View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000332 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-02-24 05:25 | 2017-02-24 14:46 |
| Reporter | Nash | ||||
| Assigned To | |||||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000332: PlayerEntered event handler not consistent | ||||
| Description | In the attached demo, the event seems to get fired off only sometimes. When transitioning between the levels repeatedly, sometimes the event will not fire (the console message won't appear). | ||||
| Tags | No tags attached. | ||||
|
player enter.pk3 (2,794 bytes) |
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| Might be related to GC, since randomly collected handlers randomly stop working. | |
| Can you please retry? I already had the GC code but it wasn't merged into master yet. | |
| Sorry, it still isn't working, even with the GC fix. In the example WAD, the message does not trigger when entering the second level. | |
|
Uh... Excuse me? // level.time is a hack to make sure that we don't call it on dummy player initialization during hub return. if (!level.time) E_PlayerEntered(int(p - players), false); That HACK blocks it. Interestingly, that alsp means that the ENTER script gets called for the wrong PlayerPawn... The entire thing is totally broken by design... |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2017-02-24 05:25 | Nash | New Issue | |
| 2017-02-24 05:25 | Nash | File Added: player enter.pk3 | |
| 2017-02-24 08:36 | ZZYZX | Note Added: 0000744 | |
| 2017-02-24 10:52 | Graf Zahl | Note Added: 0000747 | |
| 2017-02-24 13:12 | Nash | Note Added: 0000752 | |
| 2017-02-24 14:24 | Graf Zahl | Note Added: 0000755 | |
| 2017-02-24 14:26 | Graf Zahl | Note Edited: 0000755 | View Revisions |
| 2017-02-24 14:46 | Graf Zahl | Status | new => resolved |
| 2017-02-24 14:46 | Graf Zahl | Resolution | open => fixed |