Mods - Page 3

Mods

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

TA will often freeze if you don't put a sleep in an infinite loop.
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Post by Fnordia »

While the ota units don't have a sleep call in that section, all branches call an animation routine which does have at least one call to sleep. I would guess the unit in question does not. TA scripts do not (and can not) use preemptive multitasking, so if there never is a call to a function that suspends the thread (such as sleep, wait-for-turn etc) it will loop there forever.

However, I have been thinking about only allowing unit scripts to run for say 100.000 iterations or some such, after which they will be killed. In that way you can determine what script is causing the problem at least. The scripts would still have to be fixed to be useable though.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

thanks for the info guys. I am glad I have it now. although this implimentation is horid. I have an idea for a better one but I'll wait a bit first as I have a few assignements to do. But hey, at least they work. Right now I am trying to check for the reason why my hover units don't float in spring.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

hi there...
hey smoth, have you any news on the porting thing?
have something to share?
im trying some mod (for ta) that works right away.... but sometimes crash (in sp).
Also i get some usuported format pcx errors.. but they dont crash the game.
Multiplayer... it works, but crashes on big explotions.. or sometimes with no aparent reason. Not playable.
i will be trying the suggestions in this thread..
Post Reply

Return to “Game Development”