[2.1.7] Multiplayer ends after so many deaths.

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Expand view Topic review: [2.1.7] Multiplayer ends after so many deaths.

by Graf Zahl » Sun Nov 26, 2006 10:47 am

It's also not guaranteed to work always. Sometimes SVN revisions are broken.

by Lemonzest » Sun Nov 26, 2006 9:59 am

this link is always upto date when i remember :P

http://lemonzest.tastyspleen.net/ZDoom-SVN.zip

Current Build is 391

by RazTK » Sun Nov 26, 2006 9:54 am

Cutmanmike wrote:urk.. the link is dead anyway

Though I do find that this fix is more important than having old saves and demos working. Bah, why didn't I save it when I had the chance.
:wink:

Who knows what hides behind the mighty winky smiley...

by Cutmanmike » Sun Nov 26, 2006 9:11 am

urk.. the link is dead anyway

Though I do find that this fix is more important than having old saves and demos working. Bah, why didn't I save it when I had the chance.

by Graf Zahl » Sun Nov 26, 2006 8:18 am

But be aware that this release it NOT compatible with 2.1.7 demos or savegames, despite the apparently same version number.

by Cutmanmike » Sun Nov 26, 2006 8:13 am

by Dancso » Sat Nov 25, 2006 5:22 pm

Oh right.
(I always learn something new.)

Now.. i have a question.
Do i need to wait for 2.1.8 release, or 2.1.7 has been uploaded again?
(I think i need to wait, but i'm just asking.)

by RazTK » Sat Nov 25, 2006 11:11 am

Electronic Samurai wrote:Nice! Bravo, Randy!

Where exactly was the problem?
Randy in the changelog wrote:- Fixed: When P_SpawnPlayer() calls DObject::PointerSubstitution() to
redirect player pointers, it affects the bodyque too. That meant that in
multiplayer games, once the bodyque filled up, anybody was in danger of
being rudely destroyed the next time somebody respawned.

by Cutmanmike » Sat Nov 25, 2006 10:46 am

Thank sarkus sark for that.

by Electronic Samurai » Sat Nov 25, 2006 1:35 am

Nice! Bravo, Randy!

Where exactly was the problem?

by randi » Fri Nov 24, 2006 10:29 pm

Fixed.
Dancso wrote:Did this bug cause it . . . ?
Absolutely not. As others have already said, it's because you weren't using the same wads. You probably got lucky it didn't desync sooner.

by eliw00d » Fri Nov 24, 2006 8:12 pm

this keeps happening to me and my brother, regardless of the wads attached. it's especially prevalent in cyberdemon maps, when he kills you repeatedly upon spawning. after so many deaths, it crashes and says "no player X spawn" where X is always random. and this is with 2.1.6.

by Cutmanmike » Thu Nov 23, 2006 3:25 am

I'll always be there for yooouuu

by Zippy » Sat Nov 18, 2006 10:40 am

Almost assuredly the wad. Everyone in a multiplayer game should be running all the same things.

by Dancso » Sat Nov 18, 2006 9:35 am

Yay it's fun.:D

A few days ago i've played coop with my brother, and after a lot of respawning, the game desynched. It was with 2.1.7 version, we both had almost same stuff, except that i used nash's gore wad, and he did not. except that, everything was same, and it desynched. Did this bug cause it, or was it nash gore wad, cause my bro wasnt useing it.?

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