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Teleporting amidst zombies causes immedite game freeze #5350

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VampyreLord opened this issue Jan 2, 2014 · 7 comments

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@VampyreLord
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commented Jan 2, 2014

To produce:

1-Create a new map > reveal map (debug)
2-Find a city and long teleport into the middle (for a higher chance of encountering zombies)
3-Move in any direction and you will see your character get hurt (will be highlighted with red) this will freeze the game.

Additional notes:
-One time, I did not quite the game immediately after the game freeze and the death screen appeared as if I was killed by zombies, even the log was reported as if 10 turns have passed.
-The same game freeze happened to me before but without teleporting but actually walking in the city normally and encountering a zombie then I got hurt and game freeze!

@ianestrachan

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commented Jan 2, 2014

-The same game freeze happened to me before but without teleporting but actually walking in the city normally

So it's really more about "being hurt causes a freeze".

When the death screen appeared, did it generate a memorial file?

I can't seem to reproduce this. Windows/Mac/Linux? Was it Console or Tiles?

@VampyreLord

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commented Jan 3, 2014

@ianestrachan: I can't really make sure if "being hurt" what causes the freeze because actually when I teleport zombies are far away and I get hurt nevertheless.

I think it did generate a memorial file because the death screen appeared, right? but I quit the game without saving the moment the death screen appeared so I didn't check that.

It's for Windows console version.

@VampyreLord

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commented Jan 3, 2014

I've just encountered another freeze without teleporting this time, as usual I got magically hurt. My map is set to 1.7 spawn. I've waited long enough but the death screen didn't appear. The last screenshot:

screenshot 75

@kevingranade

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commented Jan 3, 2014

I encountered this once as well, it locked the game for 10 mins, at which
point I gave up and killed it. An attached gdb session indicated that an
active monster had millions of turns available. Uninitialized monster?
Turn underflow? Some things to check.

@MisterFelixFox

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commented Jan 4, 2014

If it's any use, I've got a save file here that's experiencing the crash, too:

https://www.mediafire.com/?n7oy4j5lko05447

Load up 'Azare Siraj' in 'Super Deathworld 5000' and head east across the bridge for the crash.

@VampyreLord

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commented Jan 6, 2014

@MisterFelixFox: That was fast! As soon as I witnessed a zombie the game froze.

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commented Jan 13, 2014

I've experienced something similar to what kevin mentioned in his comment; I was having crippling slowdowns (several seconds between each turn) and noticed a non-hostile giant ant was teleporting all over the place while the other monsters were moving normally. I managed to kill the ant and my slowdowns disappeared completely. I think it has something to do with what was mentioned in the comment.

I gave the file to AtomicDryad, but the slowdowns were only happening on my end; I think it might have something to do with OS differences since Dryad was on Linux and I was on Windows.

kevingranade added a commit to kevingranade/Cataclysm-DDA that referenced this issue Jan 16, 2014

BevapDin added a commit to BevapDin/Cataclysm-DDA that referenced this issue Feb 7, 2014

Merge remote-tracking branch 'upstream/master' into other-crafting-ap…
…proch

# By Thomas Kirsten (47) and others
# Via Rivet (10) and others
* upstream/master: (108 commits)
  use overmap terrain with id="" for non-existing terrain
  fix map::board_vehicle bug
  No longer display [D]ragged vehicle items in [A]ll square when panes are set to [A] & [D]
  make vehicle cache work correctly with existing vehicles
  heavy duty frame
  fix some plurals
  remove indirect (and sometimes wrong) access to player through g->u
  remove indirect references to map (g->m) in map.cpp
  Fix gun compare
  enable charachter templates
  Reindent some recipes.
  Ad an override for dissasembly of items that require a mold to make.  Fixes 5304.
  Restyle reading methods.
  Clarify study message.  Fixes CleverRaven#5217.
  Restyle throw_item().
  Replace weird sweet spot code with penalty if your strength is insufficient for the item being thrown.
  Restore feo111's code to allow crafting using items stored in vehicles.
  Fully initialize creature class in constructor, and fill out copy constructor. Fixes CleverRaven#5350.
  Simplify some boolean operations.
  Removed some commented code, a fixed todo and fixed some spelling mistakes.
  ...

Conflicts:
	data/json/item_groups.json
	data/json/items/containers.json
	data/json/items/vehicle_parts.json
	data/json/recipes/recipes.json
	src/advanced_inv.h
	src/crafting.cpp
	src/game.cpp
	src/game.h
	src/init.cpp
	src/inventory.cpp
	src/item_factory.h
	src/itypedef.cpp
	src/main.cpp
	src/profession.cpp
	src/profession.h
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