Crashes In Fitz 0.85
SV_TouchLinks: next != L->next - this would happen sometimes right after the map was loaded, sometimes a second after the elevator started
Onetruepurple:
#94 posted by metlslime on 2009/03/27 21:46:16
does it actually crash, or just display that message and keep going?
FYI: that message indicates that fitzquake attempted to repair the linked list rather than hanging right then as previous engines do, but doesn't guarantee that the list is actually repaired and it might crash or hang later in the list anyway. The problem is caused by questionable QC practices. For more discussion, see the i3d thread here:
http://forums.inside3d.com/viewtopic.php?t=1431
To Clarify
Fitzquake freezes after that message displays in console.
/me replays this in 0.80
Hmm...
#96 posted by metlslime on 2009/03/28 00:57:21
okay, that sucks if this actually causes a hang in cases that used to be okay in previous versions. I'll investigate a more proper way to fix this situation for next time.
Just Tested...
#97 posted by metlslime on 2009/03/28 05:20:19
yes indeed, looks like my fix just caused more problems.
#98 posted by yhe1 on 2009/09/01 02:20:53
I've encountered a strange issue with this map. If I start it using Fitzquake085, the map loads but almost freezes immediately. The CPU would show usage at 100%, and Fitzquake would not respond. I would have to use ctrl alt del to get out. Fitzquake085 works fine for any other map tho. This map also works fine on Aguirre Quake. This issue is not related to heapsize as it happens regardless of what I change it to. Any ideas?
Yhe1:
#99 posted by metlslime on 2009/09/01 02:26:59
unfortunately this is a known problem in Fitzquake 085 that causes it to hang when running White Room, but there are no known workarounds.
I suggest you just play it in another engine for now, such as Aguirre's engine, or in an earlier version of Fitzquake.
#100 posted by yhe1 on 2009/09/01 02:40:24
Okay, on my setup it didn't display the SV_TouchLinks: next != L->next, wasn't sure if it was the same issue
#101 posted by necros on 2009/09/01 02:42:37
the map was unplayable for me as well, but only because for no reason at all, impulse 12 was removed. (wtf)
Yhe1:
#102 posted by metlslime on 2009/09/01 04:24:25
yes, the crash is related to an attempted fix of SV_TouchLinks-related crashes in other maps/mods. Somehow fixing them broke this map, so it was not a good fix.
THIS FREEZES FITZ085 ON WINDOWS 7???
#103 posted by neggers on 2010/06/03 19:08:31
WHY DOES IT FREEZE FITZ085 ON WINDOWS 7????
(right at the beginning on the elevator, about five seconds in)
Oh
#104 posted by neg on 2010/06/03 19:11:20
KNOWN ISSUE, EH?!
(and still no fix - qc/map...)
Well..
#105 posted by metlslime on 2010/06/03 19:26:41
it's fitzquake that is broken, not this map (presumably, since it works in other engines and older fitzquakes.) So it seems weird that willem would patch his map.
But On The Other Hand
#106 posted by anonymous user on 2010/06/03 19:43:17
why would fitzquake's fix fail only in this particular map and not in any other if it wasn't for some glitch in either qc or map setup?
#107 posted by JneeraZ on 2010/06/03 19:44:51
If it's the maps fault, I can't imagine what it is. As metl said, it works in other engines and earlier versions of Fitz. Logically, the problem must lie with Fitz 0.85.
Fair Enough
#108 posted by anonymous user on 2010/06/03 20:20:20
I played it in DP then (whose blood effects fit especially well here).
Still, I'm very disappointed with the two of you on principle. :)
#109 posted by Yhe1 on 2010/06/04 04:49:14
Directq will also work, looks really nice too
#110 posted by Mikko on 2010/07/16 02:37:39
I agree with Zwiffle's somewhat critical post #79. It did look good in my opinion but I kept thinking that the visual style is simply unnecessary because, well, it's clearly a base map.
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