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[98b]Time Freeze crash 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1250
Location: Brazil
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I was playing coop with a friend just messing around, and I gave myself a Time Freeze sphere. It would run out soon so I gave myself another one about 5 seconds later, and the clients froze up (the server wasn't affected though).


Wed Mar 31, 2010 12:03 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 2380
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Possibly related:
http://forum.zdoom.org/viewtopic.php?f=7&t=25462


Wed Mar 31, 2010 12:10 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 191
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It isn't related. I've tested it in skulltag offline and it gives me no problems.

Could you reproduce this?


Wed Mar 31, 2010 1:56 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1250
Location: Brazil
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I suppose it's multiplayer-only then, indeed it doesn't happen offline.


Wed Mar 31, 2010 7:49 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 6037
Location: USA
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Sat Apr 03, 2010 4:05 am
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Joined: Wed Dec 31, 1969 6:00 pm
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I found another issue with the time-freeze sphere, but it also occurs offline (also in GZDoom 323 and the latest SVN build). If a player picks up a time-freeze sphere just before the sphere wears off for another player, all players (even spectators) will be frozen once the first sphere wears off.

Steps to reproduce online:

1) Start a server.
2) Connect two clients to the server.
3) Make one of them join the game.
4) "give timefreezesphere" in the console.
5) Once the sphere starts to wear off, make the other client use a sphere.
6) When the first sphere wears off, both clients will freeze.


Sat Jan 29, 2011 5:59 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 191
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I created a in zdoom about the last issue.


Fri Mar 30, 2012 5:06 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 538
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Thanks.


Sun Apr 01, 2012 4:59 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 191
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Fixed: http://zdoom.org/Changelog/3599/files


Thu Apr 26, 2012 7:49 pm
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