Sorry for not getting back to this thread. Life has been hectic.
Anyway, I have no idea how to do that, and my perusal over my code hasn't tuned up anything that throws up a red flag for me. But there are a lot of moving parts here, so yeah, extraordinary measures are going to be needed.
I'm going to put up an updated build with minor fixes this week, and then everyone can be on the same page. Since the last release I've updated the KAI library, and PB has done some stuff as well.
Either way. Sorry for the inactivity. It's kind of been a bit hard here.
Version 4.14.1+ Random Freeze
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
- Daryn
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Re: Version 4.14.1+ Random Freeze
I've posted the link in another thread, but here it is anyway for anyone that wants to take another shot at it.
https://www.moddb.com/mods/dragon-secto ... 2-released
The full pack brings everything current. On the bundled version of GZDoom 4.14.0a we are able to play all the way through. Drop in your debug build if you care to take another stab at it. The manual has recommended settings, which will further dial it into how we're configured.
Thanks for the care and time, everyone. I really mean it.
https://www.moddb.com/mods/dragon-secto ... 2-released
The full pack brings everything current. On the bundled version of GZDoom 4.14.0a we are able to play all the way through. Drop in your debug build if you care to take another stab at it. The manual has recommended settings, which will further dial it into how we're configured.
Thanks for the care and time, everyone. I really mean it.
Re: Version 4.14.1+ Random Freeze
Does this mod use visual thinkers by chance? There was an oversight where destroyed ones were getting into the render list on load including from snapshots. It's possible it could've been this since the conditions for it were fairly random
- Daryn
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Re: Version 4.14.1+ Random Freeze
Sorry for taking so long to reply. As I matter of fact, yes. I do use VisualThinkers for the sparks emitted by our version of the Cacolantern.
- Daryn
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Re: Version 4.14.1+ Random Freeze
Since project brutality now requires 4.14.2 I've had to move forward. I have tested and was able to get through one playthrough, but the next playthrough we did we got to Map 5 and the freezes started happening. So, I've temporarily turned our VT off and we'll see. I have not tried dev builds after 4.14.2, so if the fix for that is there I haven't had the opportunity to test that out.
Re: Version 4.14.1+ Random Freeze
There was a bug where bad visual thinkers were getting into the render list after loading from a save which would also affect hubs. Not sure if it's relevant but just spitballing.
- Daryn
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Re: Version 4.14.1+ Random Freeze
Hm, what qualifies as a bad VisualThinker?
To follow up, after disabling the effect I had using VisualThinkers, we've been able to get through two complete playthroughs. I *think* the one where we were freezing in at Map 5 was coming back after taking a break, so loading a save game would have come into play. I know that this last playthrough wasn't all done in one sitting. Plus, when we died, we'd have to load from a save as well.
I'm not going to say this is it quite yet, but it is starting to look like we're getting somewhere, at least.
- Daryn
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Re: Version 4.14.1+ Random Freeze
Just got a report from my partner saying it froze again with no VisualThinker enabled. It happened on the last map after a bunch of monsters activated. Quitting and reloading the autosave ended up working to get him to the end of the map. So, I'm not sure now.