Comments (8)
Does this happen if the map is loaded with map E1M6 as well or only if you play the game from the beginning?
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Yes, it only happens when played from the beginning. Using map E1M6 works.
Sorry for the late response
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Got some more info.
The freeze only happens if at the end of the level when the status screen appears, you start pressing the fire button to jump to the next level.
If you let the status screen to stay on for ~10 seconds and then press the fire button everything is good.
On the other head if you wait for a long time 40-60 seconds and then press the fire button the game will also freeze.
from vkquake.
If you let the status screen to stay on for ~10 seconds and then press the fire button everything is good.
On the other head if you wait for a long time 40-60 seconds and then press the fire button the game will also freeze.
Actually, I had the freeze once, and each other 2 times I loaded at the spot before I entered the portal in the floor, I mashed fire right away. Hard to pin down for sure. I must have loaded it 10 times. I am keeping the save before I enter the portal in case any more testing is needed. I am using a build from 1 day ago. I can nab the commit if need be from my Debian package.
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Update: I captured what was going on by tailing /tmp/dumps/steam_stdout.txt on SteamOS. I probably had to do this about 15 times to get it. Don't pay too* much attention to Segmentation fault /usr/games/vkquake -basedir "${BASE_DIR}"`, as that happens each time I exit the game, without damange to saves et. At some point that should be looked at.
I believe there is a bug with SDL / how Vulkan handles it? When the crash happens, sound glitches, the loading bar also gets stuck. The sound then stutters, and the game crashes.
Shutting down SDL sound
Log: https://gist.github.com/ProfessorKaos64/48a215127fc44242165a84b29f07e312
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I believe it's an issue with submitting a command buffer referencing already freed resources. Getting validation layer reports as well and sometimes crashes. Will be fixed at some point, just needs some debugging.
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This should be fixed with 30db23e
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Confirmed, thank you.
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Related Issues (20)
- Link warning when LTO is enabled HOT 1
- Modern HUD all ammo counter HOT 5
- AppImage SDL2 version is still 2.28.5 HOT 1
- Elevators crushing player/monsters HOT 23
- Merge signon buffer fragmentation patch from Quakespasm / Ironwail
- My vk quake doesn't play the demo on start HOT 3
- MINGW/MSYS2 : Fetch binary dependencies from the build environnement itself instead of relying on binaries kept in Git HOT 7
- Sigfault when loading The Immortal Lock HOT 22
- This is a test HOT 1
- This is also a test
- View model position HOT 1
- map 'A day like no other' can crash on map load and load savegame HOT 6
- Crash with RT shadows enabled on newest AMD Drivers HOT 8
- Old Style Status Bar But Widescreen Layout? HOT 1
- Bounding Boxes enhancements based on Ironwail HOT 1
- Multiple quicksaves and quicksave rotation
- vkQuake 1.31.0 crashes upon startup with no displayed error. 7900xtx / 24.6.1 or 24.7.1 HOT 2
- instability/ lock ups with NVidia drivers when Vulkan/OpenGL present method set to auto ( prefer native ?)
- Key bindings options limited HOT 2
- Invisible Dynamic Objects on Steam Deck/Linux via Luxtorpeda HOT 4
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