[2.1.7] Multiplayer ends after so many deaths.

Bugs that have been investigated and resolved somehow.

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JL_Harkster
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Post by JL_Harkster »

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."
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Cutmanmike
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Post by Cutmanmike »

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.
There were 4 players in my demo. Me and 3 bots. This happens with one bot/player too.

Also before someone says it, this is NOT a bot related bug.
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Electronic Samurai
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Post by Electronic Samurai »

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 :oops:
Last edited by Electronic Samurai on Fri Nov 17, 2006 8:25 am, edited 1 time in total.
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Cutmanmike
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Post by Cutmanmike »

Electronic Samurai wrote: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.
sgksgjgs what the hell. Not sure if it's related though but i'll give it a go later.
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HotWax
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Post by HotWax »

All of the original maps, assuming they're unmodified, should only allow for 4 players for the simple fact that in vanilla Doom there were no player starts for players 5-8; As in the thing definitions did not exist. There's no way they could have just been placed in that map by accident...
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Dancso
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Post by Dancso »

Cutmanmike wrote:Well here's a demo of it happening. You can clearly see the "No player 4 start" at the end of the demo.
How did you do the chaingun do that much damage? all the bots were torn apart into red meat.:D

and BTW, i get this type of error too.
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Cutmanmike
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Post by Cutmanmike »

Teamdamage 999
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Dancso
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Post by Dancso »

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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Zippy
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Post by Zippy »

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

I'll always be there for yooouuu
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eliw00d
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Post by eliw00d »

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.
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randi
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Post by randi »

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.
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Electronic Samurai
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Post by Electronic Samurai »

Nice! Bravo, Randy!

Where exactly was the problem?
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Cutmanmike
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Post by Cutmanmike »

Thank sarkus sark for that.
RazTK
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Post by RazTK »

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.
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