Thing_Hate causing a crash

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Expand view Topic review: Thing_Hate causing a crash

Re: Thing_Hate causing a crash

by _mental_ » Fri Jan 18, 2019 4:24 am

Fixed in 395d613.

Re: Thing_Hate causing a crash

by Zan » Fri Jan 18, 2019 3:45 am

Can confirm, I used to get this crash in Hedon as well. What fixed it was moving the script trigger line further away from where the monsters were, so I assume it may have something to do with the player's position too?

Thing_Hate causing a crash

by Enjay » Thu Jan 17, 2019 1:53 pm

g3.8pre-228-g3df112a7b (32 bit because of 64 bit version crashing at startup)

I noticed this when testing my Burghead mod. There were a few things going on in the script when the crash happened but I managed to trim them down until I got the crash with not much else happening, then put it into a simple demo map.

Just load the attached and puke script 1. After a moment, the game should crash. 3.7.1 official (64 bit) does not crash.

[edit] Uploaded a newer version of the test map with a better test script. You can now puke script 1 or 2 to get a crash. Both use Thing_Hate, just slightly different versions.

Code: Select all

#include "zcommon.acs"

script 1 (void)
{
	Thing_Activate (3);
	Thing_Activate (4);
	Thing_Activate (5);
	//Floor_RaiseByValue(119, 16, 64);
	delay(4);

	//Hate type 6 prevents enemies attacking until they are closer
	//gives the player a chance to kill a few before they get nasty

	Thing_Hate (3, 53, 6);
	Thing_Hate (4, 53, 6);
	Thing_Hate (5, 53, 6);
	delay(4);
}


script 2 (void)
{
	Thing_Activate (3);
	Thing_Activate (4);
	Thing_Activate (5);
	//Floor_RaiseByValue(119, 16, 64);
	delay(4);

	Thing_Hate (3, 53, 3);
	Thing_Hate (4, 53, 3);
	Thing_Hate (5, 53, 3);

}
[/edit]

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