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Engine v.112, Scripts v.230
*sam*
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* Some changes to arena driving and ‘run away’ wilderness driving AI to hopefully improve them
* Fixed (I think) the problem causing some people to not see bullets. Some of the recent crashes seem to be related to particle emitter problems, which I have spent some time trying to fix
* You now get an option to "Take Control of Movement Orders" for NPC vehicles on your team in the wilderness (initially this means escort missions, but it's also relevant to the upcoming 'darkwind sandbox' system). When you have taken control, you can tell them where to drive to using 'move to here' and 'waypoint to here', the same as with pedestrians.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 26, 2009, 3:45 pm Last edited Jan 26, 2009, 3:48 pm by *sam*
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There's a slight issue with turn-based particles at the moment; they're blocking the client from exiting an event properly. Just working on it.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 26, 2009, 4:03 pm
*viKKing*
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Could you provide us with some kind of information on the particles problem? I'm curious of what's happening.
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vet cont zom slay2013 marshal wv

Posted Jan 26, 2009, 4:58 pm
*sam*
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Quote:
Could you provide us with some kind of information on the particles problem? I'm curious of what's happening.


In torque, some particle emitters are attached to objects - vehicles and their wheel dust, projectiles and their explosions etc.

When the 'host object' is deleted, the emitters typically stay alive until all of their particles have disappeared, and then they're deleted too.

The problem is that in DW many of our emitters are 'turn based' and therefore if no turns are happening then the particles will never disappear and the emitters will never be deleted. The game client waits indefinitely for this to happen...

What I previously did was run 25 turn-based moves on the client as you exited to the lobby, to flush out the particles and allow the emitters to get deleted. But I think this may be casuing other problems related to the recent crashes. So I'm trying to do a more correct flush of turn-based emitters without running the whole gameworld for 25 turns.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 26, 2009, 5:05 pm
*Lugal*
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*sam* said:
What I previously did was run 25 turn-based moves on the client as you exited to the lobby, to flush out the particles and allow the emitters to get deleted.

Is that why after events there's the delay before the event closes, but not when an event is truced on turn zero?

So the new system will simply sweep the particles rather than running them through their course?

EDIT: Looking forward to the psuedo-control of the NPCs!
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vet marshal wv

Posted Jan 26, 2009, 5:51 pm Last edited Jan 26, 2009, 6:51 pm by Lugal
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*sam* said:
Quote:
Could you provide us with some kind of information on the particles problem? I'm curious of what's happening.


In torque, some particle emitters are attached to objects - vehicles and their wheel dust, projectiles and their explosions etc.

When the 'host object' is deleted, the emitters typically stay alive until all of their particles have disappeared, and then they're deleted too.

The problem is that in DW many of our emitters are 'turn based' and therefore if no turns are happening then the particles will never disappear and the emitters will never be deleted. The game client waits indefinitely for this to happen...

What I previously did was run 25 turn-based moves on the client as you exited to the lobby, to flush out the particles and allow the emitters to get deleted. But I think this may be casuing other problems related to the recent crashes. So I'm trying to do a more correct flush of turn-based emitters without running the whole gameworld for 25 turns.

I got it. Thanks.  :)
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vet cont zom slay2013 marshal wv

Posted Jan 26, 2009, 10:05 pm
*Ninesticks*
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Everything seems to be working ok now. Thanks Sam!
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vet wv marshal pvp4 community pvp20,1,0

Posted Jan 27, 2009, 1:57 am
Kime Dennory
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Wow, that explains a LOT!

I saw a combat end once with five turns that happened in very quick succession, after the official end of the combat, where one player's car (which was moving and on auto-fire at the end of the combat) continued moving and firing, but could no longer be controlled.

This might fix that problem too.

-KD
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vet

Posted Jan 27, 2009, 4:55 am
*sam*
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I'm still working on this, I have found some strange memory corruption issues that I'm trying to find the cause of. They're very likely the cause of many of the client crashes and possibly other weird behaviour.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 27, 2009, 11:03 am
*Grograt*
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will it fix goats big headedness :)
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vet marshal wv community

Posted Jan 27, 2009, 11:06 am
*sam*
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Quote:
will it fix goats big headedness


Possibly yeah, I think a buffer over-run might be his problem  :rolleyes:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 27, 2009, 11:14 am
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Well this build seems to be more stable for me - but instead of getting regular lockups on the object load I'm getting occasional lockups on the data load instead. I shall blame this on Goat's buffers :cyclops:
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vet wv

Posted Jan 27, 2009, 12:00 pm
*sam*
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I have just tracked down what seems to be the main offender, causing data to be over-written beyond the end of the Terrain, screwing up memory belonging to whatever came next. This happened during the Loading Objects phase and could certainly cause crashing/locking up, as well as the pervasive 'crash on exit'.

Anyway.. I can patch in a quick fix today on the server-side, pending something more complete in the next day or two.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 27, 2009, 12:26 pm Last edited Jan 27, 2009, 12:27 pm by *sam*
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Sam your over worked and under paid...hopefully this fix will work
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vet marshal wv community

Posted Jan 27, 2009, 12:36 pm
*sam*
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Np Grog, I enjoy it most of the time :cyclops:

I'm reasonably confident that the server-side patch I just made will improve the loading problems people have been having.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 27, 2009, 12:44 pm
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*sam* said:
I have just tracked down what seems to be the main offender, causing data to be over-written beyond the end of the Terrain, screwing up memory belonging to whatever came next. This happened during the Loading Objects phase and could certainly cause crashing/locking up, as well as the pervasive 'crash on exit'.

Anyway.. I can patch in a quick fix today on the server-side, pending something more complete in the next day or two.


sam.. yesterday i said i hated you when my third event in a row siezed my computer up completely on load.

I now realise that this was an uncharitable thought and in fact i love you.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 27, 2009, 1:44 pm
*sam*
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Phew, it's comforting to know you're not in the least bit fickle, goat :p
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 27, 2009, 2:55 pm
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i am not fickle... i have firm and fixed opinions that are immutable within their temporal parameters.

admittedly those temporal parameters may be brief
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 27, 2009, 4:58 pm
*Ninesticks*
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fickle then
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vet wv marshal pvp4 community pvp20,1,0

Posted Jan 27, 2009, 6:20 pm
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Don't know why but I've had many more client crashes since this patch went live than before. They've occurred during play, loading, and while exiting events.

I'm on a Mac running dual 1.25 GHz PowerPC processors and with 512 Mb RAM and 128 Mb GeForce Ti video card.

I don't have any particular events. Assume it's been the majority of them since the patch came out. Each time I've been able to get into the event on the second try or to come back in after restarting the client, but it's starting to get old.

I'll try to nail down specifics.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Jan 27, 2009, 8:03 pm
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