MantisBT - Zandronum |
| View Issue Details |
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| ID | Project | Category | View Status | Date Submitted | Last Update |
| 0002692 | Zandronum | [All Projects] Bug | public | 2016-03-30 21:11 | 2018-09-30 22:05 |
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| Reporter | Tiger | |
| Assigned To | Torr Samaho | |
| Priority | normal | Severity | crash | Reproducibility | always |
| Status | closed | Resolution | fixed | |
| Platform | Desktop (x86_64) | OS | Windows | OS Version | 6.3 |
| Product Version | | |
| Target Version | 3.0 | Fixed in Version | 3.0 | |
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| Summary | 0002692: Bot Node Overflow (?) |
| 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. |
| 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. |
| Additional Information | |
| Tags | No tags attached. |
| Relationships | |
| Attached Files | BotCrash.7z (1,483,648) 2016-03-30 21:11 /tracker/file_download.php?file_id=1776&type=bug |
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| Issue History |
| Date Modified | Username | Field | Change |
| 2016-03-30 21:11 | Tiger | New Issue | |
| 2016-03-30 21:11 | Tiger | File Added: BotCrash.7z | |
| 2016-04-03 11:33 | Torr Samaho | Note Added: 0014650 | |
| 2016-04-03 11:33 | Torr Samaho | Assigned To | => Torr Samaho |
| 2016-04-03 11:33 | Torr Samaho | Status | new => needs testing |
| 2016-04-03 11:46 | cobalt | Target Version | => 3.0 |
| 2016-04-03 11:46 | cobalt | Description Updated | bug_revision_view_page.php?rev_id=8881#r8881 |
| 2016-04-03 11:46 | cobalt | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=8883#r8883 |
| 2016-04-03 11:46 | cobalt | Note Added: 0014652 | |
| 2016-04-03 12:21 | Tiger | Note Added: 0014656 | |
| 2016-04-07 03:25 | Tiger | Note Added: 0014676 | |
| 2016-04-08 19:12 | Dusk | Status | needs testing => resolved |
| 2016-04-08 19:12 | Dusk | Fixed in Version | => 3.0 |
| 2016-04-08 19:12 | Dusk | Resolution | open => fixed |
| 2018-09-30 22:05 | Blzut3 | Status | resolved => closed |
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Notes |
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Should be fixed now. It was caused by the size of the map, but not because the map is too big in general, but because the code made a wrong assumption that lead to an infinite loop. |
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(0014652)
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cobalt
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2016-04-03 11:46
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(0014656)
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Tiger
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2016-04-03 12:21
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(0014676)
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Tiger
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2016-04-07 03:25
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Using build 3.0-alpha @ 160403-1900 - Commit 96e0e5e40e46, (credit to WaTaKiD), this seems to be fixed for me. I have tested this out on a gameserver environment as well as single player environment, seems to be working just fine now. Thanks for fixing this! |
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