[0.9.1] [Duke3D] Intermission screen bug

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ReaperAA
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Graphics Processor: nVidia with Vulkan support

[0.9.1] [Duke3D] Intermission screen bug

Post by ReaperAA »

In Duke3D, I noticed that when I enter the intermission screen and then press enter and immediately (as in when the screen goes black but you didn't enter next map) try to go to the menu. You will notice that the menu becomes laggy and if you start a new game, the game becomes becomes corrupted.

I haven't checked if this is Duke specific or is present in all games.
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Graf Zahl
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Re: [0.9.1] [Duke3D] Intermission screen bug

Post by Graf Zahl »

This definitely requires closer examination - for now I have merely disabled any UI interaction on the phases where I could detect problems. This is mainly the fade out phase and Exhumed's map/scrolling text screens in their entirety.

I cannot tell yet what happens here - it probably has something to do with these screens not being timed by the game ticker but by the render loop. But changing this may take a little longer, as there's quite a few screens that need changing, so for now it's just a quick workaround to not let this become a blocking issue.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49192
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [0.9.1] [Duke3D] Intermission screen bug

Post by Graf Zahl »

Superseded by viewtopic.php?f=340&t=71961

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