[zdoom-2.8pre-780] crash: actor hits floor thing
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[zdoom-2.8pre-780] crash: actor hits floor thing
originally reported here: https://zandronum.com/tracker/view.php?id=0001985 (additional info in the notes)
falling onto a sector with an 'actor hits floor' thing that teleports you will crash instead, and the crash does not bring up the 'save crash report' box
with the example wad provided:
walk forward, u should teleport just fine
once u teleport, jump, and u should crash
as this is my first bug report here, i apologize if i did anything incorrectly
falling onto a sector with an 'actor hits floor' thing that teleports you will crash instead, and the crash does not bring up the 'save crash report' box
with the example wad provided:
walk forward, u should teleport just fine
once u teleport, jump, and u should crash
as this is my first bug report here, i apologize if i did anything incorrectly
- Attachments
-
test-teleport2.wad
- (1.88 KiB) Downloaded 54 times
Re: [zdoom-2.8pre-780] crash: actor hits floor thing
[Don't do that]. You are teleporting the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports the player into a sector that also teleports...
Eventually Windows kills it because ZDoom's callstack fills up or you run out of memory from your infinite teleport hoedown.
Specifically, landing on the floor will transfer that subsequent call to any other floor you "land on" from being teleported. This is intended behaviour. You need to assign a script to handle the teleporters properly.
Eventually Windows kills it because ZDoom's callstack fills up or you run out of memory from your infinite teleport hoedown.
Specifically, landing on the floor will transfer that subsequent call to any other floor you "land on" from being teleported. This is intended behaviour. You need to assign a script to handle the teleporters properly.
- Graf Zahl
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Re: [zdoom-2.8pre-780] crash: actor hits floor thing
I think the rules for 'actor hits floor' are stupid and too general, this really shouldn't trigger if a sector is entered by teleporting. This was just one of those stupid things that got reported as a bug and Randi dilligently changed it without thinking about the consequences. In any case, recursive teleports, like what happens in this setup are a surefire way to crash the engine, there's not much that can be done about it other than delaying the teleport with a script.
- StrikerMan780
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Re: [zdoom-2.8pre-780] crash: actor hits floor thing
So, just for clarification... It'll screw up and crash no matter where you teleport? Even if you teleport to another sector the DOES NOT have an "Actor Hits Floor" actor?
Then again, even if it did have another "Actor Hits Floor" actor like was said... it really shouldn't trigger if entered by teleporting (Unless you teleport in from a Z-Position Higher than Zero, perhaps that condition could be used?). What if this was changed? I don't foresee anything relying on this screwy behavior... Really should be fixed for better or worse.
Then again, even if it did have another "Actor Hits Floor" actor like was said... it really shouldn't trigger if entered by teleporting (Unless you teleport in from a Z-Position Higher than Zero, perhaps that condition could be used?). What if this was changed? I don't foresee anything relying on this screwy behavior... Really should be fixed for better or worse.
Last edited by StrikerMan780 on Thu Nov 06, 2014 9:00 am, edited 1 time in total.
Re: [zdoom-2.8pre-780] crash: actor hits floor thing
What... why would that ever... what? Where do you people get these ideas?StrikerMan780 wrote:So, just for clarification... It'll screw up and crash no matter where you teleport? Even if you teleport to another sector the DOES NOT have an "Actor Hits Floor" actor?
No, it's crashing because the sector being teleported into is triggering a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action that teleports to another sector that triggers a sector action...
It was changed to this behaviour because other sector actions weren't being triggered in new sectors, without the foresight that it can be mistakenly erroneous. Various maps actually expect sector actions to trigger on such movement.
- StrikerMan780
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Re: [zdoom-2.8pre-780] crash: actor hits floor thing
No need to be an asshole about it. A simple "No, only when you teleport to another sector with an actor hits floor that teleports you back to the first." would have sufficed.
I got that idea because of this: "Specifically, landing on the floor will transfer that subsequent call to any other floor you "land on" from being teleported."
Which was kind of confusing and I just asked for clarification. Geez. Because the way that was worded made it seem the special was being transferred to the floor of the sector you were being teleported to. (Which, to me, would be a very easy culprit for infinite recursion)
Also, nice to see the rest of my post completely ignored for the sake of finding an excuse to be a smartass:
I got that idea because of this: "Specifically, landing on the floor will transfer that subsequent call to any other floor you "land on" from being teleported."
Which was kind of confusing and I just asked for clarification. Geez. Because the way that was worded made it seem the special was being transferred to the floor of the sector you were being teleported to. (Which, to me, would be a very easy culprit for infinite recursion)
Also, nice to see the rest of my post completely ignored for the sake of finding an excuse to be a smartass:
I stated the above because I thought it was perhaps more accurate to what's going on, and from what I can tell, is correct.Then again, even if it did have another "Actor Hits Floor" actor like was said... it really shouldn't trigger if entered by teleporting (Unless you teleport in from a Z-Position Higher than Zero, perhaps that condition could be used?). What if this was changed? I don't foresee anything relying on this screwy behavior... Really should be fixed for better or worse.
Re: [zdoom-2.8pre-780] crash: actor hits floor thing
Maybe if you actually heeded your own advice and read posts:
And behold:StrikerMan780 wrote:Then again, even if it did have another "Actor Hits Floor" actor like was said... it really shouldn't trigger if entered by teleporting (Unless you teleport in from a Z-Position Higher than Zero, perhaps that condition could be used?). What if this was changed? I don't foresee anything relying on this screwy behavior... Really should be fixed for better or worse.
Graf Zahl wrote:I think the rules for 'actor hits floor' are stupid and too general, this really shouldn't trigger if a sector is entered by teleporting. This was just one of those stupid things that got reported as a bug and Randi dilligently changed it without thinking about the consequences.
And of course I got annoyed with your question. You neither read nor thought about what you were saying, and came up with an utterly baseless question as a result.edward850 wrote:It was changed to this behaviour because other sector actions weren't being triggered in new sectors, without the foresight that it can be mistakenly erroneous. Various maps actually expect sector actions to trigger on such movement.
- StrikerMan780
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Re: [zdoom-2.8pre-780] crash: actor hits floor thing
If I hadn't of thought about it, I wouldn't have asked any questions, genius.
And I already read those two posts by then, why do you think I suggested the Z-Position thing?
And I already read those two posts by then, why do you think I suggested the Z-Position thing?
- Graf Zahl
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Re: [zdoom-2.8pre-780] crash: actor hits floor thing
If you can't act like civilized people...