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Strange Load game particles. #220078
08/06/08 00:17
08/06/08 00:17
Joined: Oct 2003
Posts: 130
Wollongong Australia
J
Jethro Offline OP
Member
Jethro  Offline OP
Member
J

Joined: Oct 2003
Posts: 130
Wollongong Australia
Since upgrading to A7.10.1. After our game loads a save game, high up in the sky there appears to be some old particle functions running. These are puffs of steam. The weird thing is these particles have a very short life and are never up high in the sky. I remember a similar problem many moons ago with A5 or 6 I believe.

Jethro.

Re: Strange Load game particles. [Re: Jethro] #220083
08/06/08 00:34
08/06/08 00:34
Joined: Oct 2003
Posts: 130
Wollongong Australia
J
Jethro Offline OP
Member
Jethro  Offline OP
Member
J

Joined: Oct 2003
Posts: 130
Wollongong Australia
Another thing I forgot to mention, was another load game exhibited a dynamic light that was stuck on from a long removed lightning bolt.
Its as if some functions are not totally being terminated before a load game.

Something that also may be related is on very odd occasions we get error messages where an entities function is still trying to run after the entity has been ent_removed.
As we get invalid arguments in "Function_name" ENTITY.
We have up to 800 of the same function running at the same time mostly with no errors, but randomly say once a day we may get this problem?
We always check entity pointers before using them and always follow an ent_remove with a return to stop the current function;

I can't help but think all of these may be related.


Re: Strange Load game particles. [Re: Jethro] #220151
08/06/08 06:18
08/06/08 06:18
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
Loading does not affect particle functions. Therefore when a particle effect is running and you load a game, the particles continue to run until the end of their lifetime. Only a level_load or a level change by game_load stops all particle functions.

Invalid arguments mean not necessarily pointers that are zero. The pointers can also be nonzero but invalid - for instance when it's a pointer to a wrong object, or a pointer that contains garbage.

For being more specific I had to know which functions gets a wrong entity pointer and what this pointer contains.


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