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Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Wed Nov 02, 2011 6:27 pm
by PFL
Some say it's the same or so, even with mr. M.M. (is this your plot twist reffering?) I have this conviction that a band, when aging, will not give any other masterpieces. When it's done, it'll never be again... I expect that from two bands I like: Meshuggah and Mars Volta. Tool has already gone through it...

Do you think that it could happen to V6? :laff:

Talking about that one, by your teasing V6 comments, you both seem to have finished it.

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Wed Nov 02, 2011 9:28 pm
by Zenon
Could you add Flares to ÆoD v6 that you can throw into a room and it lights the room up, kinda like in Cory Whittle's 'Immoral Conduct'?

They'd be pretty useful for dark rooms :D

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Thu Nov 03, 2011 3:41 am
by PFL
Flares would kind of anihilate the goggles's utility. Then it could also be replaced by a flashlight... or even f11 (the fourth dimension inventory :-))

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Thu Nov 03, 2011 11:22 am
by Major Cooke
@Skyrish: I already told you that I will consider it, but it's up to DBThanatos.

A.K.A. Maybe.

@Cyberdemon2006: Well, there's the flare guns, and they provide light with the altfire. :P

@PFL: Are you referring to Major Manson or something completely different? Because I have no idea who mr. M.M. is.

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Thu Nov 03, 2011 3:10 pm
by Zenon
"With this Katana, Nothing can stop me! Except for explosives, railguns, hitscan weapons, being hit from behind.."

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Thu Nov 03, 2011 8:11 pm
by PFL
DBT will know who is Mr. MM when Dream Theatre is also mentioned :-) But let's skip this...

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Fri Nov 04, 2011 6:39 am
by Major Cooke
Cyberdemon2006 wrote:"With this Katana, Nothing can stop me! Except for explosives, railguns, hitscan weapons, being hit from behind.."
This could not be a more true quote! :lol:

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 12:36 am
by Jinal
When I type "kill monsters" at Nuts.wad and I got this error message.

Code: Select all

Execution could not continue.

Could not realloc 600 bytes

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 12:57 am
by wildweasel
Jinal wrote:When I type "kill monsters" at Nuts.wad and I got this error message.
Does it do that if you type "kill monsters" on anything other than nuts.wad?

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 12:58 am
by Jinal
wildweasel wrote:
Jinal wrote:When I type "kill monsters" at Nuts.wad and I got this error message.
Does it do that if you type "kill monsters" on anything other than nuts.wad?
Yep and probably happens in other maps that have too many monsters if you type "kill monsters" on the console.

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 10:52 am
by wildweasel
Hmm...well, the most conclusion I can come to is that it's either a ZDoom bug or ZDoom itself is just plain giving up when trying to run through that many death sequences at once. Or maybe there's one monster in every case that responds badly to it, but I have no idea how that would come to pass...

Though I suppose it is safe to say that it's kind of a "don't do that" situation, though. =P

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 12:31 pm
by Kate
Yep, this is a case of Don't Do That, since "cannot (re)allocate x bytes" is a fancy way of telling you that your computer does not have enough memory available to perform that action.

Make sure there aren't any other non-critical programs running like browsers, etc. taking up extra memory, because AEoD is a resource hog like no tomorrow.

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 2:58 pm
by FDARI
Exhausting the memory of a modern computer is quite a challenge. I know of a few software developers who managed to do it based on working dataset alone, but most people need an unwanted infinite recursion to pull it off. As far as I know, deaths are not processed simultaneously, and once death has started, that's just another state going on, so I'm actually a bit puzzled that it should cause a massive increase of memory usage. There's always the possibility that it requires some intermediate memory for shuffling data about. The number of monsters alone is not enough to make this crash happen, is it? Has it ever happened not in conjunction with ÆoD? It could also be that there is a monster with a crashing death state, or a critical mass of that monster that causes crash; wads with many monsters are more likely to cause such a situation.

Did you get a crash report? You can save and post those (Bugs forum). I'd at least save it for a while, in case it merits closer inspection.

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 4:09 pm
by Kate
FDARI wrote:There's always the possibility that it requires some intermediate memory for shuffling data about.
Too possible. The thing is, AEoD adds TONS of special effects and gib actors and pickup drops when you destroy a monster, so a simple Kill Monsters on a regular map can spawn ~hundreds of actors in a single instant. Now take into account nuts.wad has tens of thousands of monsters on a single map. I imagine the number of actors being spawned in a single instant exceeding a million at least.

Re: ÆoD (v6 "Sneak Peek" video p.1 - 10/20/11)

Posted: Mon Nov 07, 2011 8:53 pm
by PFL
Aeod + Nuts in my 12g memory will perform a ½ second of playtime in a 5 seconds realtime at some points, and this lap will increase as the monters destroy each others. I never tried it, but I figure instant death for all will cause that crash as it did on my earlier machine when action got too intense on other well-packed wads; I had this exact same message BUT THE THING IS: IT WAS WAY MORE THAN ONLY 600 BYTES!!!! Then you must play on a Commodore 64 :D