Game Freezes when Selecting a Weapon

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MrDoom8000
Posts: 10
Joined: Mon Sep 14, 2009 1:50 pm
Location: Wichita, Kansas
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Game Freezes when Selecting a Weapon

Post by MrDoom8000 »

Hello. Mr. Doom typing.

I've been having this problem for about 2 months, now. It is annoying the stuffing out of me.

I select a weapon from either slot 4 or slot 6, and the game freezes. However, if I have all the weapons for that slot, the game won't freeze. It will cycle through all of them. Another interesting thing is that when I use the miniwheel on my mouse, the game will cycle through all the weapons I have in my arsenal and it won't freeze.

Below is the code for the weapons in slot 4.

Side note: Everything is being run on ZDoom version 2.3.1.

Code: Select all

actor D64Chaingun : Weapon replaces Chaingun
{
   Game Doom
   Weapon.SelectionOrder 1100
   Weapon.SlotNumber 4
   Weapon.SlotPriority 0
   Weapon.AmmoUse 1
   Weapon.AmmoGive 20
   Weapon.AmmoType "Clip"
   Weapon.UpSound "weapons/CHAINUP"
   Inventory.PickupMessage "You got the Doom64 Chaingun!"
   Obituary "%o was mowed down by %k's Doom64 Chaingun."
   States
   {
   Ready:
     CHGG A 1 A_WeaponReady
     Loop
   Deselect:
     CHGG A 0 A_PlaySound ("CHANGE")
     CHGG A 1 A_Lower
     Goto Deselect+1
   Select:
     CHGG A 1 A_Raise
     loop
   Fire:
     CHGG AB 3 A_FireCGun
     CHGG B 0 A_ReFire
     Goto Ready
   Flash:
     CHGF A 4 Bright A_Light1
     Goto LightDone
     CHGF B 4 Bright A_Light1
     Goto LightDone
   Spawn:
     MGUN A -1
     Stop
   }
}

//==================================NEXT WEAPON========================

//Weapon: Heavy Rifle
//By: ZChronos

ACTOR HeavyRifle : Weapon 25035
{ 
   Inventory.PickupMessage "You got the Heavy Rifle!" 
   Inventory.PickupSound "misc/w_pkup" 
   Weapon.AmmoType "Clip"
   Weapon.UpSound "weapons/rifleup"
   Weapon.AmmoGive 50 
   Weapon.AmmoUse 5 
   Weapon.Kickback 900
   Weapon.SelectionOrder 1300
   Weapon.SlotNumber 4
   Weapon.SlotPriority 0.5
   Obituary "%k put a bullet through %o's head."
   States 
   {
   Ready: 
      HVRG A 1 A_WeaponReady 
      Loop
   Deselect:
      HVRG A 0 A_PlaySound ("CHANGE")
      HVRG A 1 A_Lower 
      Goto Deselect+1
   Select:
      HVRG A 1 A_Raise
      loop 
   Fire:
      HVRF A 0 Bright A_PlaySound("weapons/riflefre")
      HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 1, 0, 0)
      HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
      HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
      HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
      HVRF A 5 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
      HVRF B 5 Bright A_Recoil(3) 
      HVRG A 10
      HVRG A 0 A_Refire
      Goto Ready
   Spawn: 
      HVYR A -1 
      Stop 
   }
}

ACTOR HeavyBullet
{
   Speed 250
   Damage 5
   Radius 6
   Height 8
   PROJECTILE
   +STRIFEDAMAGE
   RENDERSTYLE ADD
   ALPHA 0.7 
   States
   {
   Spawn:
      BULL A 1 Bright
      Loop
   Death:
      HPUF ABCD 3
      Stop
   }
}

//=========================Next Weapon===========================

actor Q2Chaingun : Weapon 23040
{
    decal BulletChip
    Weapon.SelectionOrder 400
    Weapon.SlotNumber 4
    Weapon.SlotPriority 1
    Weapon.AmmoType Clip
    Weapon.UpSound "weapons/CHAINUP"
    Weapon.AmmoUse 1
    Weapon.AmmoGive 60
    Weapon.KickBack 200
    Inventory.PickupMessage "You picked up the Quake II Chaingun."
    Inventory.PickupSound "misc/w_pkup"
    AttackSound "weapons/mgunfire"
    Obituary "%o was totally perforated by %k's Quake II Chaingun."
    States
    {
    Select:
       CHNG A 1 A_Raise
       loop
    Deselect:
       CHNG A 0 A_TakeInventory ("DumbyOne",2)
       CHNG A 0 A_TakeInventory ("WTFIsThis",14) 
       CHNG A 0 A_PlaySound ("CHANGE")
       CHNG A 1 A_Lower
       Goto Deselect+3
    Ready:
       CHNG A 1 A_WeaponReady
       Loop
    Fire:
       CHNG A 0 A_GiveInventory ("DumbyOne",1)
       CHNG A 0 A_JumpIfInventory ("DumbyOne",2,2)
       CHNG A 25 A_PlaySound ("weapons/chaingunon")
       CHNG A 0 A_GiveInventory ("WTFIsThis",1)
       CHNG A 0 A_JumpIfInventory ("WTFIsThis",14,10)
       CHNG A 1 Bright A_FireBullets (1,1,1,4,"BulletPuff")
       CHNG A 0 A_PlaySound ("weapons/chaingunidle")
       CHNG B 1 Bright
       CHNG C 1
       CHNG D 1
       CHNG A 0 A_Refire
       CHNG A 0 A_TakeInventory ("DumbyOne",2)
       CHNG A 0 A_PlaySound ("weapons/chaingunoff")
       Goto Ready
       CHNG A 0 A_Recoil (1)
       CHNG A 1 Bright A_FireBullets (4,3,1,10,"BulletPuff")
       CHNG B 1 Bright A_FireBullets (3,4,1,10,"BulletPuff")
       CHNG C 1
       CHNG B 0 A_PlaySound ("weapons/chaingunidle")
       CHNG B 0 A_Refire
       CHNG A 0 A_TakeInventory ("DumbyOne",2)
       CHNG A 0 A_PlaySound ("weapons/chaingunoff")
       CHNG B 0 A_TakeInventory ("WTFIsThis",14)      
       Goto Ready
    Spawn:
       CGUN A -1
       Stop
    }
}

actor WTFIsThis : Inventory
{
    Inventory.MaxAmount 14
}

actor DumbyOne : Inventory
{
    Inventory.MaxAmount 2
}
I believe the problem is in my Doom 64 Chaingun. Now, if I use the zdoom console and type "give D64Chaingun" and then "give Q2Chaingun" or "give HeavyRifle", I won't have the bug when I select weapons in slot 4. Yet, if I don't have the D64Chaingun in my arsenal, the game will freeze when I try to cycle through slot 4.


This is the code for the weapons in slot 6.

Code: Select all

actor D64PlasmaRifle : Weapon replaces PlasmaRifle
{
  Game Doom
  Weapon.SelectionOrder 200
  Weapon.SlotNumber 6
  Weapon.SlotPriority 0
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Weapon.ReadySound "weapons/PSIDL"
  Inventory.PickupMessage "You got the Doom 64 Plasma Rifle!"
  States
  {
  Ready:
    PLSG ABCDABCDABCDABCDABCDABCD 1 A_WeaponReady
    Loop
  Deselect:
    PLSG A 0 A_PlaySound("CHANGE")
    PLSG A 1 A_Lower
    Goto Deselect+1
  Select:
    PLSG A 1 A_Raise
    loop
  Fire:
    PLSG A 4 A_FirePlasma // See PlasmaBall
    PLSG A 4 A_ReFire
    Goto Ready
  Flash:
    PLSF A 2 Bright A_Light1
    PLSF B 2 Bright A_Light2
    Goto LightDone
  Spawn:
    PLAS A -1
    Stop
  }
}

actor PlasmaBall
{
  Game Doom
  SpawnID 51
  Radius 13
  Height 8
  Speed 25
  Damage 7
  DamageType Normal
  Decal PlasmaScorch
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  SeeSound "weapons/plasmaf"
  DeathSound "weapons/plasmax"
  Obituary "%o saw pretty lights from %k's Doom64 Plasma Gun."
  States
  {
  Spawn:
    PLSS AB 6 bright
    loop
  Death:
    PLSE ABCDE 4 bright
    stop
  }
}

//==================================Next Weapon========================

ACTOR DOOM3PlasmaGun : Weapon 23045
{
   Decal PlasmaScorch
   Inventory.PickupMessage "You got the DOOM3 Plasma Rifle!"
   inventory.pickupsound "misc/w_pkup"
   Obituary "%o was scorched by %k's DOOM3 Plasma Rifle."
   Weapon.SelectionOrder 500
   Weapon.SlotNumber 6
   Weapon.SlotPriority 0.25
   Weapon.AmmoType cell
   Weapon.AmmoGive1 30
   Weapon.AmmoUse 1
   Weapon.Kickback 10
   Weapon.UpSound "weapons/D3PGUP"
   States
   {
   Ready:
      NWPG ABCDEFGHHGFEDCBA 3 A_WeaponReady
      LOOP
   Deselect:
      NWPG A 0 A_PlaySound("CHANGE")
      NWPG A 1 A_Lower
      Goto Deselect+1
   Select:
      NWPG A 1 A_Raise
      loop
   Fire:
      NWPF A 1 A_GunFlash
	  NULL A 0 A_PlaySound("weapons/d3plasmaf")
	  NULL A 0 A_FireCustomMissile("D3PlasmaBall",0,1,6,0)
	  NULL A 0 A_FireCustomMissile("PlasmaFlameSpawner",0,0,5,6)
      NWPF B 2
      NWPF B 0 A_Jump (167, 3)
          NWPF B 1
	  NWPF C 2
      NWPF A 0 A_Refire
	  NWPF DDCB 1
      Goto Ready
   Spawn:
      PGUN A -1
      stop
   }
}

ACTOR D3PlasmaBall
{
   Decal PlasmaScorch
   Speed 25
   Height 8
   Radius 13
   Damage 5
   RenderStyle Translucent
   Alpha 0.75
   Scale 0.55
   PROJECTILE
   DamageType Fire
   Health 60
   +SHOOTABLE
   +DONTGIB
   +NOICEDEATH
   +NOBLOOD
   States
   {
   Spawn:
      D3PP A 0 BRIGHT A_SetShootable
      D3PP A 1 BRIGHT
      D3PP B 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP C 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP D 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP E 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP F 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP G 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP H 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP I 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP J 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP K 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP L 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP M 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP N 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP O 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP P 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP Q 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP R 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP S 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP T 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP U 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      D3PP V 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
      Goto Spawn+1
   Death:
      D3PE A 1 BRIGHT A_PlaySound("weapons/d3plasmax")
      D3PE BCDEF 1 BRIGHT
      PLSS GHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
      PLSZ ABC 1 BRIGHT
      Stop
   }
}

ACTOR PlasmaFlameSpawner
{
    Radius 1
    Height 1
    Speed 14
    PROJECTILE
    States
    {
    Spawn:
        TNT1 A 1
        TNT1 A 0 A_Die
        Goto Death
    Death:
        TNT1 A 0 A_CustomMissile("PlasmaFlame",0,0,0)
        Stop
    }
}


ACTOR plasmatrail
{
   Height 8
   Radius 1
   Damage 0
   Projectile
   Scale 0.15
   Speed 0.2
   RenderStyle Translucent
   Alpha 0.4
   +NOGRAVITY
   +DOOMBOUNCE
   +DROPOFF
   States
   {
   Spawn:
      D3PE ABCDEF 1
      PLSS GHIJKLMNOPQRSTUVWXYZ 1
      PLSZ ABC 1
      Stop
   }
}

ACTOR PlasmaFlame
{
	Radius 1
	Height 1
	PROJECTILE
	+NOGRAVITY
	+FLOORCLIP
	+NOBLOCKMAP
	Alpha 0.8
	Scale 0.2
	Mass 0
	RenderStyle Add
	States
	{
	Spawn:
	   TNT1 A 0
           D3PE BCDEF 1
	   PLSS GHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.01)
	   Stop
	}
}

//==========================NEXT WEAPON======================

actor ElectricPlasmaGun : Weapon 25030
{
  Weapon.SelectionOrder 600
  Weapon.SlotNumber 6
  Weapon.SlotPriority 0.5
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Weapon.UpSound "weapons/EPRFIRE"
  Inventory.PickupMessage "You got the Electric Plasma Gun!"
  States
  {
  Ready:
    ETRG A 1 A_WeaponReady
    Loop
  Deselect:
    ETRG A 0 A_PlaySound("CHANGE")
    ETRG A 1 A_Lower
    Goto Deselect+1
  Select:
    ETRG A 1 A_Raise
    loop
  Fire:
    ETRG B 0 A_PlayWeaponSound("electricplasma/charge")
    ETRG B 2 A_GunFlash 
    ETRF B 2 A_FireCustomMissile("ElectroPlasmaBlast")
    ETRF C 2 A_FireCustomMissile("ElectroPlasmaBlast")
    ETRG B 2 A_ReFire
    Goto Ready
  Flash:
    ETRF A 2 Bright A_Light1
    ETRF B 2 Bright A_Light1
    ETRF C 2 Bright A_Light1
    Goto LightDone
  Spawn:
    ETRO A -1
    Stop
  }
}

actor ElectroPlasmaBlast
{
  Radius 13
  Height 8
  Speed 30
  Damage 6
  Projectile
  DamageType Disintegrate
  scale .75
  +RANDOMIZE
  +BLOODLESSIMPACT
  +NOEXTREMEDEATH
  RenderStyle Add
  Alpha 0.75
  SeeSound "electricplasma/shoot"
  DeathSound "electricplasma/hit"
  Obituary "%o was electrocuted by %k."
  States
  {
  Spawn:
    EBLT GH 0 bright A_SpawnItem("ElectroPlasmaBlastTrail")
    EBLT GH 2 bright A_BishopMissileWeave
    loop
  Death:
    EBLT IJK 3 bright
    stop
  }
}

actor ElectroPlasmaBlastTrail
{
  Radius 13
  Height 8
  Speed 20
  Damage 0
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  States
  {
  Spawn:
    EBLT ABC 3 bright A_BishopMissileWeave
    goto death
  Death:
    EBLT DEF 4 bright A_FadeOut(0.5)
    loop
  }
}

//================================Next Weapon===================

actor FreezeRifle : Weapon 25031
{
  Game Doom
  SpawnID 30
  Weapon.SelectionOrder 1000
  Weapon.SlotNumber 6
  Weapon.SlotPriority 0.75
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "You got the Freeze Rifle!"
  States
  {
  Ready:
    FRSG A 1 A_WeaponReady
    Loop
  Deselect:
    FRSG A 0 A_PlaySound("CHANGE")
    FRSG A 1 A_Lower
    Goto Deselect+1
  Select:
    FRSG A 1 A_Raise
    Loop
  Fire:
    FRSG A 0 A_GunFlash
    FRSG A 9 A_FireCustomMissile("FreezeBlast")
    FRSG B 20 A_ReFire
    Goto Ready
  Flash:
    FRSF A 3 Bright A_Light1
    Goto LightDone
    FRSF B 3 Bright A_Light1
    Goto LightDone
  Spawn:
    FRAS A -1
    Stop
  }
}

actor FreezeBlast
{
  Game Doom
  SpawnID 51
  Radius 13
  Height 8
  Speed 20
  Damage 18
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  scale 0.9
  SeeSound "weapons/iceshot"
  DeathSound "weapons/icehit"
  Obituary "%o got frozen solid by %k."
  DamageType Ice
  States
  {
  Spawn:
    FBLS A 6 bright A_SpawnItem("FreezeBlastTrail")
    loop
  Death:
    FBLS BCDE 4 bright
    stop
  }
}

actor FreezeBlastTrail
{
  Game Doom
  SpawnID 51
  Radius 13
  Height 8
  Speed 20
  Damage 1
  DamageType Ice
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  SeeSound "weapons/iceshot"
  DeathSound "weapons/icehit"
  Obituary "%o got frozen solid by %k."
  States
  {
  Spawn:
    FRTR ABC 6 bright A_FadeOut(0.2)
    loop
  Death:
    FRTR ABC 4 bright
    stop
  }
}

//========================================NEXT WEAPON=================================

Actor SpreadGun : Weapon 20024
  {
     Weapon.SelectionOrder 800
     Weapon.SlotNumber 6
     Weapon.SlotPriority 1
     Inventory.PickupSound "Misc/w_pkup"
     Inventory.PickupMessage "You got the Spread Gun!"
     Weapon.AmmoType "Cell"
     Weapon.AmmoGive 80 
     Weapon.AmmoUse 10
     States 
     {
     Ready: 
        SPGN A 1 A_WeaponReady 
        Loop 
     Deselect:
        SPGN A 0 A_PlaySound("CHANGE")
        SPGN A 1 A_Lower
        Goto Deselect+1 
     Select: 
        SPGN A 1 A_Raise
        Loop 
     Fire: 
        SPGN A 2
	NULL A 0 A_GunFlash
        SPGF A 0 A_FireCustomMissile ("SpreadShot",0,1,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-4,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",4,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",12,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-12,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-8,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",8,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",16,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-16,0,0,0)
        SPGF B 2
        SPGN A 2
	NULL A 0 A_GunFlash
        SPGF A 0 A_FireCustomMissile ("SpreadShot",0,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-4,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",4,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",12,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-12,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-8,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",8,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",16,0,0,0)
        SPGF A 0 A_FireCustomMissile ("SpreadShot",-16,0,0,0)
        SPGF B 2
        SPGN A 6
        SPGN A 3 A_ReFire
        Goto Ready
     Spawn: 
        SPRD A -1 
        Stop
     } 
  }

actor SpreadShot
{
  Radius 13
  Height 8
  Speed 30
  Damage 3
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  SeeSound "weapons/SPRDSHOT"
  DeathSound "weapons/plasmax"
  Obituary "%o got a taste of %k's Spread Gun."
  States
  {
  Spawn:
    SPGS AB 6
    loop
  Death:
    SPGE ABCDE 3
    stop
  }
}
Same problem, but this time it's with the D64PlasmaRifle. The game will freeze if I try to cycle through slot 6 without the Doom 64 Plasma Rifle.

I would really appreciate it if someone could help me out. This "glitch" is keeping me from releasing my mod to my former programming teacher.
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NeuralStunner
 
 
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Re: Game Freezes when Selecting a Weapon

Post by NeuralStunner »

Have you tried commenting out the slot properties for these, and setting all the slots through a KEYCONF lump, to see if you have the same problem?
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MrDoom8000
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Re: Game Freezes when Selecting a Weapon

Post by MrDoom8000 »

Yes. I set the slots through a KEYCONF, listed below, after commenting out the slot properties.

Code: Select all

setslot 1 Fist D64Chainsaw
setslot 2 Pistol D64Pistol
setslot 3 D64Shotgun SwatShotgun D2SuperShotgun DOOM3SuperShotgun
setslot 4 D64Chaingun HeavyRifle Q2ChainGun
setslot 5 D64RocketLauncher SeekerBazooka
setslot 6 D64PlasmaRifle DOOM3PlasmaGun ElectricPlasmaGun FreezeRifle SpreadGun
setslot 7 BigFreakingGun
The results were the same. Using the addslotdefault didn't work, either.
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chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Game Freezes when Selecting a Weapon

Post by chopkinsca »

Try it in the latest SVN. I had a problem like this in GZDoom and updating to the latest SVN fixed it for me.
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MrDoom8000
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Location: Wichita, Kansas
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Re: Game Freezes when Selecting a Weapon

Post by MrDoom8000 »

chopkinsca wrote:Try it in the latest SVN. I had a problem like this in GZDoom and updating to the latest SVN fixed it for me.
Problem solved. This case is now closed.

Thanks a lot. Seriously.
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: Game Freezes when Selecting a Weapon

Post by Graf Zahl »

Long fixed. I think Randy should do another release. This is not the only problem with 2.3.1.
Blzut3
 
 
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Re: Game Freezes when Selecting a Weapon

Post by Blzut3 »

Graf Zahl wrote:I think Randy should do another release.
I would think releases need to become more frequent in general. According to Torr Samaho, there hasn't been a version stable enough to synchronize Skulltag to since 2.1.7 (hence why we've been at odd revisions for some time now).
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Xaser
 
 
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Re: Game Freezes when Selecting a Weapon

Post by Xaser »

I agree, naturally. Though I suppose the SBARINFO rewrite is important enough to wait for... perhaps we should use that as the final point for release?
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Re: Game Freezes when Selecting a Weapon

Post by Project Shadowcat »

If his SBARINFO still has some work left to go, I say update now. Not to push anybody but it's been quite some time since the last update.

Once any rewrites are done, you can probably push another update out the door.
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Graf Zahl
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Re: Game Freezes when Selecting a Weapon

Post by Graf Zahl »

Blzut3 wrote:
Graf Zahl wrote:I think Randy should do another release.
I would think releases need to become more frequent in general.

Don't tell this to me. I'm in full agreement. 2.1.7 was fine because it was the eighth release within a relatively short time period. All following versions weren't frequently updated for fixes, 2.3.1 being the notable exception due to some really serious problems in 2.3.0 - but it still got some serious issues that make it unsuitable as a proper 'official' version - which mostly concerns the weapon slot code. Much of that only got fixed afterward.

On the other hand, stabilizing ZDoom would mean to discontinue adding the more complex feature submissions which are the main root of the stability problem. The improved morphing code is a good example for that.
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Re: Game Freezes when Selecting a Weapon

Post by Zippy »

It would probably be a good idea then to come up with a list of everything that definitely could and reasonably should be stabilized or completed before an official stable release. If only to get a neat checklist that can be yay'd and nay'd and check in with multiple as to what's missing or not (and maybe draw our freelance contributors to some of those items).
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Re: Game Freezes when Selecting a Weapon

Post by Graf Zahl »

Remember, we can't fix what we don't know. Just saying that no recent ZDoom release was stable is not enough. We need to have precise information what to check.

But one thing is clear if this is supposed to happen: A stop of adding new features that go beyond minor additions.
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Re: Game Freezes when Selecting a Weapon

Post by Zippy »

Graf Zahl wrote:Remember, we can't fix what we don't know. Just saying that no recent ZDoom release was stable is not enough. We need to have precise information what to check.
Right. Well, that's kind of the point in trying to assemble a list. Tap the recollection of the ZDoom community, specifically the contributing programmers. What was being worked on recently? What was talked about recently that had some stuff added for it? Maybe some people want to look over the change list? And few extra brains and eyeballs should hopefully be able to come up with a reasonably comparable list.
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Re: Game Freezes when Selecting a Weapon

Post by Blzut3 »

Xaser wrote:Though I suppose the SBARINFO rewrite is important enough to wait for... perhaps we should use that as the final point for release?
I don't know. The new SBarInfo code is bound to be buggy so waiting until then would only delay the release further. Of course it seems to be doing fairly well since my thread about it has no comments.
Graf Zahl wrote:Don't tell this to me.
Sorry if it wasn't clear, but my comment, like yours, was directed towards Randy.
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Re: Game Freezes when Selecting a Weapon

Post by randi »

Well, I don't like doing releases unless the only recent activity has been bug fixes, and that most certainly has not been the case lately.
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