I wasn’t aware of that. I haven’t been around since the beginning and I couldn’t find anything related on the forum before I posted my report.
Noooooooooo, don’t leave me!
Ex-coder actually. I had been typing my bud off for about 15 years but I was brute-forced to stop, unfortunately.
Never mind the details but let me just say that I really understand (and praise) the no-crunching-allowed-mentality at Avalanche Studios.
However, CodingVoodoo.exe shall only terminate when the whole system goes down. It’s like a rootkit, so, it keeps itching quite badly when it comes to these things.
Anyways … it’s not particularly relevant to this issue since objects should simply not arbitrarily disappear, imho. You don’t have to be a banker in order to be annoyed when your money gets snagged.
The bug report (with the video) was linked in my first reaction. Thanks for the compliment but it’s not nearly as “carefully” as I would like it to be. It’s long but actually also quite “sloppy”.
And I didn’t lose any stuff because I backed up my game save beforehand. Remember that cute little batch file? It can work the other way around too.
Machines can go up in smoke in single player too. I have exclusively played single player and I’ve “seen” more corpses vanish than I care to remember (and a couple of live ones too, by the way).
What I would expect is a dedicated array of user placed objects which is only “touched” if its own element count reaches its own dedicated maximum. As it “feels” now, all dynamically created objects are just dumped into the same big object pool from which they are picked “seemingly” randomly for removal.
But since we (or at least I) know absolutely nothing about the game engine, all is just pure speculation. It could be a really stupid idea (performance-wise) and it could be as far from reality as it possibly can be.
Like I said somewhere above. I wonder if this mechanism could somehow be related to the “teleporting”/vanishing machines, the floating seeker jets or the ghost machine sounds. It seems like a generic problem of (sub) objects being removed when they shouldn’t be, or not being removed when they should be.
So Avalanche, just post your source code already so we can put ourselves out off our curious misery!