Severed bunny head
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > GZDoom: "Integer Overflow"
 
Author
All times are GMT. The time now is 18:02. Post New Thread    Post A Reply
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


I have a severe problem with GZDoom, on many levels the program will crash during a fight, with the error message "integer overflow". It happened almost non-stop on Master Levels' mephisto.wad during the Revenant fights (come to think of it, its usually happening when Revenants are there)

Does anyone know what this error is, and if theres a way around it?

Old Post 02-07-13 08:48 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
GreyGhost
I have a custom title now!


Posts: 8866
Registered: 01-08


I haven't managed to replicate that problem, are you auto-loading other wads/mods to playing mephisto?

Old Post 02-08-13 00:02 #
GreyGhost is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Kappes Buur
Forum Regular


Posts: 897
Registered: 11-02



Ragnor said: I have a severe problem with GZDoom, .....
Does anyone know what this error is, and if theres a way around it?


Aside from GreyGhost's question, it would be helpful if you could be a bit more specific, eg: Which version of GZDoom are you using?

Old Post 02-08-13 00:12 #
Kappes Buur is offline Profile || Blog || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


1.7

I usually have Doom Expanded loaded too, but it will crash the same regardless.

Seems to be any largescale fights with Revenants involved.

Old Post 02-08-13 02:42 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
GreyGhost
I have a custom title now!


Posts: 8866
Registered: 01-08


If it's crashing with no other mods loaded, I suppose the next questions are - what's the make and model of your video card/chip and is the driver up-to-date?

Old Post 02-08-13 05:17 #
GreyGhost is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


Its an interesting odd setup. A laptop with two(!) AMD graphics cards. No cheap Intel crap here, fortunately. Im no computer expert though, so I wouldnt be surprised if thier configured badly.

Old Post 02-08-13 05:33 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Maes
I like big butts!


Posts: 12870
Registered: 07-06


If you switch to software renderer and get to the exact same crash point in the battle (e.g. by loading a savegame), does it still crash?

Old Post 02-08-13 10:54 #
Maes is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


There isnt a "crash point", its entirely random. Sometimes I'll save before a fight, have it crash, relaod, have it crash shortly, then after a third load, it'll go fine, usually till the next big fight.

Next time it happens I'll get the error code and so forth.

Can GZDoom still revert to proper non-Open GL software? I only use the brand new Software renderer mode in 1.7, if that helps (I prefer software mode but love the lighting systems of GZDoom)

Old Post 02-08-13 12:10 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7793
Registered: 01-03


Do you get a crash log?

'integer overflow' is kind of weird. This exception is normally disabled because it's not useful.

My guess is that some bad driver is mucking around with your system.

So best post your entire hardware specs, the GZDoom startup log and whatever else information you got.

Otherwise any advice you get is just poking around blindly in the dark.

Old Post 02-08-13 12:17 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


How do I save the start-up log?

I saved the specs via Speccy, but its a COLLOSAL text file. How do I use that code feature on the forums to condense it?

Old Post 02-08-13 12:24 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Maes
I like big butts!


Posts: 12870
Registered: 07-06


Put it on mediafire or pastebin, dude.

Old Post 02-08-13 12:35 #
Maes is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


http://pastebin.com/Hc7mHHfi

Went and played Doom, hoping the bug would happen...and it doesnt. Go figure :p

Old Post 02-08-13 12:46 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7793
Registered: 01-03



Ragnor said:
How do I save the start-up log?



Start the game with 'gzdoom +logfile <filename>' Then all console output gets saved to the given file.

Old Post 02-08-13 13:01 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


http://pastebin.com/xe5e9rvk

Heres the GZDoom startup log.

Old Post 02-08-13 14:08 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


Here is the actual error message on the crash screen:

http://i120.photobucket.com/albums/o181/Ekerezan/th_overflow_zpsb8c65958.png

This happens 100% of the time in a TNT2 Devilution map, where in the start room a ridiculous amount of Revenants pops out of a blood pool. Within seconds, the game crashes. I updated all my drivers, updated to GZDoom 1.7.1 nearly nuking the damn computer in the process, and it STILL happens.

Old Post 02-20-13 09:48 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11553
Registered: 07-07


We'll need to get access to Devilution then.

Old Post 02-20-13 10:01 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


I think this is a Revenant problem with Expanded's special effects. Doesn't crash without it now.

Old Post 02-20-13 10:27 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7793
Registered: 01-03


If you get that message, save the crash log and post it on the bugs forum. It contains valuable information about the crash location.

Old Post 02-20-13 11:10 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2252
Registered: 01-08


Okay, I'll do that tomorrow.

Im really getting curious about this bug now..

Old Post 02-20-13 11:45 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1068
Registered: 04-09


A note in the info for GCC 4.2 compiler has a switch to enable or disable optimization that considers signed integer overflow to be allowed or disallowed.

A statement such as if( i + 10 < i ) may be considered to be always false by the compiler and optimized out.

With previous compilers that could be a valid check for integer overflow. Now you have to decide if it is to be allowed.

I would not be surprised at the number of places in the old code that use integer overflow/wrapping.
If integer wrapping was made to trap, then such problems would follow ...
There probably are some CPU that can trap integer overflow.

Some obvious questions:
1. What CPU
2. What special execution settings, like compatibility settings.
3. Do you compile your own executable.
4. Have you modified any makefiles or compilation settings.

Last edited by wesleyjohnson on 02-20-13 at 23:17

Old Post 02-20-13 23:10 #
wesleyjohnson is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 18:02. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > GZDoom: "Integer Overflow"

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.