GAME/EDITING: Continual loops of teleporters will crash RTC
Posted: Mon Jan 26, 2004 10:07 pm
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.
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.