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game crash problem

 
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[WDR]Maiden
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Joined: 01 Mar 2008
Location: florida

PostPosted: Mon Jun 09, 2008 12:08 am    Post subject: game crash problem Reply with quote

When I play in a local game, the game crashes every time a pain elemental dies. It doesn't do that in a server, only local game. I have ZD 1.08.07. Can anyone please tell me why this happens, and how to fix it?
Thank You,
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tYe
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Joined: 05 Sep 2007
Location: Vancouver, WA

PostPosted: Mon Jun 09, 2008 1:16 am    Post subject: Reply with quote

Thats odd. I never get that issue.

I play Local a lot too.
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TimeOfDeath
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Joined: 03 Nov 2004

PostPosted: Mon Jun 09, 2008 2:05 am    Post subject: Reply with quote

Just tested and it doesn't crash for me. What wad are you playing?
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[WDR]Maiden
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Joined: 01 Mar 2008
Location: florida

PostPosted: Mon Jun 09, 2008 2:43 am    Post subject: Reply with quote

TimeOfDeath wrote:
Just tested and it doesn't crash for me. What wad are you playing?


i am playing

IU-part 3 with the "xtremegunz" weapon mod
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Sniper
God like!


Joined: 10 Mar 2007
Location: United Kingdom Clan: [BK]

PostPosted: Mon Jun 09, 2008 4:01 am    Post subject: Reply with quote

maybe the elemental you kill is linked to a part of the map changing etc like a wall moving or something which is causing the problem?

if however there is more than one, then i wouldnt really know what to suggest 8(
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[WDR]Maiden
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Joined: 01 Mar 2008
Location: florida

PostPosted: Mon Jun 09, 2008 4:17 am    Post subject: Reply with quote

it can't be that it's linked to part of the map changing...because it happens no matter what map i play, or what wad i play
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TimeOfDeath
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Joined: 03 Nov 2004

PostPosted: Mon Jun 09, 2008 4:21 am    Post subject: Reply with quote

I'd guess that it might have to do with the dehacked in xtremegunz. But I don't know why it wouldn't crash online. When you play online, are you using xtremegunz?
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[WDR]Maiden
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Joined: 01 Mar 2008
Location: florida

PostPosted: Mon Jun 09, 2008 4:34 am    Post subject: Reply with quote

That might be the problem TOD. I noticed that it only does it on xtremegunz. lemme check now
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[WDR]Maiden
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Joined: 01 Mar 2008
Location: florida

PostPosted: Mon Jun 09, 2008 4:38 am    Post subject: Reply with quote

yeah, it was the xtremegunz mod. Thanks. That sucks because i liked playing on that mod
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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Mon Jun 09, 2008 3:49 pm    Post subject: Reply with quote

There are still quite some differences in Local and Online mode.
Some part of the coding might even be discarded in and Online game just because it hasn't been implemented or fully tested yet, which would explain why you are not having the issue there.

Not to advertise or anything... But might i suggest you try my da_madness weapons mod.
I guess its a little more crazy then some other weapons mods out there but as far as i know it does not crash any games in local as well as offline mode. I've played tons of wads with it both online and offline.
The only thing you have to worry about is the inmense speed of the SSG which tends to lag the server if you keep firing directly at a wall for more then 4 seconds.
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K!r4
On a Rampage!


Joined: 24 Mar 2008

PostPosted: Mon Jun 09, 2008 3:59 pm    Post subject: Reply with quote

Da_maniaC wrote:

The only thing you have to worry about is the inmense speed of the SSG which tends to lag the server if you keep firing directly at a wall for more then 4 seconds.

Not if cl_maxdecals = 0 I guess
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Da_maniaC
Now with new lemon fresh scent!


Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Mon Jun 09, 2008 6:29 pm    Post subject: Reply with quote

K!r4 wrote:
Da_maniaC wrote:

The only thing you have to worry about is the inmense speed of the SSG which tends to lag the server if you keep firing directly at a wall for more then 4 seconds.

Not if cl_maxdecals = 0 I guess


Well someone should actually test that to make sure.
Because it might also be the intensity of the firing rate that is causing the lag. Smile
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[WDR]Maiden
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Joined: 01 Mar 2008
Location: florida

PostPosted: Mon Jun 09, 2008 7:50 pm    Post subject: Reply with quote

Da_maniaC wrote:
There are still quite some differences in Local and Online mode.
Some part of the coding might even be discarded in and Online game just because it hasn't been implemented or fully tested yet, which would explain why you are not having the issue there.

Not to advertise or anything... But might i suggest you try my da_madness weapons mod.
.


Actually, I do have it in online. The reason I didn't have it online was because I didn't use the "xtremegunz" mod online. Then I tested it with the mod and i get the problem online too Sad.

And I've had ur da_madness mod for a long time Smile I downloaded it when i saw a post you made for it like 18 months ago. It's a great mod. Have u made any other mods? I want tthem if u have Very Happy
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Empyre
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Joined: 13 Dec 2006
Location: Texas, USA

PostPosted: Tue Jun 10, 2008 2:15 am    Post subject: Reply with quote

Maybe xtremegunz was made for zdoom, not for zdaemon? Some wads that were made for zdoom work in zdaemon, and some don't.
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Da_maniaC
Now with new lemon fresh scent!


Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Tue Jun 10, 2008 2:24 pm    Post subject: Reply with quote

[WDR]Maiden wrote:
Da_maniaC wrote:
There are still quite some differences in Local and Online mode.
Some part of the coding might even be discarded in and Online game just because it hasn't been implemented or fully tested yet, which would explain why you are not having the issue there.

Not to advertise or anything... But might i suggest you try my da_madness weapons mod.
.


Actually, I do have it in online. The reason I didn't have it online was because I didn't use the "xtremegunz" mod online. Then I tested it with the mod and i get the problem online too Sad.

And I've had ur da_madness mod for a long time Smile I downloaded it when i saw a post you made for it like 18 months ago. It's a great mod. Have u made any other mods? I want tthem if u have Very Happy


Da_madness is the only weapons mod i made.
I made it together with Earthquake for the sole purpose that you could actually play stuff like Drown in Blood or Toke's Coop maps on your own.
Its great fun if you want to rush normal maps too.

Other then some maps i have lying around and my annual Zmas, christmas DM packs i don't have any other finished projects because i don't have the time anymore nowadays to finish them.
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Jun 11, 2008 12:05 am    Post subject: Reply with quote

Just stop trying to run this stuff on every damn server Sad

Superguns, Da_madness, extremeguns, whatever, they can only be run sensibly on 'vanilla' Co-op maps - ones that don't mess with the monsters via DEHACKED.

Running them on WADs like Invasion UAC, Coopbuild, etc just ruins any gameplay.
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K!r4
On a Rampage!


Joined: 24 Mar 2008

PostPosted: Wed Jun 11, 2008 11:28 am    Post subject: Reply with quote

Well, I don't see why you need a supergun wad on ZDaemon : when you are killed you can respawn, at least you don't ruin the gameplay.
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Da_maniaC
Now with new lemon fresh scent!


Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Wed Jun 11, 2008 3:08 pm    Post subject: Reply with quote

Cybershark wrote:
Just stop trying to run this stuff on every damn server Sad

Superguns, Da_madness, extremeguns, whatever, they can only be run sensibly on 'vanilla' Co-op maps - ones that don't mess with the monsters via DEHACKED.

Running them on WADs like Invasion UAC, Coopbuild, etc just ruins any gameplay.


Regardless of it being fun or practical or not (thats personal)...da_madness should run fine with any pwad since it uses as little coding as possible. (To keep compatibility at a maximum level).
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Thu Jun 12, 2008 12:06 pm    Post subject: Reply with quote

Heh, naw it's nothing to do with personal feeling and there is no 'level of compatibility' - it's all or nothing.

The simple fact is that any weapons mod overwrites the (dehacked) code in the main WAD. So you lose any creativity that went into that area such as altered monster hit points, existing weapon modifications and thing replacement. In the case of Invasion UAC or CoopBuild then it screws over the changed monsters.

Coopbuild for example turns some decorative sprites into new monster types. Run a mod and they're back to being plain old decorations so the sum is definitely lesser than the parts.

Go run Da_madness on top of something like Zmas and see if you're happy with how it ends up looking and playing Razz
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