printz Posted December 11, 2011 If I make a monster call ThingSummon to create a copy of itself (and to balance things out, I make it KillChildren when dying), can the game crash when the population becomes too big (and the genealogy tree too large)? I know this sort of thing was certain to happen in Dehacked vanilla Doom with projectiles. 0 Share this post Link to post
Quasar Posted December 11, 2011 Only if you actually spawn enough objects to cause a Z_Malloc error. Eternity can load a wad with 500K monsters on it. It's utterly unplayable, at about 1 FPS per 3 seconds real time, but it loads, and runs. Properly programmed logic does not stop working when it is multiplied by a large number of instances. Only a program with severe glitches has such a problem. 0 Share this post Link to post