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IDProjectCategoryView StatusDate SubmittedLast Update
0002967Zandronum[All Projects] Bugpublic2016-12-26 15:572017-01-05 19:16
ReporterFilystea 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusacknowledgedResolutionwaiting for zdoom 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0002967: *Lag* on generation random blood actor on hit from ssg ( 10 hits at least).
DescriptionThe lag hapens at start of game and goes away after shooting few times to cause to generate some blood actors.

Irritating.

THIS IS ON SINGLE PLAYER. I DID NOT CHECK MULTIPLAYER
Steps To Reproducemake blood actor to be randomly generated.

Shoot monsters with ssg watch how everything frozen for ~0.3 sec.
Additional Information3.0-alpha-r160519-2047

Linux zandronum 4.8.0-2-amd64 #1 SMP Debian 4.8.11-1 (2016-12-02) x86_64 GNU/Linux
Attached Files? file icon test.pk3 [^] (832,964 bytes) 2016-12-27 10:13

- Relationships

-  Notes
User avatar (0016552)
Filystea (reporter)
2016-12-26 15:58

By ten hits I mean ten bullets from ssg hits the target in one shot.
User avatar (0016553)
Edward-san (developer)
2016-12-26 19:09

You should give us something to test, like an example wad.
User avatar (0016554)
Filystea (reporter)
2016-12-27 10:16

This reproduces it on imp.

I copied the blood code and made it appear on imp ONLY.
It has 300 hp so it can take many hits.

Give your self SSG shoot it with imp after like 10 shots the freezing goes away. Tested only on single player. As I said it only happens on start of map and the negative effect goes away after shooting ~10 times.
User avatar (0016555)
Filystea (reporter)
2016-12-27 15:22

It seems it just happens with any randomness used soemhow *massivly* at start of level. Just noticed that same thing happens with bulletpuff.
User avatar (0016556)
Edward-san (developer)
2016-12-27 23:30

Since it happens in single player, did you try GZDoom 1.8.6 and see if it happens there, too?
User avatar (0016559)
Filystea (reporter)
2016-12-28 13:01

compiled
GZDoom g2.3pre-1083-gc03cb2c97 - 2016-12-28 12:03:17 +0200 - SDL version

on
Linux zandronum 4.8.0-2-amd64 #1 SMP Debian 4.8.11-1 (2016-12-02) x86_64 GNU/Linux

Runed the test.pk3 passed here.
I get the same effect also...
"Attempt to get invalid state Death from actor RBloodHitP10."

I do not see how the death state is invalid in file I passed.
User avatar (0016574)
Dusk (developer)
2016-12-30 12:22

My guess is that it has to load all the blood graphics at once since they haven't been cached yet. Please post this to GZDoom forums since you can reproduce this with it.
User avatar (0016577)
Filystea (reporter)
2016-12-31 13:45
edited on: 2017-01-03 13:43

I passed it to gzdoom bugs/issues or what ever.

The more discussion is here:
https://github.com/coelckers/gzdoom/issues/166 [^]

In future moder should be able to fix this using PrecacheTextures etc.
In MAPINFO.


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- Issue History
Date Modified Username Field Change
2016-12-26 15:57 Filystea New Issue
2016-12-26 15:58 Filystea Note Added: 0016552
2016-12-26 19:09 Edward-san Note Added: 0016553
2016-12-26 19:09 Edward-san Status new => feedback
2016-12-27 10:13 Filystea File Added: test.pk3
2016-12-27 10:16 Filystea Note Added: 0016554
2016-12-27 10:16 Filystea Status feedback => new
2016-12-27 15:22 Filystea Note Added: 0016555
2016-12-27 23:30 Edward-san Note Added: 0016556
2016-12-27 23:30 Edward-san Status new => feedback
2016-12-28 13:01 Filystea Note Added: 0016559
2016-12-28 13:01 Filystea Status feedback => new
2016-12-30 12:22 Dusk Note Added: 0016574
2016-12-30 12:22 Dusk Priority urgent => normal
2016-12-31 13:45 Filystea Note Added: 0016577
2017-01-03 13:43 Filystea Note Edited: 0016577 View Revisions
2017-01-05 19:16 Dusk Status new => acknowledged
2017-01-05 19:16 Dusk Resolution open => waiting for zdoom






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