[2.1.7] Multiplayer ends after so many deaths.
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- Cutmanmike
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[2.1.7] Multiplayer ends after so many deaths.
Hard to explain. Basicly, me and a friend were playing Neodoom with the Keep weapons DMFLAG off. After dying a few times, we notice that the start inventory is being stripped, including keys and pistol (sometimes fists too). After you lose them and you respawn, Zdoom either crashes or it jumps to the console with a "No player 2 start" error message.
Keep in mind that this has happened with both Neodoom and Demon Eclipse, which both have custom starting weapons and inventory (I think).
This bug totally ruins anyone's plans for coop in large maps.
Edit: Apparently this is nothing to do with the DMFLAGs
Keep in mind that this has happened with both Neodoom and Demon Eclipse, which both have custom starting weapons and inventory (I think).
This bug totally ruins anyone's plans for coop in large maps.
Edit: Apparently this is nothing to do with the DMFLAGs
Last edited by Cutmanmike on Thu Nov 16, 2006 11:19 am, edited 2 times in total.
- Electronic Samurai
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- Cutmanmike
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- Cutmanmike
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- Cutmanmike
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Interesting - I noticed something else that might help you guys track down this bug.
Removing all the bots from the map with 'removebots' seems to reset the kill-limit. I was nearing the ~35 mark, so I tried 'removebots' and added them back in one by one. That game, it took ~70 combined kills for the bug to occur.
Removing all the bots from the map with 'removebots' seems to reset the kill-limit. I was nearing the ~35 mark, so I tried 'removebots' and added them back in one by one. That game, it took ~70 combined kills for the bug to occur.
- Cutmanmike
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Meaning what? The same number of kills on that particular map or the same number of kills overall? Does one player have to reach that number of kills (frag count) or is this a combined total of all players?
The crash I experienced occured on the fourth map of CTC in a two-player game. As CTC tends to have less kills than a normal deathmatch, we never got anywhere near 35 kills on any of the maps. I suppose it could have been 35 kills over the course of all the maps, but that doesn't seem to make any sense as the game state would be completely reset between maps.
The crash I experienced occured on the fourth map of CTC in a two-player game. As CTC tends to have less kills than a normal deathmatch, we never got anywhere near 35 kills on any of the maps. I suppose it could have been 35 kills over the course of all the maps, but that doesn't seem to make any sense as the game state would be completely reset between maps.
- Cutmanmike
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Well here's a demo of it happening. You can clearly see the "No player 4 start" at the end of the demo.
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- Electronic Samurai
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For me at least, it's a combined total for all the players on the map. However, in one test where I left player 2 (a bot) hidden in a dark corner of the map so nothing could kill him, I didn't get the crash even after nearly a hundred deaths.HotWax wrote:Meaning what? The same number of kills on that particular map or the same number of kills overall? Does one player have to reach that number of kills (frag count) or is this a combined total of all players?
The crash I experienced occured on the fourth map of CTC in a two-player game. As CTC tends to have less kills than a normal deathmatch, we never got anywhere near 35 kills on any of the maps. I suppose it could have been 35 kills over the course of all the maps, but that doesn't seem to make any sense as the game state would be completely reset between maps.
More interesting things happened in another test where I left player 1 dead and spectated player 2. I didn't get a crash there either, but player 2 occasionally spawned in the player 1 spawn spot.
I don't know how any of the code works, so all I can offer is objective reports based on my observations and hope that it benefits someone else.
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Slightly off topic:
Is there a reason that, at the beginning of the demo when the bots are added, it says "Bot tried to join, but there was no Player 5 Start" and the game continues, yet when this bug fraglimit is hit, the game terminates with "No Player 4 Start"? How is having no Player 4 start a fatal error, when having no Player 5 start is not one?
Is there a reason that, at the beginning of the demo when the bots are added, it says "Bot tried to join, but there was no Player 5 Start" and the game continues, yet when this bug fraglimit is hit, the game terminates with "No Player 4 Start"? How is having no Player 4 start a fatal error, when having no Player 5 start is not one?
The first case fails because (I'm assuming -- can't watch the demo until I get off work) there're only 4 player starts in the map. Because of that, a fourth bot is never spawned and the game continues. However, when the player 4 bot (who is already in the game) tries to respawn and fails, I'm assuming ZDoom doesn't know what to do with him and a crash results.
Since a player 4 start that was there at map start should continue to be there throughout the game, there's no good reason for why this should occur.
Since a player 4 start that was there at map start should continue to be there throughout the game, there's no good reason for why this should occur.