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chex quest crash after level 3 #10

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erfg12 opened this issue Apr 27, 2018 · 6 comments
Open

chex quest crash after level 3 #10

erfg12 opened this issue Apr 27, 2018 · 6 comments

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@erfg12
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erfg12 commented Apr 27, 2018

Background

Version of Chocolate Doom: r2

Operating System and version: 3.65

Game: (Doom/Heretic/Hexen/Strife/other) Chex Quest

Any loaded WADs and mods (please include full command line):

Bug description

Observed behavior: After completing level 3, I got a blue screen with error message. Forgot to take a screenshot of it.

Expected behavior: Should have loaded the next level.

@fgsfdsfgs
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fgsfdsfgs commented Apr 27, 2018

That error message you got should've been also saved as ux0:/data/chocolate/i_error.log. Please post the contents of this file, if it exists. Otherwise try reproducing the crash again and post the error message you get.

@erfg12
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erfg12 commented Apr 28, 2018

W_ReadLump: only read 594 of 21202 on lump 521

@fgsfdsfgs
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These errors tend to happen after you minimize the game (i.e. press the PS button) or put the Vita into sleep mode while you're playing it. This is a known issue, which I'm still trying to figure out how to fix.
If you haven't done that before you got the error, then your chex.wad is likely corrupt or something.

@erfg12
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erfg12 commented Apr 29, 2018

I can confirm that when my Vita goes to sleep, after waking it the game crashes shortly after with a similar message.

@fgsfdsfgs
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Does it crash if you try completing level 3 without letting it sleep or minimizing the game once?

@erfg12
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erfg12 commented Apr 29, 2018

This time I was on level 4, kinda just beginning the level. I put my vita down and it went to sleep eventually. I picked it up, kept walking forwards and blasting a few flemoids and within 30 seconds it crashed.

fgsfdsfgs pushed a commit that referenced this issue Oct 23, 2020
This previously showed the fire/use/move forward controls, which are
the original controls provided by Doom's setup.exe.

However, the reality is that nowadays most people play with the WASD&mouse
arrangement (or something similar) and are unlikely to be using the mouse
to move forwards. So it makes more sense if we reserve the main mouse
dialog for "action" buttons (fire/use) and move the "move forward" button
into the more buttons dialog. This also makes the more buttons dialog match
the arrangements for keyboard and gamepad controls.

As part of this, also tweak the mouse button minimum width so that it has a
consistent size that can describe high-numbered mouse buttons (eg.
"BUTTON #10").
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