Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Cannot interact with things after loading #889

Closed
t-animal opened this issue Nov 4, 2016 · 16 comments

Comments

Projects
None yet
7 participants
@t-animal
Copy link

commented Nov 4, 2016

I run a Arch 64bit and built the game as of commit d3f5b3b .

When I load the game after dying, I cannot interact with things as TheCherry pointed out in issue #780 .
This is fixed by restarting the game.

However even after restarting I still cannot interact with some switches and stuff that needs force power (e.g. the wall which has to be destroyed during the force power training in the beginning). This is NOT fixed by restarting the game but by restarting the mission. Thus some levels effectively become permadeath levels - you cannot finish them after you've died once.

@ensiform

This comment has been minimized.

Copy link
Member

commented Nov 4, 2016

When was the last commit it worked. This commit just disables an unused variable on JK2 MODE which doesn't change any functionality.

@t-animal

This comment has been minimized.

Copy link
Author

commented Nov 4, 2016

I don't know. I'm playing it for the first time. I could try and find out after I've finished it.

@t-animal

This comment has been minimized.

Copy link
Author

commented Nov 4, 2016

During the mission where you have to race on the hoverbikes I noticed that the final cutscene was not triggered after loading, too. Therefore the level could not be finished. I guess that issue is related.

@ensiform

This comment has been minimized.

Copy link
Member

commented Nov 5, 2016

Well the game runs good for me on mint 18 64 so that's strange.

@gabor-udvari

This comment has been minimized.

Copy link

commented Nov 25, 2016

I experience the same issue on Ubuntu 16.04 (64 bit) with the pre-built binaries. Happens with openjk-2016-11-21-39baf07d and openjk-2016-10-31-d3f5b3bd. I hit these issues so far:

  • if you die on yavin1b, after reloading Rosh will not open the first gate
  • if you die on t1_surprise, after reloading you cannot force pull down the escalator at the sandcrawler
  • if you die on t1_rail, after reloading you cannot switch off the electricity between the two trams.

Closing the game and restarting fixes these.

@Razish

This comment has been minimized.

Copy link
Member

commented Nov 25, 2016

Confirmed on xubuntu 16.10 x86_64:

  1. Start new game (I picked Jedi Master)
  2. Die to the howlers before triggering the cutscene
  3. "Load Checkpoint"
  4. The howlers do nothing, can't trigger the cutscene/checkpoint
    dumb howlers
@xycaleth

This comment has been minimized.

Copy link
Member

commented Nov 26, 2016

Seems like a regression of #257 which I had fixed in e8fc637. I recall bace05c potentially undid my fix but I couldn't remember what the visibility compile flag was for at the time.

@Razish

This comment has been minimized.

Copy link
Member

commented Nov 27, 2016

Perhaps we need a comment around the compiler switch so people know not to remove it :P

@gabor-udvari

This comment has been minimized.

Copy link

commented Dec 27, 2016

I did some further testing and it seems that yavin1b is a special case. With the precompiled binary I can reproduce the bug on different maps. When I compile the binary from source the bug goes away on these maps (after dying and reloading checkpoint):

  • t1_surprise: cannot force pull down the escalator at the sandcrawler
  • t1_rail: cannot force pull down the escalator at the sandcrawler
  • t3_rift: cannot force push the very first rock at the beginning

But the yavin1b issue still exists, even if all the above work. Putting the -fvisibility=hidden back to the CMakeLists.txt does not have any effect. The issue on yavin1b still exists while all the others are not. I compiled on Ubuntu 16.04, gcc version is 5.4.0 20160609.

@t-animal

This comment has been minimized.

Copy link
Author

commented Dec 27, 2016

@smcv

This comment has been minimized.

Copy link
Contributor

commented Jan 21, 2017

PR #905 was intended to fix #902, but might fix this as well (I tried yavin1b after a save/load cycle and it seems fine).

@t-animal

This comment has been minimized.

Copy link
Author

commented Jan 21, 2017

With the current HEAD the bug is fixed for me, too.

@smcv

This comment has been minimized.

Copy link
Contributor

commented Jan 21, 2017

Huh. Current master doesn't have my fix for #902 yet, so your bug must have been something different?

@gabor-udvari

This comment has been minimized.

Copy link

commented Jan 22, 2017

PR #905 was merged since then, pulled master and compiled it, all my bugs are now fixed on Ubuntu 16.04 64bit. Thanks @smcv !

@smcv

This comment has been minimized.

Copy link
Contributor

commented Jan 22, 2017

Both people previously reporting problems here say they are now solved, so I think this issue can be closed?

@ensiform ensiform closed this Jan 22, 2017

@manuLlanos

This comment has been minimized.

Copy link

commented Mar 21, 2017

Hello, I'm running Debian stable 64 bits. And this issue keeps happening in singleplayer.
Each time I load a save after playing, it seems like the map triggers ( levers, dialogs, elevators) cease to work until the game is reloaded.
I have installed the latest Linux 64 bit version as of now (2017-03-20)
loadingbug_linux64

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.