Learner Report post Posted July 24, 2005 From the newest CVS, if you go into consol or the map and wait, you will start resyncing for now apparent reason. If you are in the main scene, it doesn't happen. Has anyone made a change that could prevent actors from using up their commands? Share this post Link to post Share on other sites
Zep Report post Posted July 26, 2005 confirmed and reproduced Share this post Link to post Share on other sites
ttlanhil Report post Posted July 26, 2005 I normally spend most of my time in console mode. I spent a fair bit of time idling on 2002, and I didn't see this at all in one of the smaller(inside) maps while I was there(which could be hours in console). but when I was sitting near molgor, after a while(say, 10min) it started. thought I doubt that players were walking by that often, I know animals will wander past molgor. could it be related to that? Share this post Link to post Share on other sites
Zep Report post Posted July 28, 2005 This should be fixed now. Share this post Link to post Share on other sites
Grum Report post Posted July 28, 2005 Just out of curiosity, what was the problem? Share this post Link to post Share on other sites
Learner Report post Posted July 28, 2005 This should be fixed now. 183603[/snapback] Still happening from the current CVS. Share this post Link to post Share on other sites
Grum Report post Posted July 28, 2005 Looks like actors stay busy for a long time when the animation they're supposed to be doing doesn't exist (like bunnies having to stand up or sit down), thus filling up their command queue. Share this post Link to post Share on other sites
Zep Report post Posted July 28, 2005 hmm, sorry figured it was commited. Vegar had me add get_tmp_actor_data() to the consolewin Share this post Link to post Share on other sites
Learner Report post Posted August 1, 2005 I've restored having get_tmp_actor_data() in draw_scene, which did fix this bug. Better to have it there again then having to remember to put it in every screen. Share this post Link to post Share on other sites
Wytter Report post Posted August 1, 2005 It's not supposed to be there really. The purpose of get_tmp_actor_data() is to have the same x, y, z pos and rot of the actor throughout the renderer. Share this post Link to post Share on other sites
Learner Report post Posted August 1, 2005 It's not supposed to be there really. The purpose of get_tmp_actor_data() is to have the same x, y, z pos and rot of the actor throughout the renderer. 184858[/snapback] Yes, but if it isn't called when your in the consol, you get lots of resynce errors. It may be something it does is affect the actor commands as to whether they should run or not. Share this post Link to post Share on other sites
Grum Report post Posted August 1, 2005 The problem is that the animation timer isn't updated when the tmp structure isn't loaded, so that the animation never advances to the next frame. See actor_scripts.c, animate_actors(), line 419. Since the animation is never updated, some animations[*] are never finished, the actor remains marked busy forever, and the command queue fills up. [*] apparently most of the animations can be finished in some other way, but the sit_down and stand_up commands don't. Why is still a mystery to me. Share this post Link to post Share on other sites
Wytter Report post Posted August 1, 2005 That check can be ommitted. Share this post Link to post Share on other sites