View Issue Details

IDProjectCategoryLast Update
0004171Valley 1Bug - OtherSep 28, 2011 11:17 am
ReporterFiskbit Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.503 
Fixed in Version0.504 
Summary0004171: Paralysis when loading new area
DescriptionWhile I was playing underground, loading up new rooms took way longer than anywhere else. I found that during the loading, the game continued to run in the current room without me able to do anything. Enemies could hit me, I could fall into acid water, that sort of thing. Everything was fine when the new room loaded up.

The moment I hit E on a door, I'd like to not be able to be hit by anything because I'm no longer able to interact with the game, and presumably the game shouldn't be continuing the simulation the whole time it's loading, with enemies dying in water and that sort of thing.
TagsNo tags attached.
Internal WeightFix ASAP

Activities

GabrielKronos

Sep 28, 2011 9:31 am

reporter   ~0014259

Yes, that was happening with me too, not happened in 0.501 though, maybe the recent chunk transition changes (about the invincibility) have something related with this?

This can be really annoying when you take longer to load another room, as some monster can take you down while waiting, or for the cave entrances in acid water, they can kill you while loading (not probably if you have full life, but a boss or low life can get you pretty fast)

Chris_McElligottPark

Sep 28, 2011 9:39 am

administrator   ~0014263

It's been there even in 0.500, I saw it in the LP video that a player did.

Chris_McElligottPark

Sep 28, 2011 11:17 am

administrator   ~0014297

* Really revamped what happens under the hood with your character as you transition between chunks (going through doors, etc). Previously you could wind up falling before or after going through a door, or even getting hit by monsters or acid water or whatever during the brief period of paralysis that you'd have while the game was fading in and out.
** Now it freezes you and makes you invincible during that period, in a way that will be multiplayer-safe, and thus the overall feel is much better.
** There is also now no longer a 0.6 second delay before you can move after going through doors and such. Now you can move as soon as the fade-in has finished. You could already cast spells that soon, so the disconnect was jarring anyhow -- old logic, really. The issues that movement-delay was originally fixing are now fixed by the fade-ins and this freeze logic.
** It's possible this will introduce some new issues (this is always the risk with any central change like this), so we'll be doing a release during the middle of the day today to make sure we're around to catch any backwash from this. But so far it seems clean!

Issue History

Date Modified Username Field Change
Sep 28, 2011 6:03 am Fiskbit New Issue
Sep 28, 2011 8:52 am tigersfan Internal Weight => Fix Before Major Release
Sep 28, 2011 8:52 am tigersfan Assigned To => Chris_McElligottPark
Sep 28, 2011 8:52 am tigersfan Status new => assigned
Sep 28, 2011 9:21 am Chris_McElligottPark Internal Weight Fix Before Major Release => Fix ASAP
Sep 28, 2011 9:31 am GabrielKronos Note Added: 0014259
Sep 28, 2011 9:39 am Chris_McElligottPark Note Added: 0014263
Sep 28, 2011 11:17 am Chris_McElligottPark Note Added: 0014297
Sep 28, 2011 11:17 am Chris_McElligottPark Status assigned => resolved
Sep 28, 2011 11:17 am Chris_McElligottPark Fixed in Version => 0.504
Sep 28, 2011 11:17 am Chris_McElligottPark Resolution open => fixed