#122 posted by mh on 2011/03/20 00:10:16
It seems that RC3 no longer has this issue. Your changes must have fixed it.
Good to know. I wonder what it was though. Did you ever check the CPU affinity? One of the changes I made was removing a sort on an extra thread, and another person had problems with that on a single core machine.
Bug
#123 posted by Yhe1 on 2011/03/20 07:31:29
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.
I don't have CPU affinity set, I suspect the issue is the slight jerkiness of the timer altho I am not sure.
#124 posted by Yhe1 on 2011/03/20 19:48:48
Also, in Tronyn's new map sludge, when you pick up the amulet of deflection, the particles do not move around.
#125 posted by mh on 2011/03/20 20:54:48
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.
Fixed.
I don't have CPU affinity set, I suspect the issue is the slight jerkiness of the timer altho I am not sure.
Doubtful; this problem didn't happen for anyone else.
Also, in Tronyn's new map sludge, when you pick up the amulet of deflection, the particles do not move around.
Fixed.
#126 posted by Yhe1 on 2011/03/30 09:04:49
Hi mh, I think there might be a problem with fog in the nehahra map Invein. On some of the windows, the green fogs shows on Directq but not Aguirre quake. Would be cool if you looked into it. Thx
#127 posted by Yhe1 on 2011/03/30 22:39:02
Directq crashes when running rpgsp1.
#128 posted by mh on 2011/03/30 23:07:57
Directq crashes when running rpgsp1.
Anything else I need to know? Does it crash when you try to load it? Does it crash at any specific point in the map? When you're doing something? Going somewhere?
Regarding the Nehahra stuff: the status of Nehahra support is always going to be "experimental". The mod dates back to 2001 and contains many incompatibilities with newer concepts, and even has some breaking changes made to the original Quake engine.
I'm still finding out stuff about what's needed for supporting it. It's only recently I found out about how it handles fog and skyboxes. Instead of some nice clean worldspawn keys or server messages the engine must instead call a function in QC which then stuffcmd's all the settings. It's that nasty.
I'm not saying "I won't do it". What I am saying is that it's a lot more complex than just pressing a button marked "make Nehahra work". And that sometimes when you turn over stones you find nasty things crawling out from under them, and then go have to deal with those nasty things before you can do what you originally wanted to do.
#129 posted by Yhe1 on 2011/03/30 23:31:04
Directq crashes when I load rpgsp1.
commandline: directq -nocdaudio -current -game id1 +map rpgsp1 -id1 -bpp 32
Great Idea!
#130 posted by rj on 2011/03/31 00:19:19
What I am saying is that it's a lot more complex than just pressing a button marked "make Nehahra work".
if you do come up with such a button then please add it to rmqengine, kthx
#131 posted by Yhe1 on 2011/03/31 01:10:51
#132 posted by Yhe1 on 2011/03/31 01:14:19
#133 posted by Yhe1 on 2011/03/31 01:17:55
A little more info:
This issue happens if you drop into the bottom area of invein, with the heavy green fog, then use the teleporter to get back up. You will then see the heavy green fog outside of the windows like in the picture.
#134 posted by mh on 2011/03/31 01:33:38
Ah, there must be a server message or a stuffcmd I'm missing then. That's useful info, I can debug it now.
rpgsp1 doesn't crash in the new code (due for release tomorrow or Friday), by the way. So much new stuff that I'm not certain what the cause was; I'll need to download a copy of the old and run it in a debugger just to confirm that I've caught it correctly.
#135 posted by mh on 2011/03/31 13:12:37
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.
Directq crashes when I load rpgsp1.
same bug, same fix.
Mh
#136 posted by megaman on 2011/03/31 20:34:45
I'm amazed how fast you seem to find all those bugs. How do you do it? What tools do you use, what's your method?
#137 posted by mh on 2011/04/01 00:47:05
Microsoft Visual C++.
Set a debug configuration, Ctrl-Shift-B to build it, F5 to debug it. It's got the out-and-out best debugger you can get.
...And I Also Think...
#138 posted by mh on 2011/04/01 00:51:36
...that Yhe1 is actually a great help here. If I sometimes come across as a little annoyed, it's more the case that I'm thinking "Christ! Another one!", but I do have to admit that without his own apparent determination to run every map ever made in DirectQ and let me know what doesn't work, I would never have even known about half of them. So major credit and muchas gracias is definitely due there.
#139 posted by mh on 2011/04/01 01:07:11
This issue happens if you drop into the bottom area of invein, with the heavy green fog, then use the teleporter to get back up. You will then see the heavy green fog outside of the windows like in the picture.
Fixed.
Silly me; there I was thinking it might have been a server message. It's Nehahra, so of course it was a stuffcmd.
Hmm
#140 posted by negke on 2011/04/02 11:04:13
And I thought MH stood for Maximum Hate...
#141 posted by Yhe1 on 2011/04/07 05:08:18
The lift in the middle of the lava pit in Hrim_sp1 doesn't work in RC3, it doesn't come up when the button is pressed.
#142 posted by mh on 2011/04/07 22:14:14
Already been fixed.
#143 posted by Yhe1 on 2011/04/08 04:40:32
RC3 also cannot run Lower Forecourt.
#144 posted by Yhe1 on 2011/04/08 05:11:49
Also cannot run fr3nrun2
Heh
#145 posted by negke on 2011/04/08 09:56:15
In fact, you broke pretty much all of my maps. Something RC3 doesn't like about some of the hacks involving brush entities (self-removing func_wall, custom func_door, ...).
#146 posted by mh on 2011/04/08 10:01:33
There is a bug in it relating to brush model bounding boxes and I'm suspecting that is the cause behind all of this stuff. It's already been fixed and the fix will be included in the next release.
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