Closed haoNoQ closed 11 years ago
Probably yet another duplicate of #257, will try workarounds from there when i have time.
Curiously enough, nope. The problem persists even if i walk through the whole level without reloading, even with remove-inline workaround applied.
Interesting. This may mean that some of the bugs supposedly linked to #257 might not actually be related to it. Hopefully this gets solved soon. :)
Hi! I also had this bug in my linux port. It works now but I forgot what fixed it.
The change in the initial AI steps might have done the trick: https://github.com/xLAva/JediAcademyLinux/commit/6cee9d125e942bc0a53b3de56632708efc8e6382 https://github.com/xLAva/JediAcademyLinux/commit/533b61c1a7ab5ba11c7e00a13d3f13406040467e
Doesn't the game code expect number of frames to be 3? Pretty sure it does in MP anyway. x * FRAMETIME etc for how long to wait for spawning on ents.
What NPC needs to load before the player to cause the issue?
I had another look at this problem. I'm thinking it has to do with a randomized wait value after the Jedi is dead. It is just way too huge. (You can see it, if all development comments of the ICARUS systems are activated)
I had a quick search for leftover windows rand calculations and found this in the OpenJK code:
OpenJK/code/game/Q3_Interface.cpp: float CQuake3GameInterface::Random( float min, float max ) { return ((rand() * (max - min)) / 32768.0F) + min; }
it shoud be:
OpenJK/code/game/Q3_Interface.cpp: float CQuake3GameInterface::Random( float min, float max ) { return ((rand() * (max - min)) / RAND_MAX) + min; }
I didn't have time to make a proper test build, but I think my problem with the same issue was a leftover windows rand. If it is not this one - you might want to search for another one.
Possibly fixed in e8fc637 (I incorrectly referenced #290 in my commit, instead of this issue).
@haoNoQ Please can you check if this problem is fixed now? You might not be able to use your old save so you'll need to replay the game up to that point. (You should check with your save game first though!)
Nope, old save doesn't load; tried to get to this level quickly with cheats, but having a persistent crash on the previous cutscene, probably caused by enabling jk2 support, which was in order to try to load old games, well, dunno, will try to test it properly when i have more time, probably downgrade to something stable and apply this commit to it ...
Can't you devmap vjun1 in console?
As i said, i can do that, but it always crashes in the middle of the level on a certain event, before i can check the issue that is at the end of the level. I could use some time to figure things out.
You wanna try to get on the irc channel and maybe if (linux) people are around we could attempt to help debug quicker?
Just to confirm it's a Linux bug, I played through vjun1 in Windows and the door unlocks. I'll test it out on Linux now.
Does this happen only if you load it from a save game? I played vjun1 through in Linux and Kyle did unlock the door as he was supposed to. But I do occasionally have the problem with the cinematic not finishing by itself (had to get out of it by pressing the skip key).
(Sorry for triple post)
No problems on Mac either. There are some unrelated problems with assertion failures immediately before or immediately after killing the Dark Jedi, but these can be fixed in another issue :)
Yay i can finally confirm it works for me. The whole level runs fluently on latest git, no problems with savegames, no crashes on cinematics, and the door opens.
But unfortunately i switched to x64 recently ...
Awesome :)
Single player, linux. Steps to reproduce:
This is the very end of vjun1 mission. You just need to open that door, shoot the bombers down and the level sort of ends. This video http://www.youtube.com/watch?v=lxK44UPqMqM at around 8:30 shows what should happen.