Unsurprisng really, but if you create some kind of structure that uses teleporters to move items around a dungeon and then back to the beginning, RTC will crash with no errors.
This applies only when all teleporters have the same delay settings for activation/deactivation.
It's fine if you stagger the activation/deactivation.
Here's a sample of it broken:
http://homepage.ntlworld.com/matt_hill/ ... llsame.txt
Here's a sample of it working:
http://homepage.ntlworld.com/matt_hill/ ... tagger.txt
Put the chest on the pad in front of you.
I assume this error is due to some kind of overflow because everything is being processed at once.
NOTE: The staggered sample is a good text of RTCs performance. Simply stand still watching the chest being rotated --- on my machine (which is pretty powerful) it's generally fast but every now and then there is a hiccup and some lag, and the mouse goes all smooshy.
GAME/EDITING: Continual loops of teleporters will crash RTC
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- George Gilbert
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I've actually fixed the overflow which causes it to crash without warning already - now it crashes and gives you enough information in the file to work out why (there's a stack of teleporter function calls that repeatedly loop around eachother!).
On the matter of it crashing in the first place, I think that this is the correct behaviour. In the sample dungeon you have told it to teleport an item from one place to another and then back again ad infinitum with no delay whatsoever - it tries its best to comply but it just can't! I happy to classify this as a bug in the dungeon rather than a bug in RTC engine especially now the crash diagnostics give you a shot at working out the offending teleporters.
On the matter of it crashing in the first place, I think that this is the correct behaviour. In the sample dungeon you have told it to teleport an item from one place to another and then back again ad infinitum with no delay whatsoever - it tries its best to comply but it just can't! I happy to classify this as a bug in the dungeon rather than a bug in RTC engine especially now the crash diagnostics give you a shot at working out the offending teleporters.
- Paul Stevens
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- Paul Stevens
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- Location: Madison, Wisconsin, USA
Yes, really. But maybe it is only for objects and
not the party or something. Or maybe it simply
does not work. Here is a piece of it from Code11f52.cpp:
not the party or something. Or maybe it simply
does not work. Here is a piece of it from Code11f52.cpp:
Code: Select all
for (LOCAL_30=1000; LOCAL_30!=0; LOCAL_30--)
{ // Limited teleportation??? 1000 seems sufficient.
pdA0 = d.LevelCellFlags[newX];
D6W = pdA0[newY];
D5W = sw(D6W >> 5);
if (D5W == roomTELEPORTER)
{
if ((D6W & 8)==0) break;
........
........
........
}; // for (LOCAL_30)