Saving failed due to BlockingLine
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Re: Saving failed due to BlockingLine
Also, Cooke, in case it wasn't obvious - are you getting that error with vanilla no mods, or with mods? If it's with mods, check the mod isn't doing any "Don't do that"'s. You know how wild it is with ZScript...
- Graf Zahl
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Re: Saving failed due to BlockingLine
BlockingLine should be cleared at the very latest when the old map is freed in ClearLevelData. Whatever is in STAT_TRAVELLING at that point needs to be handled.
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Re: Saving failed due to BlockingLine
With GZDoom 53199e455, I got this problem at the beginning of Equinox MAP10 after leaving Equinox MAP09. If I play it normally, without any mods, and (mostly) let the monsters infight to the death, "blockingline" is out of bounds and I cannot save on MAP10. For some strange reason, however, if I god/noclip my way to the exit, the issue with blockingline doesn't happen.
Re: Saving failed due to BlockingLine
Should it be done like this?Graf Zahl wrote:BlockingLine should be cleared at the very latest when the old map is freed in ClearLevelData. Whatever is in STAT_TRAVELLING at that point needs to be handled.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Saving failed due to BlockingLine
I would have done it in ClearLevelData, before the travelling starts. But it will have to be checked if this is sufficient.
Re: Saving failed due to BlockingLine
Moved resetting of pointers to FLevelLocals::ClearLevelData() as it works fine as well. At first, I missed somehow that you wanted the code to be added to this function.
Re: Saving failed due to BlockingLine
Merged the change as it fixes the dangling pointers issue for inventory items.
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Re: Saving failed due to BlockingLine
There's still one minor gripe I have with this. Sure, the I_Error calls were replaced with a Printf, but it's an unconditional print, rather than something that'd be silenced unless, say, developer message level is set to "warnings".
Re: Saving failed due to BlockingLine
Making these messages developer only would make a chance to catch related errors very slim.