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CLOSED  Bug report #867  -  Portals do not activate (script timer problem)
Posted Jul 19, 2016 - updated Jul 28, 2016   Shortlink: http://arx.vg/867
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icon_info.png This issue is a duplicate of issue #869 - "Immediately die of hunger upon loading any savegame"
icon_info.png This issue has been closed with status "Not a bug" and resolution "DUPLICATE".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Not a bug
  • Assigned to
    Not assigned to anyone
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Daniel Scharrer
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Not determined
  • Resolution
    DUPLICATE
  • Priority
    Regression
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • OS
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
  • Fixed in
    icon_customdatatype.png Not determined
Issue description
Reported by multiple users here: http://steamcommunity.com/app/1700/discussions/0/364040166674597833/

The portal doors should check every second (when the player is near them) if both the starting portal and the end portal have been activated, and activate the door if that is the case. However for some reason the start time of that script event is way into the future (3.7 hours in one case).
Steps to reproduce this issue
I haven't been able to reproduce the source of the problem yet.

Unsure which AL versions are affected, but this used to work in the past.

#2
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Comment posted by
 Daniel Scharrer
Jul 19, 13:47
A file was uploaded. Save files affected by the issueicon_open_new.png This comment was attached:

snake_teleport_door_0042 in the attached save0013 save has 13568315ms (3.77h) until the check event fires even though that even has an interval of 1000ms (1s).

Additionally, the game time is only 4127433ms (1.15h), which seems suspiciously low for the progress made in the playthrough.
#3
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Comment posted by
 Daniel Scharrer
Jul 19, 13:53
I have fixed two cases where the timer start time could become greater than the current game time ( a499c23 and 6e504c6) but I do not think theses alone could have been responsible for pushing the timers in the save file so far off track.

I have also added a sanity check ( 02908e3) to fix bogus script timers, which lets the portals activate as expected.

But we still need to find the root cause, hopefully the new asserts ( 6ede91f) will help.
#4
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Comment posted by
 Daniel Scharrer
Jul 28, 02:10
As far as I can tell these both had the same root cause, which is now fixed.

Additionally, we now fix up broken timers when loading save games.

The issue was updated with the following change(s):
  • The status has been updated, from New to Not a bug.
  • This issue has been closed
  • The resolution has been updated, from Not determined to DUPLICATE.