View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002266||The Dark Mod||Coding||public||16.06.2010 21:52||15.05.2020 03:48|
|Product Version||TDM 1.02|
|Summary||0002266: target_endlevel causes a TDM crash|
|Description||Persistent data across maps isn't implemented yet, but I've been doing some prep work for when that day comes.|
I can use target_endlevel to switch back and forth between two maps.
I noticed that if I have an AI in the first map and kill it, TDM crashes as it's loading the second map. I've tried this with a lanternbot and with a City Guard.
If I leave the AI alive, the switch to the second map works fine.
|Steps To Reproduce||Build the 2 included maps, switch1 and switch2. Place the *.script files in the map directory with the maps.|
Start switch1. The guard in the map is on Team 0, so he won't react to you.
Frob the door. You'll successfully switch to switch2.
Turn around and frob the door in switch2. You'll travel back to switch1.
This time, kill the guard any way you like. A fire arrow from across the room is quick.
Frob the door.
TDM crashes. Enough time passes before the crash to make it look like it's brought switch1 down and is bringing up switch2.
|Tags||No tags attached.|
switchMaps.zip (5,564 bytes)
One test might be a script to remove all AI just before switching. Another might be to wait a few seconds/minutes (?) after the death before switching in case something is still functioning but not completed. Not a solution but might throw some light on this.
PS I don't see how to get the attached zip.
Once greebo has campaigns working, I'll come back to this one, because his making sure persistence works might just fix this one.
If I click on "switchMaps.zip" it's downloaded. What happens when you try that?
|I see the attached files line now. I couldn't find it before. :( As you say, let's leave this for now.|
2.06: Crash is fixed but the AI is resurrected when you return to the original room.
This is probably obsolete anyway?
I doubt that it's obsolete, which implies that no one will use it.
I'll retest when I get some time.
The guard is resurrected _and_ if you took the loot bottle from switch1, it's back on the floor again when you return.
It's behaving as if the savegame info between missions is getting corrupted, and returning to switch1 tosses it and restarts the map from the beginning.
|This crashes in 2.08.|
|16.06.2010 21:52||grayman||New Issue|
|16.06.2010 21:52||grayman||File Added: switchMaps.zip|
|17.06.2010 07:55||greebo||Status||new => acknowledged|
|05.03.2011 22:33||Fidcal||Note Added: 0003703|
|05.03.2011 23:49||grayman||Note Added: 0003704|
|06.03.2011 04:27||Fidcal||Note Added: 0003706|
|15.09.2017 05:22||nbohr1more||Note Added: 0009255|
|15.09.2017 05:23||nbohr1more||Status||acknowledged => feedback|
|15.09.2017 13:24||grayman||Note Added: 0009256|
|15.09.2017 13:24||grayman||Status||feedback => new|
|15.09.2017 13:24||grayman||Assigned To||=> grayman|
|15.09.2017 13:24||grayman||Status||new => assigned|
|16.09.2017 01:38||nbohr1more||Relationship added||related to 0000322|
|16.09.2017 02:04||grayman||Note Added: 0009258|
|24.11.2017 16:30||grayman||Assigned To||grayman =>|
|24.11.2017 16:43||grayman||Status||assigned => new|
|15.05.2020 03:48||nbohr1more||Note Added: 0012517|