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Strange code
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numbersix Author
numbersix - - 2,244 comments

Beyond references to the crude enemy and bot AI found in video games, sometimes code just does bonkers stuff.

Like this example screen - Chaos mod: Archon has many dynamic items.

One of the big issues with weapons and item mods for quake 1 back in the days was this - new items DONT exist on any maps you didnt put them on - because weps and items are made with map spawn functions during loading...

You had several choices -
1. modify all the maps with quark
2. replace existing weapons
3. give new weps automatically with the old one
4. dynamically spawn new items on any map

I chose option 4 as the optimal device. This choice comes with an entire series of consequences.

Such as:

- server overload from too many items
- items can spawn in unreachable locations
- add in items can unbalance play
- dynamic items can spawn in the void outside the map.

The last one turns out to be a whopper. With that and the possibility of players / bots / monsters falling into the void I have faced some real issues.

In writing code the chase down and fix all the "things in void" issues I have seen code do some strange stuff.

Like seen here. Despite my best efforts, some stuff is still spawning and living in the void. Escaping the removal logic tests. In a bizarre area some 6000 units below the level.

This code has a mind of its own sometimes.
Either that or things are sneaking in via my subconscious.

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numbersix Author
numbersix - - 2,244 comments

Seen here are the bounding boxes revealed in darkplaces with "r_showbboxes 1".
Models dont seem to be visible here in the void.

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Sometimes odd things occur