Version 4.14.1+ Random Freeze

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Daryn
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Re: Version 4.14.1+ Random Freeze

Post by Daryn »

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.
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Daryn
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Re: Version 4.14.1+ Random Freeze

Post by Daryn »

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.
Boondorl
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Re: Version 4.14.1+ Random Freeze

Post by Boondorl »

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
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Daryn
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Re: Version 4.14.1+ Random Freeze

Post by Daryn »

Boondorl wrote: Tue Jul 08, 2025 1:06 pm 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
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.
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Daryn
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Re: Version 4.14.1+ Random Freeze

Post by Daryn »

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.
Boondorl
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Re: Version 4.14.1+ Random Freeze

Post by Boondorl »

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.
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Daryn
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Re: Version 4.14.1+ Random Freeze

Post by Daryn »

Boondorl wrote: Wed Aug 13, 2025 10:03 pm 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.
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.
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Daryn
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Re: Version 4.14.1+ Random Freeze

Post by Daryn »

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.
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