There's a tutorial on how to do it in the overview, but to give a short example here, just add the music you want, and add the following text example to a file namedGRRRRRRRRRR I CANNOT FRICKING ADD A CUSTOM SONG![]()
MUSICDEF
:Lump <Example, or _Example Depending On How You Titled the Music Lump>
Title = <InsertAMusicTitleHere>
Authors = <InsertTheMusicAuthorsHere>
Soundtestpage = 1
Soundtestcond = 0
BPM = <InsertHowManyBeatsPerMinuteHere, OrJustPutARandomNumber>
CPU Info: 486: 0, 586: 1, MMX: 1, 3DNow: 0, MMXExt: 0, SSE2: 1
Number of console HUD lines is now 5
I_InitJoystick()...
*** buffer overflow detected ***: terminated
An error occurred within SRB2! Send this stack trace to someone who can help!
(Or find crash-log.txt in your SRB2 directory.)
Backtrace:
./lsdl2srb2(+0x8d16d)[0x55cc0f3ab16d]
./lsdl2srb2(+0x8d298)[0x55cc0f3ab298]
/lib64/./libc.so.6(+0x37aa0)[0x7f7dd3d17aa0]
/lib64/./libc.so.6(+0x85564)[0x7f7dd3d65564]
/lib64/./libc.so.6(gsignal+0x12)[0x7f7dd3d17a12]
/lib64/./libc.so.6(abort+0xd3)[0x7f7dd3d02472]
/lib64/./libc.so.6(+0x79ec0)[0x7f7dd3d59ec0]
/lib64/./libc.so.6(__fortify_fail+0x22)[0x7f7dd3df0702]
/lib64/./libc.so.6(+0x10f210)[0x7f7dd3def210]
/lib64/./libc.so.6(__snprintf_chk+0xc5)[0x7f7dd3deee55]
./lsdl2srb2(DRPC_UpdatePresence+0x10b3)[0x55cc0f3e127b]
./lsdl2srb2(CV_RegisterVar+0x19e)[0x55cc0f44830e]
./lsdl2srb2(+0xedc20)[0x55cc0f40bc20]
./lsdl2srb2(D_SRB2Main+0x11a7)[0x55cc0f3e7457]
./lsdl2srb2(main+0x5a)[0x55cc0f3a2cda]
/lib64/./libc.so.6(+0x232ca)[0x7f7dd3d032ca]
/lib64/./libc.so.6(__libc_start_main+0x85)[0x7f7dd3d03385]
./lsdl2srb2(_start+0x21)[0x55cc0f3a2f51]
Process killed by signal: SIGABRT - abnormal termination triggered by abort call
make C_INCLUDE_PATH="/usr/local/include/SDL2" CC="/usr/bin/gcc" HAVE_DISCORDRPC=1 HAVE_MIXERX=1 LINUX64=1 NOOBJDUMP=1 NOVERSION=1 NOUPX=1
and used discord-rpc and SDL Mixer X.That's really weird. I'll compile it myself and find out what the cause is. Thank you for letting me know.I am getting SIGABRT error with buffer overflow, when I compiled game from Ubuntu (any supported version) and Gentoo:
CPU Info: 486: 0, 586: 1, MMX: 1, 3DNow: 0, MMXExt: 0, SSE2: 1 Number of console HUD lines is now 5 I_InitJoystick()... *** buffer overflow detected ***: terminated An error occurred within SRB2! Send this stack trace to someone who can help! (Or find crash-log.txt in your SRB2 directory.) Backtrace: ./lsdl2srb2(+0x8d16d)[0x55cc0f3ab16d] ./lsdl2srb2(+0x8d298)[0x55cc0f3ab298] /lib64/./libc.so.6(+0x37aa0)[0x7f7dd3d17aa0] /lib64/./libc.so.6(+0x85564)[0x7f7dd3d65564] /lib64/./libc.so.6(gsignal+0x12)[0x7f7dd3d17a12] /lib64/./libc.so.6(abort+0xd3)[0x7f7dd3d02472] /lib64/./libc.so.6(+0x79ec0)[0x7f7dd3d59ec0] /lib64/./libc.so.6(__fortify_fail+0x22)[0x7f7dd3df0702] /lib64/./libc.so.6(+0x10f210)[0x7f7dd3def210] /lib64/./libc.so.6(__snprintf_chk+0xc5)[0x7f7dd3deee55] ./lsdl2srb2(DRPC_UpdatePresence+0x10b3)[0x55cc0f3e127b] ./lsdl2srb2(CV_RegisterVar+0x19e)[0x55cc0f44830e] ./lsdl2srb2(+0xedc20)[0x55cc0f40bc20] ./lsdl2srb2(D_SRB2Main+0x11a7)[0x55cc0f3e7457] ./lsdl2srb2(main+0x5a)[0x55cc0f3a2cda] /lib64/./libc.so.6(+0x232ca)[0x7f7dd3d032ca] /lib64/./libc.so.6(__libc_start_main+0x85)[0x7f7dd3d03385] ./lsdl2srb2(_start+0x21)[0x55cc0f3a2f51] Process killed by signal: SIGABRT - abnormal termination triggered by abort call
I used this command to compilemake C_INCLUDE_PATH="/usr/local/include/SDL2" CC="/usr/bin/gcc" HAVE_DISCORDRPC=1 HAVE_MIXERX=1 LINUX64=1 NOOBJDUMP=1 NOVERSION=1 NOUPX=1
and used discord-rpc and SDL Mixer X.
That's interesting. I'll look at the code and find out what the issue is. Thanks for letting me know.View attachment 87712
Getting this Violation from hosting or friends hosting through the invite feature. We even joined through a person ip address and it still happened. Another thing I've noticed is character select in multiplayer, all of the character sprites are moving too fast.
I'm actually looking into it right now. Thanks for letting me know about this though, and thanks for playing the build.This is definitely a great build, with many features like the Jukebox and even 2.2.11 uncapped added in, I would definitely be using it as my main build... if there isn't a massive issue with Multiplayer.
For some unknown reason, there is something that is stopping me from joining most servers, either it was a desynch error, or what's been very common for me for trying to go online, and SIVSEG cash, I have been able to join ONE server and it was a Zombie Escape server.
Can you maybe look into this? If you can find a way to fix it, that will be really really cool of you and will lessen the frustration, keep up the great work friend!
Dude i have the same probView attachment 87712
Getting this Violation from hosting or friends hosting through the invite feature. We even joined through a person ip address and it still happened. Another thing I've noticed is character select in multiplayer, all of the character sprites are moving too fast.
The problem is the underscore in your lumps, both the music lumps and theI've been trying to add Pizza Tower's OST (2 songs) and it dosen't want to work. The console is telling me Lump Not found even if i save the jukebox file. I'm also using the x64 SLADE build.
MUSICDEF
lumps. The reason why my lumps have an underscore in the MUSICDEF
lump is because I named them by putting two underscores instead of one (Example: O__IHCGI
, LUMP _IHCGI
). The way to solve this is to either name your lumps following the format I used, or by just using one underscore instead (Example: O_IHCGI
, LUMP IHCGI
). I might not have explained this the best I could, but I hope this helps.Thanks for the help, it works now!The problem is the underscore in your lumps, both the music lumps and theMUSICDEF
lumps. The reason why my lumps have an underscore in theMUSICDEF
lump is because I named them by putting two underscores instead of one (Example:O__IHCGI
,LUMP _IHCGI
). The way to solve this is to either name your lumps following the format I used, or by just using one underscore instead (Example:O_IHCGI
,LUMP IHCGI
). I might not have explained this the best I could, but I hope this helps.
No problem, glad I was able to help!Thanks for the help, it works now!![]()
StarMaina no matter when i go to 64bit or 32bit it wont stop crashing whenever i host and press fire to join my match gameNo problem, glad I was able to help!
I'm still working on it, and I think I might've fixed it, but I just need to run a few tests. After that, an update should be released later today. By the way, what does theStarMaina no matter when i go to 64bit or 32bit it wont stop crashing whenever i host and press fire to join my match game
crash_log.txt
file say when the game crashes?Hey! Sorry it's taken me so long to respond, but I've seen your log a few hours ago. I've actually just fixed this issue a while ago too, and I'm trying to get the update pushed out as soon as I can. Sorry for all the inconvenience.I have the same issue as AndyboyRevived. Here's the log, i hope the developer will see it.
UPD: My hardware is
- Intel Core i5 6200U
- 2 SSD, 8GB RAM
- Intel HD Graphics 520
- HP ProBook 430 G3
A Pretty Major Update
CHANGELOG
- Uncapped Changes
- Ported Over More 2.2.11 Uncapped Changes. Nothing Major, Though.
- Fixes the
P_SpawnMobj/MT_LOCKON
Issues. Thanks for Letting Me Know About This, andrewmac1111.- Ported Over Some 2.2.11 Functions. As a Result, the Functions
P_SetOrigin
andP_MoveOrigin
now Exist. Thanks for Also Letting Me Know About This, andrewmac1111.- Discord...
We use essential cookies to make this site work, and optional cookies to enhance your experience.