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Doom crash after 2.5 years of real-world runtime confirmed on real hardware

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211–220 of 221 posts

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#211
post #204

Earlier quoted context omitted.

Some C programmers take the view that unsigneds have too many disadvantages: undefined behaviour for overflows, and weird type promotion rules. So, they try and avoid uints.

Umm, signed integers are UB on overflow; unsigned is always fine.

Sorry, you are correct. I don't think unsigned overflow behaviour was defined until C99 though.

Anyway, in answer to the question, I would guess the reason was because of signed / unsigned type promotion.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#212
post #201

Earlier quoted context omitted.

I used to game on Linux back in the late 2000s through Wine. And I always found the mouse support to be jarring, even if I could get support to a decent level, for some reason the mouse input was never quite as fluid as it should have been. And now I'm reluctant to move back to Linux for gaming, even though they've clearly come so far. I guess I should just go ahead and give it another shot.

Stating my bias up front, I've been using Linux since Windows Vista, and I'm a fan. That said, I have experienced the same things you did whenever I needed to run Wine for... well, anything. It was clunky as hell. You should absolutely revisit. Proton has changed the game. Literally the only game I've tried that was remotely difficult to play in SteamOS is Minecraft, likely because Microsoft owns it now. But I was ab…

Oops, forgot the URL: https://mcpelauncher.readthedocs.io/en/latest/getting_starte...

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#213
post #205

Once upon a time, Windows NT 4 had a similar bug. Their counter was high precision, though, and was for uptime of the system. Back before Service Pack 3 (or was it SP2?) we had a scheduled task reboot the system on the first of the month. Otherwise it would crash after about 42 days of uptime, because apparently nobody at Microsoft tested their own server OS to run for that long.

Are you thinking of https://web.archive.org/web/19990508050925/http://support.mi... ? Or was there a different bug in NT 4?

This was definitely NT. It was the IIS server at an ISP. It might have been the same timer, and it might’ve been 49 days instead of 42. Its was in the forties, and 42 sticks in my mind pretty easily. It may have been basically the same bug.

UPDATE: Apparently it was 49.7 days in NT, same timer bug as 9x. Only remember this was a server OS. https://www.reddit.com/r/sysadmin/comments/86jxva/anyone_rem...

That, or the Reddit poster and I have the same wrong memory of the bug. I do know my boss at the time made us make the scheduled task to reboot because he understood it at the time to happen on NT 4.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#214

Earlier quoted context omitted.

You have 13 years to upgrade to 64-bit ints or switch to a long long for time_t. Lots of embedded stuff or unsupported closed-source stuff is going to need special attention or to be replaced. I know the OpenFirmware in my old SunServer 600MP had the issue. Unfortunately I don’t have to worry about that.

You’ve got 13 years to update unless any of your code includes dates in the future. Just stay away from anything related to mortgages, insurance policies, eight year PhD programs, retirement accounts…

If you’re managing mortgages or retirement accounts on systems that weren’t ready for 2038 by 2008 you were already missing the biggest bucket of the market.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#215
post #48

Earlier quoted context omitted.

Same. Something about the metroidvania design with the home hub of the later ones didn’t give the same feeling. It should be run, kill, find secrets, end, next level.

I just finished Robocop: Rogue City and it was exactly this a linear level by level shooter that felt like a pure Robocop power fantasy movie. I played new game plus it was so much fun and I never do that. It's like the game industry got a fake memo saying no one wanted linear story-based games anymore. I ended up buying two more Teyon games because I was so happy with their formula and they are playable in a dozen o…

Ooh, I’ll have to give this a try, thank you!

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#216
post #48

Earlier quoted context omitted.

Same. Something about the metroidvania design with the home hub of the later ones didn’t give the same feeling. It should be run, kill, find secrets, end, next level.

The latest DOOM: Dark Ages ditched the home hub. I think it's a really great DOOM game.

Huh, thanks! I’ll give it a try

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#217
post #56

Earlier quoted context omitted.

They own the past of PC gaming, as well as Call of Duty but that is more popular on consoles than PC nowadays. Those listed are small time compared to Counter-Strike 2, Dota 2, League of Legends, Valorant, Roblox, Apex Legends, Marvel Rivals and a number of hard-hitting games every year such as Witcher 3, Elden Ring, Baldur's Gate 3 etc.

So in other words the own the part of PC gaming that's actually good.

You’re saying the Witcher 3 and games like it are bad?

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#218
post #49

Earlier quoted context omitted.

They explained it was in the game code though?

To me, that error message was caused by some panic, and then the OS began gracefully shutting down the application in this case DooM - which would not have been done by the program itself. Therefore I conclude it was the OS. I am not an OS developer, so I take my own conclusion with a grain of salt.

Did you read the article? They specifically said it was a variable in the game engine code that causes the overflow. A program crashing causes the OS to show the error, but the bug that caused the crash was clearly in the game code itself.

Any OS this game engine ran on would experience this crash.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#219
post #177

Earlier quoted context omitted.

I used to game on Linux back in the late 2000s through Wine. And I always found the mouse support to be jarring, even if I could get support to a decent level, for some reason the mouse input was never quite as fluid as it should have been. And now I'm reluctant to move back to Linux for gaming, even though they've clearly come so far. I guess I should just go ahead and give it another shot.

It has come lightyears. ProtonDB has a feature where you can give it access to your Steam account for reading and it'll give you a full report based on your personal library: https://www.protondb.com/profile And I find if anything it tends to the conservative. I've encountered a few things where it was overoptimistic but its outweighed by the stuff that was supported even better than ProtonDB said. In the late 2000s,…

I use steam with Monado to play VRChat on Linux, it surprisingly just works. There are many options to do this nowadays like wired PCVR headsets (The HTC ones are really well supported under Linux) or ALVR if you have a Quest. The only tricky part is setting up steam to use Monado instead of Steam VR but there is documentation on that. I even had some success with running Beat Saber under FreeBSD once using Monado and Wine.

=> https://monado.freedesktop.org/

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#220

Once upon a time, Windows NT 4 had a similar bug. Their counter was high precision, though, and was for uptime of the system. Back before Service Pack 3 (or was it SP2?) we had a scheduled task reboot the system on the first of the month. Otherwise it would crash after about 42 days of uptime, because apparently nobody at Microsoft tested their own server OS to run for that long.

> about 42 days About 42 sounds a bit too low, if this really was a timer overflow from a 16 bit timer it would have to be around 49 days
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