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Summary 0002692: Bot Node Overflow (?)
Revision 2016-03-30 21:11 by Tiger
Description This issue has been in existence since SkullTag 97D, though probably safe to assume - since forever.

The demonstration PWAD that I have provided shows a crash or hang that occurs when adding just one bot into the map. When the crash or hang occurs, there's no useful information presented to the user -- only course of action is to terminate the PID.

I am unsure if this is even remotely fixable as it seems to be the design of the bots SkullTag uses, ZDoom's Cajun bots ['http://zdoom.org/wiki/Bots [^]' ] do not have any issues with the demonstration map.
Revision 2016-04-03 11:46 by cobalt
Description This issue has been in existence since SkullTag 97D, though probably safe to assume - since forever.

The demonstration PWAD that I have provided shows a crash or hang that occurs when adding just one bot into the map. When the crash or hang occurs, there's no useful information presented to the user -- only course of action is to terminate the PID.

I am unsure if this is even remotely fixable as it seems to be the design of the bots SkullTag uses, ZDoom's Cajun bots ['http://zdoom.org/wiki/Bots [^]' ] do not have any issues with the demonstration map.
Revision 2016-03-30 21:11 by Tiger
Steps To Reproduce Using the demonstration PWAD:
Go to MAP01 and set the gamemode to 'Deathmatch'. Once the map reloads to MAP01, add a random bot into the game.
Zandronum should hang within the first second.
Revision 2016-04-03 11:46 by cobalt
Steps To Reproduce Using the demonstration PWAD:
Go to MAP01 and set the gamemode to 'Deathmatch'. Once the map reloads to MAP01, add a random bot into the game.
Zandronum should hang within the first second.






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