by Joe Kari » Mon Jul 14, 2008 4:24 pm
Hi,
Okey, very bad news...
Maybe some of you are aware of this, but last night, RAWHIDE has crashed many time with Alamo, everytime just after the warmup.
I have found the reason of the bug. It's not related to windows xp used on RAWHIDE, and not related with retail Q3. It is simply a bug (known or unknown) in the public WQ3 version 2.2.
Unfortenately, we haven't spot this during the beta-test because everyone is also betatester of the SA that has new qvm. For this reason, when we have tested it with Tequila on his Test Server with 8 bots, all has worked fine (because of course, on his test server he has newer code than 2.2).
If you remove wq3_pakZ.pk3 and wq3_pakZ_current.pk3 from your current install it will crash the same way. In fact I have found that only the file "vm/qagame.qvm" found in wq3_pakZ.pk3 is needed. With this file it runs perfectly.
This bug is related to respawn. I don't have found changelog for the pakZ.pk3 but I guess that someone has changed something related to respawn (Torhu ?). In fact I used the key nobots=1 for some of my deathmatch respawn. This provide me to have respawn inside botclip, and only allow human to respawn there. If I remove all nobots key it works fine with WQ3 2.2 ... ... ...
No problem with the BR version, cause it uses "CTF" respawn, and the key "nobots" don't exist for CTF respawn (a thing that should be changed, cause nobots key is very usefull).
So here our option :
- I can make a fix for my map that disallow bots until the SA, it's simply a pk3 that will overwrite my aas file with an empty one for deathmatch, but with the minbot feature on server, it will cause the chat to be flooded with error everytime the server would add a bot
- Disable bot for Alamo server side until the SA (WQ, not BR), I don't know if it's complicated or not, I only remember that long time ago Hika has done something like that on Wasteland : the minbot was dependant to the map
- I can remove all nobots key until the SA, but bots will sometime respawn into botclip and would be stuck
- I can remove botclip around respawn point and remove the nobots key but... BSPC will never compile my map because of too much complexity... or if it would, my AAS file would be huge (so bots will kill servers's CPU)... For example, the whole church is inside a huge botclip, bot can't respawn there. It saves me a lot of compile time and a lot of memory for AAS...
- Move respawn away from botclip and remove nobots key... but respawn points have been placed there for some good reason, like preventing spawnkilling. I always place respawn where visibility is dim. It will waste the gameplay.
- SG can provide a little bugfix, wq3_pak4.pk3, which contain only one file, the "vm/qagame.qvm" found in the wq3_pakZ.pk3, with this single file, this will provide some bugfix, my map will run, but the UI keep the same (no "Smokin' Guns" title in the UI). IMO this is the best... But I understand that you will probably not agree.
- Remove Alamo until the SA -_-' (but I will be very sad... )
- RAWHIDE can have a minbot of 2 instead of 3 until the SA, it looks like it works well on Tequila main server (my map runs fine there, and we can do a lot of restart, callvote, everything, it never crashs, and it runs since wednesday)
- Any other idea ?