Bug with dying and restart in coop multiplayer

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Expand view Topic review: Bug with dying and restart in coop multiplayer

by Siggi » Tue Jun 20, 2006 5:20 pm

It could just be me, but that version I'm running there got several fatal errors when doing sertain things, and all the health items appeared as unknown items.

by Graf Zahl » Tue Jun 20, 2006 5:17 pm

Psycho Siggi wrote: PS: r202 is about as stable as Windows 95 :wink:

:?:

by Siggi » Tue Jun 20, 2006 5:12 pm

Image
:rock:

PS: r202 is about as stable as Windows 95 :wink:

by Graf Zahl » Tue Jun 20, 2006 10:54 am

The one thing it will get rid of are the annoying fixed point overflows.
Aside from that it will probably make network syncgronization between builds from different compilers a nightmare - unless standard conformant floating point operations are enabled. Too bad that those will cause a massive performance hit.

by Enjay » Tue Jun 20, 2006 10:07 am

Although I believe there will be benefits along the lines you suggest, I strongly suspect part of the point was that Randy wanted to do it. Who knows why? Perhaps he just wanted experience with FP stuff, perhaps it appealed to his sense of neatness, perhaps it was just a thing that started bugging him and he wanted to do it. Although the delays it has clearly caused are frustrating for the end user, given that Randy (presumably) does Zdoom because it amuses him and he wants to do it, any of the above reasons are good enough.

by Phobus » Tue Jun 20, 2006 9:58 am

Remember when Randy said that this change would be transparent for the end user?

For us, it will mean nothing, but for coders and in game workings, it should make things better and more efficient. Otherwise, what's the point? :P

by Cutmanmike » Tue Jun 20, 2006 9:15 am

... I have no idea what that means. How does it effect Zdoom is what i'm concerned about.

by TheDarkArchon » Tue Jun 20, 2006 8:29 am

by Cutmanmike » Tue Jun 20, 2006 5:00 am

I wish I knew what this floating point larky was all about

by Graf Zahl » Mon Jun 19, 2006 2:20 pm

SVN contains the currently active source. But the floating point code has been inactive for more than 6 months now and will be re-integrated once 2.0.99 is out.

by Bio Hazard » Mon Jun 19, 2006 1:47 pm

Graf Zahl wrote:There is no floating point stuff in the SVN yet.
I thought that was the whole point of the SVN. To have the bleeding edge stuff.
Odd, moving objects seem smoother to me. Maybe it's because I'm running Linux?

by Graf Zahl » Mon Jun 19, 2006 9:32 am

Hopefully soon.

by dennisj1 » Mon Jun 19, 2006 9:23 am

How about 2.0.99 final? When?

by Tormentor667 » Mon Jun 19, 2006 5:38 am

Risen wrote:
randy wrote:cooperative stuff
Hooray!!
This makes coop-gaming fun again :)

by Cutmanmike » Mon Jun 19, 2006 3:08 am

randy wrote:Lose keys when respawning in coop
yes YES!

It... it's enough to bring a tear to my eye...

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