Clever-Boy / entityplus

Automatically exported from code.google.com/p/entityplus
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Game crashes during cutscene when g_synchronousClients is 1 #162

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
When g_synchronousClients is set to 1 and a cutscene is started, the game will 
crash when it is compiled as DLL. When running as QVM the player is returned to 
the menu with the following message: CVAR_Update: handle out of range.

Original issue reported on code.google.com by era...@gmail.com on 12 Dec 2011 at 8:30

GoogleCodeExporter commented 8 years ago
Quick solution is to set g_synchronousClients to 0 right before a cutscene 
kicks in (or leave it on 0 all the time, but demo playback will be less smooth).
I still have to figure out what could be causing this.

Original comment by era...@gmail.com on 10 Jan 2012 at 1:27

GoogleCodeExporter commented 8 years ago
I've implemented a workaround for this issue. While I still don't know what's 
the primary cause of this, I did implement a mechanism that temporarily 
disables g_synchronousClients while a cutscene is played. This means that if 
you're recording a demo, playback of the cutscene in the demo will be slightly 
choppier than usual, but at least it doesn't crash the game.

By setting the new g_allowSyncCutscene cvar to 1 this system is overridden, 
which means that the game will most likely crash when starting a cutscene with 
g_synchronousClients enabled. It allows people to manually control 
g_synchronousClients though, which may have benefits to some.

Original comment by era...@gmail.com on 8 May 2012 at 7:36