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Doom crash after 2.5 years of real-world runtime confirmed on real hardware

lenowo.org

61–70 of 221 posts

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#61
post #11

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.

I had an iPaq for a while and I don't remember seeing OS/hardware crashes.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#63

This 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. :)

I mean I wouldn't mind getting a subdomain there but I do like lenowo more :3

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#64
post #15

Earlier 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?

You folks overflowed the 32 MB of RAM that my forum is running on and caused it to restart a few times due to the high amount of simultaneous connections. It has recovered now though

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#65

Literally 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.

This caters for people who prefer the classic Doom style of gameplay in FPS games:

https://www.reddit.com/r/boomershooters/

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#67

Earlier 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.

[deleted]

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#69
post #49
post #7

Earlier 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?

To me, that error message was caused by some panic, and then the OS began gracefully shutting down the application in this case DooM - which would not have been done by the program itself. Therefore I conclude it was the OS.

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

#70

About 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…

Let's say youre pedantic with code. Ive been trying to be lately - clippy has an ovefflow lint for rust i try to use.

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.

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