[2.1.7] Multiplayer ends after so many deaths.
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
-
- Posts: 94
- Joined: Wed Sep 13, 2006 2:03 pm
- Location: In front of a Baron, holding a Plasma Rifle
I tried repeatedly killing a single bot at least 50 times, no crash. Then I tried with 3 bots, and I got a total system freeze after a while. This leads me to believe that the "frag limit" here is imaginary. Maybe the supposed frag limit has more to do with the probability that two of the bots will respawn at just the right (wrong?) time to cause this crash.
This bug interests me, I'd like to try to research the cause for myself before Graf comes in and just says "Oops, missed a bracket."
This bug interests me, I'd like to try to research the cause for myself before Graf comes in and just says "Oops, missed a bracket."
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
There were 4 players in my demo. Me and 3 bots. This happens with one bot/player too.HotWax wrote: Because of that, a fourth bot is never spawned and the game continues.
Since a player 4 start that was there at map start should continue to be there throughout the game, there's no good reason for why this should occur.
Also before someone says it, this is NOT a bot related bug.
- Electronic Samurai
- Posts: 177
- Joined: Mon Mar 27, 2006 1:54 am
- Location: Wandering the open plains
I discovered something odd this morning that might be related to the problem at hand. In my copy, at least, you can add more bots than normal - I think map 13 only allows 4 bots normally, but I was able to spawn 7. The three additional bots spawned someplace outside the playable area, and ran around outside the playable sectors.
Can anyone verify that this isn't specific to my copy? Does this bug occur on any other maps?
[EDIT] Disregard this - I found out what was causing the problem. The bug's still there, but I was running a modified map and didn't notice
Can anyone verify that this isn't specific to my copy? Does this bug occur on any other maps?
[EDIT] Disregard this - I found out what was causing the problem. The bug's still there, but I was running a modified map and didn't notice

Last edited by Electronic Samurai on Fri Nov 17, 2006 8:25 am, edited 1 time in total.
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Yay it's fun.
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.?

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.?
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- Electronic Samurai
- Posts: 177
- Joined: Mon Mar 27, 2006 1:54 am
- Location: Wandering the open plains
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
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.