
Debug file says:
- Code: Select all
Init: Adding ./basev/common/basepak.pk3
Init: adding ./doom2.wad
Init: Adding ./basev/doom/basepak.pk3
Init: Adding ./basev/doom2/basepak.pk3
Init: adding maps.wad
Init: Adding lnr.pk3
Init: adding lnr.wad
Parsing
Importing packages
Parsing
Importing packages
Parsing
Importing packages
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Init: Parsing DECORATE definition files
Init: Processing DECORATE scripts
Log: Unsupported flag oldradiusdmg in BossBrain
Log: Unsupported flag seesdaggers in Acolyte
Log: Unsupported flag nosplashalert in Acolyte
Log: Unsupported flag seesdaggers in Templar
Log: Unsupported flag nosplashalert in Templar
Log: Unsupported flag fixmapthingpos in KlaxonWarningLight
Log: Unsupported flag nosplashalert in KlaxonWarningLight
Log: Unsupported flag nosplashalert in CeilingTurret
Init: Post-procesing
Parsing
Importing packages
Parsing
Importing packages
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Init: Selected DirectSound sound device
Init: ======================================
Init: Initialising DirectSound driver.
Init: Selected Windows multimedia system midi device
Init: Selected Windows CD audio device
Init: CDAudio_Init: MCI_OPEN failed
Init: Using 31 sound buffers
Init: Selected Win32 OpenGL rasteriser device
Init: Parsing effect defs
Init: No such sprite alco
Init: No such sprite alco
Log: Executing startup.vs
Log: Executing default.cfg
Log: Executing config.cfg
Log: Can't find autoexec.cfg
Dev: Spawning server titlemap
Log: GB: Map goes from (-960,-704) to (1152,576)
Log: GB: Creating Segs...
Log: AimingCamera 1: Can't find thing 0
Dev: Server spawned
Log: ---------------------------------------
Log: Nuke'em
Log:
Dev: 134 subdivides
Dev: 142 seg subdivides
Dev: 0k light mem
Dev: Client level loaded
Init: Stencil buffer available
Log: 1024x768x32.
Init: GL_VENDOR: NVIDIA Corporation
Init: GL_RENDERER: GeForce 6100 nForce 405/PCI/SSE2/3DNOW!
Init: GL_VERSION: 2.1.2
Init: GL_EXTENSIONS:
Init: - GL_ARB_color_buffer_float
Init: - GL_ARB_depth_texture
Init: - GL_ARB_draw_buffers
Init: - GL_ARB_fragment_program
Init: - GL_ARB_fragment_program_shadow
Init: - GL_ARB_fragment_shader
Init: - GL_ARB_half_float_pixel
Init: - GL_ARB_imaging
Init: - GL_ARB_multisample
Init: - GL_ARB_multitexture
Init: - GL_ARB_occlusion_query
Init: - GL_ARB_pixel_buffer_object
Init: - GL_ARB_point_parameters
Init: - GL_ARB_point_sprite
Init: - GL_ARB_shadow
Init: - GL_ARB_shader_objects
Init: - GL_ARB_shading_language_100
Init: - GL_ARB_texture_border_clamp
Init: - GL_ARB_texture_compression
Init: - GL_ARB_texture_cube_map
Init: - GL_ARB_texture_env_add
Init: - GL_ARB_texture_env_combine
Init: - GL_ARB_texture_env_dot3
Init: - GL_ARB_texture_float
Init: - GL_ARB_texture_mirrored_repeat
Init: - GL_ARB_texture_non_power_of_two
Init: - GL_ARB_texture_rectangle
Init: - GL_ARB_transpose_matrix
Init: - GL_ARB_vertex_buffer_object
Init: - GL_ARB_vertex_program
Init: - GL_ARB_vertex_shader
Init: - GL_ARB_window_pos
Init: - GL_ATI_draw_buffers
Init: - GL_ATI_texture_float
Init: - GL_ATI_texture_mirror_once
Init: - GL_S3_s3tc
Init: - GL_EXT_texture_env_add
Init: - GL_EXT_abgr
Init: - GL_EXT_bgra
Init: - GL_EXT_blend_color
Init: - GL_EXT_blend_equation_separate
Init: - GL_EXT_blend_func_separate
Init: - GL_EXT_blend_minmax
Init: - GL_EXT_blend_subtract
Init: - GL_EXT_compiled_vertex_array
Init: - GL_EXT_Cg_shader
Init: - GL_EXT_depth_bounds_test
Init: - GL_EXT_draw_range_elements
Init: - GL_EXT_fog_coord
Init: - GL_EXT_framebuffer_blit
Init: - GL_EXT_framebuffer_multisample
Init: - GL_EXT_framebuffer_object
Init: - GL_EXT_gpu_program_parameters
Init: - GL_EXT_multi_draw_arrays
Init: - GL_EXT_packed_depth_stencil
Init: - GL_EXT_packed_pixels
Init: - GL_EXT_pixel_buffer_object
Init: - GL_EXT_point_parameters
Init: - GL_EXT_rescale_normal
Init: - GL_EXT_secondary_color
Init: - GL_EXT_separate_specular_color
Init: - GL_EXT_shadow_funcs
Init: - GL_EXT_stencil_two_side
Init: - GL_EXT_stencil_wrap
Init: - GL_EXT_texture3D
Init: - GL_EXT_texture_compression_s3tc
Init: - GL_EXT_texture_cube_map
Init: - GL_EXT_texture_edge_clamp
Init: - GL_EXT_texture_env_combine
Init: - GL_EXT_texture_env_dot3
Init: - GL_EXT_texture_filter_anisotropic
Init: - GL_EXT_texture_lod
Init: - GL_EXT_texture_lod_bias
Init: - GL_EXT_texture_mirror_clamp
Init: - GL_EXT_texture_object
Init: - GL_EXT_texture_sRGB
Init: - GL_EXT_timer_query
Init: - GL_EXT_vertex_array
Init: - GL_IBM_rasterpos_clip
Init: - GL_IBM_texture_mirrored_repeat
Init: - GL_KTX_buffer_region
Init: - GL_NV_blend_square
Init: - GL_NV_copy_depth_to_color
Init: - GL_NV_depth_clamp
Init: - GL_NV_fence
Init: - GL_NV_float_buffer
Init: - GL_NV_fog_distance
Init: - GL_NV_fragment_program
Init: - GL_NV_fragment_program_option
Init: - GL_NV_fragment_program2
Init: - GL_NV_framebuffer_multisample_coverage
Init: - GL_NV_half_float
Init: - GL_NV_light_max_exponent
Init: - GL_NV_multisample_filter_hint
Init: - GL_NV_occlusion_query
Init: - GL_NV_packed_depth_stencil
Init: - GL_NV_pixel_data_range
Init: - GL_NV_point_sprite
Init: - GL_NV_primitive_restart
Init: - GL_NV_register_combiners
Init: - GL_NV_register_combiners2
Init: - GL_NV_texgen_reflection
Init: - GL_NV_texture_compression_vtc
Init: - GL_NV_texture_env_combine4
Init: - GL_NV_texture_expand_normal
Init: - GL_NV_texture_rectangle
Init: - GL_NV_texture_shader
Init: - GL_NV_texture_shader2
Init: - GL_NV_texture_shader3
Init: - GL_NV_vertex_array_range
Init: - GL_NV_vertex_array_range2
Init: - GL_NV_vertex_program
Init: - GL_NV_vertex_program1_1
Init: - GL_NV_vertex_program2
Init: - GL_NV_vertex_program2_option
Init: - GL_NV_vertex_program3
Init: - GL_NVX_conditional_render
Init: - GL_SGIS_generate_mipmap
Init: - GL_SGIS_texture_lod
Init: - GL_SGIX_depth_texture
Init: - GL_SGIX_shadow
Init: - GL_SUN_slice_accum
Init: - GL_WIN_swap_hint
Init: - WGL_EXT_swap_control
Init: Maximum texture size: 4096
Init: Found GL_ARB_multitexture...
Init: Multitexture extensions found.
Init: Max anisotropy 16.000000
Init: Clamp to edge extension found.
Log: PLAYER left the game
Dev: Spawning server map01
Log: GB: Map goes from (-384,-320) to (1600,320)
Log: GB: Creating Segs...
Dev: Server spawned
Log: ---------------------------------------
Log: MyMap
Log:
Dev: 2162 subdivides
Dev: 2106 seg subdivides
Dev: 1640k light mem
Dev: Client level loaded
- VHardwareDrawer::AllocBlock
- VHardwareDrawer::CacheSurface
- VOpenGLDrawer::DrawPolygon
- World surfaces
- VRenderLevel::RenderWorld
- VRenderLevel::RenderScene
- VRenderLevel::RenderPlayerView
- R_RenderPlayerView
- SCR_Update
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: PLAYER left the game
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown
ERROR: overflow
Z_Free after Z_Shutdown
It occurss on versions 1.26 and newer, 1.30 included.
The map runs nicely, until the player looks for a certain amount of time to a 3DFloor with a Static Light under it.
There are also some othe Dynamic and Static lights nearby, same as High Resolution Textures, MP3 Music and SkyBox.
Game is Doom 2.
Salutes
[EDIT]
Janis, if you need the map to check it out, i can send by private message. I dont want to give a public download link or something.
[EDIT 2]
The error happens when i look at a Dynamic Flickering Light, then, to the 3DFloor, and again to the Dynamic Light.
[EDIT 3]
I have just realized that it also happens when i keep shooting, and have Dynamic Light ON.

