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

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

#72

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…

they're still made like this. Just now I made a frame counter that just increments every frame on a int64. It would eventually wrap around but doubt anyone will still be around to see it happen :|

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

#73

Earlier quoted context omitted.

Longer vsync pauses but larger frame time deltas so it’s basically the same speed of play. The only thing that was even noticeable was the UI lag.

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.

Incorrect. I’m looking at the source code. It’s not perfect but it’s not just “slowed down to 50hz” like people claim.

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

#76
Does that hardware traps overflows or something?

  I had read an article about how DOOMs engine works and noticed how a variable for tracking the demo kept being incremented even after the next demo started. This variable was compared with a second one storing its previous value

Doesn't sound like something that would crash, I wonder what was the actual crash

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

#77
post #51

Earlier quoted context omitted.

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…

Isn't this common in the computer game scene? Shouldn't you asume your game will be disassembled, deconstructed, reverse engineered? Although for old games released before internet was widespread in the general population, it might have not been this obvious.

aslong as it doesnt lead to online cheats having such code is fine. if someone wants to reverse the game find an obscure almost untriggerable bug and then trigger it or play with it. 2.6 year game session is crazy if its not a server, and if its a server, thats still really crazy even for some open-world open-ended game... its a long time to keep a server up w/o restarts or anything (updates?).

looking at the various comments, there might be even some kind of weird appeal to leave such things in your game :D for people to find and chuckle about. it doesnt really disrupt the game normally does it?

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

#79
post #8

Not a comment on the post, but I sure wish Jira would load even half as quickly as this site.

It takes serious hardware investment [0] to pull that off. [0] https://lenowo.org/viewtopic.php?t=28

Meta-Meta-Meta:

Update:

After the recent hacker news "invasion", I have now determined that the page can handle up to 1536 users before running out of RAM, meaning that the IP camera surprisingly is fully sufficient for its purpose. In other words, I will not be moving the forum in the near future as 32 MB of RAM seem to be enough to run it

Source: https://lenowo.org/viewtopic.php?t=28

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

#80
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?

It just supports 1536 concurrent users [0].

Which is fine unless you get to HN frontpage.

[0] https://lenowo.org/viewtopic.php?t=28

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