The easy way to e-Nostradamus predictions: "See this crash? I predicted it years ago. Don't ask me how, I couldn't tell you." p.s. I had an old iPaq that I wouldn't have trusted to run for longer than a day and stay stable, kudos for that at the very minimum.
Doom crash after 2.5 years of real-world runtime confirmed on real hardware
61–70 of 221 posts
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#62@ID_AA_Carmack Are you going to write a patch to fix this?
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#63This headline gave me a heart attack... I misread the site's name as Lenovo, and as I'm responsible for a whole lot of their servers running for years in a critical role... heart attack. Maybe I need my morning coffee. :)
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#64Earlier quoted context omitted.
Is this a joke because the site isn't loading at all?
Came back to check this since the tab never loaded. I'm guessing traffic caused some issues?
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#65Literally unplayable, someone should fix that. Doom is actually such a good game, I always go back to it every few years. The 2016 reboot is also pretty fun, but the later two in the series didn’t do it for me.
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#66Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#67Earlier quoted context omitted.
Erm. No, like lots of games during the era quite a lot of stuff is tied to the frame rate, so the 50Hz region game just runs slower than the 60Hz one as next to nobody bothers to adjust for it. The clock for the hidden weapon does run at the same rate for both unfortunately, hence it being harder to get in 50Hz regions.
Wouldn't a slower tick make it easier as you get more wall time to do the same challenge.
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#68Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#69Earlier quoted context omitted.
Yes. I think it it seems like it was the os that overflowed, and not Doom in this case.
They explained it was in the game code though?
I am not an OS developer, so I take my own conclusion with a grain of salt.
Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware
#70About a year ago I was looking at Crash Bandicoot timer systems and I found that Crash 3 has a constantly incrementing int32. It only resets if you die. Left for 2.26 years, it will overflow. When it does finally overflow, we get "minus" time and the game breaks in funny ways. I did a video about it: https://youtu.be/f7ZzoyVLu58
I think many games were that way. SotN definitely has a global timer. On a native 32-bit system it makes sense, especially when the life of a game was a few months to a few years on the retail shelf. No player is going to leave their system running for 2.27 years so what’s the point of even tesing it? Who knew at the time they were creating games that would be disassembled, deconstructed, reverse engineered. Do any o…
Error: game running for two years, rebooting so you cant cheese a timer.
Does this make the bug any better handled? Bugs like this annoy me because they arent easily answered.