[0.9.1] [Duke3D] Intermission screen bug

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [0.9.1] [Duke3D] Intermission screen bug

Re: [0.9.1] [Duke3D] Intermission screen bug

by Graf Zahl » Fri Apr 09, 2021 10:39 am

Superseded by viewtopic.php?f=340&t=71961

Re: [0.9.1] [Duke3D] Intermission screen bug

by Graf Zahl » Wed Apr 07, 2021 11:39 am

This definitely requires closer examination - for now I have merely disabled any UI interaction on the phases where I could detect problems. This is mainly the fade out phase and Exhumed's map/scrolling text screens in their entirety.

I cannot tell yet what happens here - it probably has something to do with these screens not being timed by the game ticker but by the render loop. But changing this may take a little longer, as there's quite a few screens that need changing, so for now it's just a quick workaround to not let this become a blocking issue.

[0.9.1] [Duke3D] Intermission screen bug

by ReaperAA » Wed Apr 07, 2021 4:51 am

In Duke3D, I noticed that when I enter the intermission screen and then press enter and immediately (as in when the screen goes black but you didn't enter next map) try to go to the menu. You will notice that the menu becomes laggy and if you start a new game, the game becomes becomes corrupted.

I haven't checked if this is Duke specific or is present in all games.

Top