 1.1 at splitfactor 4. Then building the GWA with same parameters.