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Author Topic: game crash - unknown reason  (Read 2636 times)

Bajoran

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game crash - unknown reason
« on: May 31, 2007, 21:02 »

Not sure what caused it, I went from lvl 10 to lvl 11, and suddenly the music froze and you couldn't do anything, the cmd terminal was responding just stuck.
I run doomrl from the bat file and use mp3 music




thats the third difficulty and me clearing every level before I left it.

had to ctrl+c it, asked me if I wanted to continue batch processes and I said yes,

didn't get to save and doomrl acted like nothing happened ie: no error codes  (nothing even on the score list about my run :D)

Looking at it I had the intuition lvl 2 trait I think

doomrl.ini

Code: [Select]
// ----------------------------------------------------------------------
//  This is the DoomRL initialization file. Modify at your own risk :).
//  If you mess up something ovewrite with a new doomrl.ini.
// ----------------------------------------------------------------------

[General]
// Wether to allow high-ASCII signs. Set to FALSE if you see wierd signs
// on the screen.
AllowHighAscii   = TRUE;

// Setting to TRUE will skip name entry procedure and choose a random name
// instead
AlwaysRandomName = TRUE;

// Setting to TRUE will skip the intro
SkipIntro        = TRUE;

// Setting to TRUE will remove the bloodslide effect
NoBloodSlides    = FALSE;

// Setting to TRUE will remove the flashing effect
NoFlashing       = FALSE;

// Setting to TRUE will make the run command not stop on items
RunOverItems     = FALSE;

// Setting to FALSE will turn of music during gameplay
Music            = TRUE;

// Setting to FALSE will turn of sounds during gameplay
Sound            = TRUE;

// Setting to TRUE will turn on enhancments for blind people playing
// DoomRL using a screen readed. Yes, some do.
BlindMode        = FALSE;

// Setting to TRUE will make old messages dissapear from the screen
// (usefull in BlindMode)
ClearMessages    = FALSE;

// Changing it to a value greater than zero will autochoose a trait at
// character creation. The number written is the number of the trait
// on the list (eg. 2 is Finesse). Setting it to 255 will choose a random
// trait.
StartTrait       = 0;

// Changing it to a value greater than zero will autochoose a difficulty at
// character creation. The number written is the number of the difficulty
// on the list (eg. 4 is Ultra-Violence). Setting it to 255 will choose a random
// difficulty.
StartDifficulty  = 0;

// Music volume in the range of 0..25
MusicVolume      = 12;

// Sound volume in the range of 0..25
SoundVolume      = 20;

// Handles what should be done in case of trying to unwield an item when inventory
// is full : if set to False will ask the player if he want's to drop it. If set
// to True will drop it without questions.
InvFullDrop      = False;

// Messages held in the message buffer.
MessageBuffer    = 100;

// Sets wether message coloring will be enabled. Needs [messages] section.
MessageColoring  = True;

// If set to true will archive EVERY mortem.txt produced in the mortem subfolder.
// The amount of files can get big after a while :)
MortemArchive    = True;

// If set to false DoomRL will quit on death and quitting. Normaly it will go back
// to the main menu.
MenuReturn       = True;

// If set to true, you will start in front of the entrance to the first level, and
// not behind the building.
Frontal          = True;

// You can get far more higher quality Doom MP3 tracks from
// http://www.sirgalahad.org/paul/doom/
// To use them in DoomRL just copy all the Doom I tracks into
// a new subfolder named "mp3" and uncomment the MUSIC2 to MUSIC21
// from below, then comment the corresponding MIDI tracks.

[Music]
MUSIC1      = "music/0  - intro.mid";
//MUSIC2    = "music/00 - inter.mid";
MUSIC3    = "music/99 - bunny.mid";
//MUSIC4    = "music/11 - hangar.mid";
//MUSIC5    = "music/12 - nuclear plant.mid";
//MUSIC6    = "music/13 - toxin refinery.mid";
//MUSIC7    = "music/14 - command control.mid";
//MUSIC8    = "music/15 - phobos lab.mid";
//MUSIC9    = "music/16 - central processing.mid";
//MUSIC10   = "music/17 - computer station.mid";
//MUSIC11   = "music/18 - phobos anomaly.mid";
//MUSIC12   = "music/19 - military base.mid";
//MUSIC13   = "music/22 - containment area.mid";
//MUSIC14   = "music/24 - deimos lab.mid";
//MUSIC15   = "music/26 - halls of the damned.mid";
//MUSIC16   = "music/27 - spawning vats.mid";
//MUSIC17   = "music/28 - tower of babel.mid";
//MUSIC18   = "music/29 - fortress of mystery.mid";
//MUSIC19   = "music/32 - slough of despair.mid";
//MUSIC20   = "music/33 - pandemonium.mid";
//MUSIC21   = "music/19 - military base.mid";
//MUSICV    = "music/98 - victory.mid";
MUSIC2    = "mp3/d1inter.mp3";
//MUSIC3    = "mp3/d1end.mp3";
MUSIC4    = "mp3/e1m1.mp3";
MUSIC5    = "mp3/e1m2.mp3";
MUSIC6    = "mp3/e1m3.mp3";
MUSIC7    = "mp3/e1m4.mp3";
MUSIC8    = "mp3/e1m5-e4m4.mp3";
MUSIC9    = "mp3/e1m6-e3m6.mp3";
MUSIC10    = "mp3/e1m7-e2m5-e4m8.mp3";
MUSIC11    = "mp3/e1m8-e3m4-e4m1.mp3";
MUSIC12    = "mp3/e1m9-e3m9-e4m9.mp3";
MUSIC13    = "mp3/e2m2.mp3";
MUSIC14    = "mp3/e2m4-e4m6.mp3";
MUSIC15    = "mp3/e2m6-e4m7.mp3";
MUSIC16    = "mp3/e2m7-e3m7-e4m5.mp3";
MUSIC17    = "mp3/e2m8.mp3";
MUSIC18    = "mp3/e2m9-e3m1.mp3";
MUSIC19    = "mp3/e3m2-e4m2.mp3";
MUSIC20    = "mp3/e3m5.mp3";
MUSIC21    = "mp3/e3m8.mp3";
MUSIC22    = "mp3/e2m1.mp3";
MUSIC23    = "mp3/e2m3.mp3";
MUSICV     = "mp3/d1readme.mp3";

[Sound]
SOUND_PISTOL    = "wav/dspistol.wav";
SOUND_SHOTGUN   = "wav/dsshotgn.wav";
SOUND_PLASMA    = "wav/dsplasma.wav";
SOUND_ROCKET    = "wav/dsrlaunc.wav";
SOUND_BARREL    = "wav/dsbarexp.wav";
SOUND_RELOAD    = "wav/dswpnup.wav";
SOUND_DOOROPEN  = "wav/dsbdopn.wav";
SOUND_DOORCLOSE = "wav/dsbdcls.wav";
SOUND_ITEM      = "wav/dsitemup.wav";
SOUND_AMMO      = "wav/dssgcock.wav";
SOUND_BFG       = "wav/dsbfg.wav";
SOUND_PUNCH     = "wav/dspunch.wav";
SOUND_CLAW      = "wav/dsclaw.wav";
SOUND_FBALLFIRE = "wav/dsfirsht.wav";
SOUND_FBALLHIT  = "wav/dsfirxpl.wav";
SOUND_BRLMOVE   = "wav/dsstnmov.wav";
SOUND_POWERUP   = "wav/dsgetpow.wav";
SOUND_PUSHFAIL  = "wav/dsnoway.wav";
SOUND_PLDEATH   = "wav/dspldeth.wav";
SOUND_SKULL     = "wav/dssklatk.wav";
SOUND_ROCKETEXP = "wav/dsrxplod.wav";
SOUND_TELEPORT  = "wav/dstelept.wav";
SOUND_DIEIMP    = "wav/dsbgdth1.wav";
SOUND_DIESER    = "wav/dspodth1.wav";
SOUND_DIEFORMER = "wav/dspodth3.wav";
SOUND_DIEDEMON  = "wav/dssgtdth.wav";
SOUND_DIECACO   = "wav/dscacdth.wav";
SOUND_DIESKULL  = "wav/dsskldth.wav";
SOUND_DIEBARON  = "wav/dsbrsdth.wav";
SOUND_DIECYBER  = "wav/dscybdth.wav";
SOUND_DIEARACH  = "wav/dsspisit.wav";
SOUND_ACTIMP    = "wav/dsbgact.wav";
SOUND_ACTFORMER = "wav/dsposact.wav";
SOUND_ACTSER    = "wav/dsposact.wav";
SOUND_ACTDEMON  = "wav/dsdmact.wav";
SOUND_ACTCACO   = "wav/dscacsit.wav";
SOUND_ACTSKULL  = "wav/dssklatk.wav";
SOUND_ACTBARON  = "wav/dsbrssit.wav";
SOUND_ACTCYBER  = "wav/dscybsit.wav";
SOUND_ACTARACH  = "wav/dsspidth.wav";
SOUND_HITIMP    = "wav/dspopain.wav";
SOUND_HITSER    = "wav/dspopain.wav";
SOUND_HITFORMER = "wav/dspopain.wav";
SOUND_HITDEMON  = "wav/dsdmpain.wav";
SOUND_HITCACO   = "wav/dsdmpain.wav";
SOUND_HITSKULL  = "wav/dssklatk.wav";
SOUND_HITBARON  = "wav/dsbrssit.wav";
SOUND_HITCYBER  = "wav/dsdmpain.wav";
SOUND_HITARACH  = "wav/dsspidth.wav";
SOUND_PAIN      = "wav/dsplpain.wav";
SOUND_LEVER     = "wav/dsswtchn.wav";
SOUND_CHAIN1    = "wav/dssawhit.wav";
SOUND_CHAIN2    = "wav/dssawful.wav";
SOUND_HOOF      = "wav/dshoof.wav";
SOUND_DIEPAIN   = "wav/dspedth.wav";
SOUND_ACTPAIN   = "wav/dspesit.wav";
SOUND_HITPAIN   = "wav/dspepain.wav";

SOUND_ACTVILE   = "wav/dsvilact.wav";
SOUND_HITVILE   = "wav/dsvipain.wav";
SOUND_DIEVILE   = "wav/dsvildth.wav";
SOUND_ATKVILE   = "wav/dsvilatk.wav";

SOUND_DIEMAN    = "wav/dsmandth.wav";
SOUND_ACTMAN    = "wav/dsmansit.wav";
SOUND_HITMAN    = "wav/dsmnpain.wav";


[Keybindings]
Quit      = "Q";
WalkWest  = "LEFT";
WalkEast  = "RIGHT";
WalkNorth = "UP";
WalkSouth = "DOWN";
WalkNE    = "PAGEUP";
WalkSE    = "PAGEDOWN";
WalkNW    = "HOME";
WalkSW    = "END";
Wait      = ".";
Escape    = "ESCAPE";
OK        = "ENTER";
MoreInfo  = "m";
Enter     = ">";
Unload    = "U";
Pickup    = "g";
Drop      = "d";
Inventory = "i";
Equipment = "e";
Open      = "o";
Close     = "c";
Look      = "l";
Fire      = "f";
Reload    = "r";
ReloadSpec= "R";
Use       = "u";
Help      = "?";
Playerinfo= "@";
Save      = "S";
Tactic    = "TAB";
RunMode   = ",";
SwapWeapon = "z";
Screenshot = "F10";
ScreenshotBB ="F11";

// Commands for blind mode:
ExamineNPC   = "x";
ExamineItem  = "X";

QK_Chainsaw  = "0";
QK_Knife     = "1";
QK_Pistol    = "2";
QK_Shotgun   = "3";
QK_AssaultSG = "4";
QK_DoubleSG  = "5";
QK_Chaingun  = "6";
QK_Rocket    = "7";
QK_Plasma    = "8";
QK_BFG9000   = "9";

SoundToggle = "(";
MusicToggle = ")";

Messages     = "P";

// Message coloring system. Works only if MessageColoring
// variable is set to true. Must start with a color name
// followed by anything (ini entries need to be different!).
// As for the string, it's case sensitive, but you may use
// the wildcard characters * and ?.
[Messages]
RED_1        = "You are bleeding!";
RED_2        = "Your * destroyed!";
RED_3        = "You die*";
BROWN_1      = "Your * damaged!";
YELLOW_1       = "You feel relatively safe now.";
« Last Edit: May 31, 2007, 21:04 by Bajoran »
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n9103

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Re: game crash - unknown reason
« Reply #1 on: July 07, 2007, 21:32 »

I also get frozen shortly after changing levels.
Mine typically happens between 3 and 4.
I've used MIDI and mp3, and even done a complete wipe and install (of the game directory).
No matter the combination of the above, I still get the freeze.
(This includes a fresh install and no altering of .ini file at all, at some point.)

The game isn't playable anymore for me, as nothing I've done in the last two dozen games will get me past the freeze, and only stupid deaths in the first few levels (almost always the damn Arena) is ever recorded.

PLEASE find out what's causing this!
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