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Add media Report RSS Quake c - gone bad #11 - Runner!
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numbersix Author
numbersix - - 2,244 comments

In the last few months of dev. I noticed this.
Monsters start up and then get stuck running
in place.

Weird thing is this was also affecting bots.
I noticed it first on this Quake-Hack test map.

I'm close to releasing PainKeep 3.0: Moddb.com

I need the bots for testing, so I'm not happy.
Worse, there arent exactly loads of PK servers.
Anyone wanting to play will need the bots.

You can really pull your hair out trying to find
something like this. I've worked on 3 discrete
code bases in the last cycle: Quake-Hack, v106
recoded / framer replace, and PK 3.0.

Plus bits of Archon mark III recode.
This bug could literally be in any of that.

Was looking at ai.qc just now - planning on
testing the new ai_rep() framer uses for
repeating function calls:

/*
void() army_run2 =[ $run2, army_run3 ] {ai_run(15);};
void() army_run3 =[ $run3, army_run4 ] {ai_run(10);};
void() army_run4 =[ $run4, army_run5 ] {ai_run(10);};
void() army_run5 =[ $run5, army_run6 ] {ai_run(8);};
void() army_run6 =[ $run6, army_run7 ] {ai_run(15);};
void() army_run7 =[ $run7, army_run8 ] {ai_run(10);};
void() army_run8 =[ $run8, army_run1 ] {ai_run(8);};
*/

ai_rep($run1, ai_run, 11, 15, 10, 10, 8, 15, 10, 8);

I notice some hipnotic code in the module.

I try blocking the monster code added to ai:

// #define hip_monsters

It works!

Whew. Major relief.

I'll post the bit in vault once I track it down.

Reply Good karma+1 vote
numbersix Author
numbersix - - 2,244 comments

Explained: Moddb.com

That is long winded, I kind of went into troubleshooting philosophy as well as showing the solution.

Reply Good karma+1 vote
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