Funny, yet somewhat annoying...
Was in a small battle when one of my wingmen got disabled (spinning in circles) then I made a jump back to a previous system. Everything seemed fine, my wingmen jumped as well, including the disabled one.
But, the disabled wingman never recovered! He sat in the gate just spinning away pretty as you please so I waited...and waited and...nothing, still spinning! I wandered around for quite a while and went back to check on him. Yep, still spinning!
No matter what system I jump to, he follows but remains disabled... been that way for over an hour.
A Funny Wingman Bug
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Definitely a bug.
My theory is that the "paralysis timer" overflowed. Currently I use a 16-bit number to keep track of the number of ticks that a ship is paralyzed for.
If the paralyzed time went over ~8 minutes (32,767 ticks) then the value goes negative and (I think) we never recover.
Thanks for the report!
My theory is that the "paralysis timer" overflowed. Currently I use a 16-bit number to keep track of the number of ticks that a ship is paralyzed for.
If the paralyzed time went over ~8 minutes (32,767 ticks) then the value goes negative and (I think) we never recover.
Thanks for the report!
Today most people have over 256 megs of RAM, so what exactly prevents you from using a long int? A few bytes isn't a big deal and it would prevent overflow bugs. Or you could as well make it unsigned and you have ~16 mins then, with the same memory.george moromisato wrote:Currently I use a 16-bit number to keep track of the number of ticks that a ship is paralyzed for.
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No, no we don't.Desolator wrote:Today most people have over 256 megs of RAM
With my ram-sucking onboard video card that can't be disabled, I have all of 248mb of ram.
But while the timer may have overflowed in this case, that doesn't mean that it was the fault. The fault was somewhere in the jump... Possibly the timer gets forced negative in the jump?
Just an idea.
~Kyle
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I said I was perfectly insane.
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True.Desolator wrote:Today most people have over 256 megs of RAM...
But, I started working on Transcendence in 1998-1999. I added the EMP (and the paralysis timer) in 2001.
Back then, fewer people had enough RAM...
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george moromisato wrote:True.Desolator wrote:Today most people have over 256 megs of RAM...
But, I started working on Transcendence in 1998-1999. I added the EMP (and the paralysis timer) in 2001.
Back then, fewer people had enough RAM...
luckily times have changed.
We now can have those better effects.
Still 2 more bytes didn't mean muchgeorge moromisato wrote:True.Desolator wrote:Today most people have over 256 megs of RAM...
But, I started working on Transcendence in 1998-1999. I added the EMP (and the paralysis timer) in 2001.
Back then, fewer people had enough RAM...
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256 kb of memory will be sufficient for everbody.
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LoL?
Yeah, that happened to me too once. it was really annoying, so I decided just to destroy the wingman. that took care of it...
Yeah, that happened to me too once. it was really annoying, so I decided just to destroy the wingman. that took care of it...
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