svkaiser / Doom64EX

Doom64EX is a reverse-engineering project aimed to recreate Doom64 as close as possible with additional modding features.
http://doom64ex.wordpress.com/
GNU General Public License v2.0
237 stars 49 forks source link

Loading a saved game/map with locked monsters feature oddities. #80

Closed GuntherDW closed 6 years ago

GuntherDW commented 6 years ago

I noticed that in the current version on git (at least on Linux?) there appear to be some oddities when you save and/or load a game in conjunction with the "Lock monsters" feature in the features folder.

This also happens when changing maps in general (when the feature was turned on before).

It appears you cannot disable the feature until you actively either quit the game, or go to the main menu to start a new game, or load an unaffected save game.

At that point, you'll no longer be able to turn on the "Lock monsters" feature at all. on/off doesn't affect the game at this point. Loading another saved game again with it turned on however again "locks" them in the "frozen" position.

I've also got it to segfault like this at one point, but was unsuccessful to get it to segfault again later.

Basically it appears the feature is getting set somewhere it shouldn't and in effect getting "stuck" somehow.

pinkwah commented 6 years ago

Thanks a bunch!

So the relevant flags were only set when a "brand new" session was loaded (ie. not when restarting a map or advancing to the next one). I changed it so that setting sv_lockmonsters and others (p_allowjump etc) sets the relevant game flags immediately.

As for the segfault. Did it happen when exiting to the main menu? Seems like there is an invalid access when doing so.

GuntherDW commented 6 years ago

I believe it was indeed. But seeing that it was a random crash and I haven't been able to trigger it again I just shrugged it off as a random crash.