View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004171 | Valley 1 | Bug - Other | Sep 28, 2011 6:03 am | Sep 28, 2011 11:17 am | |
Reporter | Fiskbit | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.503 | ||||
Fixed in Version | 0.504 | ||||
Summary | 0004171: Paralysis when loading new area | ||||
Description | While I was playing underground, loading up new rooms took way longer than anywhere else. I found that during the loading, the game continued to run in the current room without me able to do anything. Enemies could hit me, I could fall into acid water, that sort of thing. Everything was fine when the new room loaded up. The moment I hit E on a door, I'd like to not be able to be hit by anything because I'm no longer able to interact with the game, and presumably the game shouldn't be continuing the simulation the whole time it's loading, with enemies dying in water and that sort of thing. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix ASAP | ||||
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Yes, that was happening with me too, not happened in 0.501 though, maybe the recent chunk transition changes (about the invincibility) have something related with this? This can be really annoying when you take longer to load another room, as some monster can take you down while waiting, or for the cave entrances in acid water, they can kill you while loading (not probably if you have full life, but a boss or low life can get you pretty fast) |
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It's been there even in 0.500, I saw it in the LP video that a player did. |
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* Really revamped what happens under the hood with your character as you transition between chunks (going through doors, etc). Previously you could wind up falling before or after going through a door, or even getting hit by monsters or acid water or whatever during the brief period of paralysis that you'd have while the game was fading in and out. ** Now it freezes you and makes you invincible during that period, in a way that will be multiplayer-safe, and thus the overall feel is much better. ** There is also now no longer a 0.6 second delay before you can move after going through doors and such. Now you can move as soon as the fade-in has finished. You could already cast spells that soon, so the disconnect was jarring anyhow -- old logic, really. The issues that movement-delay was originally fixing are now fixed by the fade-ins and this freeze logic. ** It's possible this will introduce some new issues (this is always the risk with any central change like this), so we'll be doing a release during the middle of the day today to make sure we're around to catch any backwash from this. But so far it seems clean! |
Date Modified | Username | Field | Change |
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Sep 28, 2011 6:03 am | Fiskbit | New Issue | |
Sep 28, 2011 8:52 am | tigersfan | Internal Weight | => Fix Before Major Release |
Sep 28, 2011 8:52 am | tigersfan | Assigned To | => Chris_McElligottPark |
Sep 28, 2011 8:52 am | tigersfan | Status | new => assigned |
Sep 28, 2011 9:21 am | Chris_McElligottPark | Internal Weight | Fix Before Major Release => Fix ASAP |
Sep 28, 2011 9:31 am | GabrielKronos | Note Added: 0014259 | |
Sep 28, 2011 9:39 am | Chris_McElligottPark | Note Added: 0014263 | |
Sep 28, 2011 11:17 am | Chris_McElligottPark | Note Added: 0014297 | |
Sep 28, 2011 11:17 am | Chris_McElligottPark | Status | assigned => resolved |
Sep 28, 2011 11:17 am | Chris_McElligottPark | Fixed in Version | => 0.504 |
Sep 28, 2011 11:17 am | Chris_McElligottPark | Resolution | open => fixed |