View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0004161 | Valley 1 | Bug - Other | Sep 28, 2011 2:33 am | Oct 2, 2011 9:40 pm | |
Reporter | Bossman | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.502 | ||||
Summary | 0004161: Part of chunk reverts to unexplored on re-entry | ||||
Description | When I'm exploring a surface region, I tend to run through buildings from the back entrance to the front to mark them on the region map. As of .502, occasionally, when one of these runs is just under 10 seconds (no invulnerablity after exiting the building), part of the surface chunk will revert to an unexplored state. If I picked up any items in that area beforehand, they'll have respawned. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
related to | 0004151 | resolved | Chris_McElligottPark | Boss respawns after killed in house |
related to | 0004019 | closed | Chris_McElligottPark | Too many bosses of too high a level in commodity towers? |
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I agree, I noticed that too... Going fast out of new room, and coming back quite fast, even if I took the potion for example, well the potion will be back... I noticed that one and confirm... |
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Hmmm, Chris, is there any way to make the drops stay gone if they are looted during the 10 second leeway? |
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This has something to do with the fix for how things should be saved to disk in the last version, but I'm not sure exactly what. I looked through the code, but didn't see anything glaring. Keith made those changes, so I'm lobbing this over to him for now -- it's definitely important. |
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I'm not able to reproduce the bug, I'll try again. |
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Hmmm. I wonder if it is some sort of rare order of operations thing. It seems clear the chunk is being loaded off the disk before the existing in-memory one has been saved. OR that the existing in-memory one isn't being saved at all in some circumstances. I'd just do a code analysis for those two cases, rather than trying to repro, honestly. That's what I did and I turned up nothing, but I didn't put a whole lot of time into it because it's more your code in that section and I figured you'd find it faster. |
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Note: I specifically say that because based on the speed of your CPU and your SSD, it simply may not be reproducible for you, Keith. |
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I did find and fix a bug a moment ago where it was still possible to do get the happens-many-times bug on the initial chunk generation (just not loading it from disk later), so that may have been it. |
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When 0.504 hits please retest, I believe this is fixed. |
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Okay, that's excellent news. |
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Maybe Bossman can confirm, but I got the same thing happening right now with the latest 5.04 It only happened once, and for reproducing it, I truly don't know how to do. Sometimes I go very fast from room to room, picking stuff and nothing weird happens, and one time, when I was just playing and trying not to reproduce it, well it happened... How do I know it was not a new room ? When I come in a floor, I pick everything I can from that level. Then I take a door, empty that room and take a door. Sometimes, rooms are small, or the item is not far from the door. The last time I had was this : it was a health potion in a hallway with different doors. I picked that health and opened a door. I went in the new one, picked the item there and went back to that hallway as the room was a dead end. The potion was back there. So I'm sure it happens. Now, it may also be something to do with the system in itself. Mine is 2 years old, a Mac 27" Dual Core and I play the game in the full resolution 2550 * I don't remember. I'm also under Lion and with 4 Gb Ram. It can be something to do with the speed of the computer. I'm not sure it would happen with an i7 mac... But I cannot test. |
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I've seen it again in .504, an interior chunk this time. It's tricky to reproduce because you need to move fast enough that at least three chunks are in memory when you go back to the first one. Door placement isn't always so obliging. |
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Happen to have a save for this? |
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Well, let's see if this does it: * When a chunk is touched at all, such as each frame during a fade-out, the game now resets its seconds to keep alive. ** This should hopefully solve the last of the issues with rooms that you can exit and return to and see things reset. |
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I'm seeing this a lot now in .505, whereas I don't recall seeing it before today. I'm running through a desert area right now, and every third house or so that I enter, after I come back out part of the surface area behind me has vanished from my minimap. If I go back into that area, any ores or other items there are respawned. |
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X4000 : no, I don't have any save for this and this would be very difficult... The main reason is that even if I stop and save at that time, the other area where I would have been would be visited with the, let's say a potion, will be present in another room, which I already took. Furthermore, it's not unlimited potion... It happens once, and when I take it again, well... It do not come back... So having a save for this is truly difficult... I quite don't see how we could give that to you... :s |
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Just chiming in to say that I'm finding this happening to me too. Not entirely sure how, but occasionally I'll be able to loot potions and other stuff twice due to this bug. |
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Anyone still seeing this in 0.508? We've made some additional fixes along these lines. |
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Well, I could be wrong, but after 2 hours playing I didn't encountered that anymore. Or at least I didn't noticed. For me, I call that good. But before fleshing out the champaign bottle for this one, I might wait for Bossman or BobTheJanitor to confirm. |
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We also put in some changes to make this kind of thing less likely in 0.509, so testing on that (if you saw it in 0.508) would be good. |
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Yes I definitely saw that in 0.508, so it sounds good for the moment... |
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I've been playing quite a bit with .511 and haven't seen this again, so I'd call it fixed. |
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I thought I had also posted on it. Same here... Didn't saw anything of that sort anymore. I call it fixed as well. |
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Excellent! Optimistically marking it as fixed, then. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 28, 2011 2:33 am | Bossman | New Issue | |
Sep 28, 2011 3:13 am | Vampyre | Note Added: 0014189 | |
Sep 28, 2011 8:19 am | tigersfan | Note Added: 0014230 | |
Sep 28, 2011 8:19 am | tigersfan | Internal Weight | => Major Problem |
Sep 28, 2011 8:19 am | tigersfan | Assigned To | => Chris_McElligottPark |
Sep 28, 2011 8:19 am | tigersfan | Status | new => assigned |
Sep 28, 2011 8:21 am | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
Sep 28, 2011 8:21 am | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |
Sep 28, 2011 8:27 am | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
Sep 28, 2011 8:28 am | Chris_McElligottPark | Note Added: 0014232 | |
Sep 28, 2011 11:27 am | keith.lamothe | Note Added: 0014299 | |
Sep 28, 2011 11:29 am | Chris_McElligottPark | Note Added: 0014301 | |
Sep 28, 2011 11:29 am | Chris_McElligottPark | Note Added: 0014302 | |
Sep 28, 2011 11:31 am | keith.lamothe | Note Added: 0014304 | |
Sep 28, 2011 11:32 am | keith.lamothe | Note Added: 0014305 | |
Sep 28, 2011 11:32 am | keith.lamothe | Status | assigned => feedback |
Sep 28, 2011 11:42 am | Chris_McElligottPark | Note Added: 0014308 | |
Sep 28, 2011 11:44 am | Chris_McElligottPark | Relationship added | related to 0004151 |
Sep 28, 2011 11:45 am | Chris_McElligottPark | Relationship added | related to 0004019 |
Sep 28, 2011 5:04 pm | Vampyre | Note Added: 0014438 | |
Sep 28, 2011 5:11 pm | Bossman | Note Added: 0014440 | |
Sep 28, 2011 5:11 pm | Bossman | Status | feedback => assigned |
Sep 28, 2011 7:14 pm | Chris_McElligottPark | Note Added: 0014487 | |
Sep 28, 2011 7:22 pm | Chris_McElligottPark | Note Added: 0014488 | |
Sep 28, 2011 9:49 pm | BobTheJanitor | Note Added: 0014535 | |
Sep 29, 2011 1:05 am | Vampyre | Note Added: 0014559 | |
Sep 29, 2011 2:53 am | kingisaaclinksr | Note Added: 0014563 | |
Sep 29, 2011 5:07 pm | keith.lamothe | Note Added: 0014731 | |
Sep 29, 2011 5:07 pm | keith.lamothe | Status | assigned => feedback |
Sep 30, 2011 9:40 am | Vampyre | Note Added: 0014896 | |
Sep 30, 2011 10:46 am | keith.lamothe | Note Added: 0014905 | |
Sep 30, 2011 10:55 am | Vampyre | Note Added: 0014906 | |
Oct 2, 2011 8:23 pm | Bossman | Note Added: 0015358 | |
Oct 2, 2011 8:23 pm | Bossman | Status | feedback => assigned |
Oct 2, 2011 9:39 pm | Vampyre | Note Added: 0015361 | |
Oct 2, 2011 9:40 pm | Chris_McElligottPark | Note Added: 0015362 | |
Oct 2, 2011 9:40 pm | Chris_McElligottPark | Status | assigned => resolved |
Oct 2, 2011 9:40 pm | Chris_McElligottPark | Resolution | open => fixed |