Its Not The Same
#23071 posted by nitin on 2013/07/09 09:16:20
I cant get the same look (which I like) with modern engine settings.
Frib has posted about this in better detail in the past.
Nitin Or Frib
#23073 posted by SleepwalkR on 2013/07/09 11:33:18
Can you post your idgamma pak? I think I have lost mine and would like to try it out again since gamma support is currently broken in QuakeSpasm on OS X.
Sleepy/lizard
#23074 posted by nitin on 2013/07/09 11:56:10
Thanks!
#23075 posted by SleepwalkR on 2013/07/09 12:06:53
Quake In Occulus Rift
#23076 posted by DaZ on 2013/07/09 16:15:37
Ogre Bug,
#23077 posted by Shambler on 2013/07/09 20:47:35
I remember this happening a few times when I was trying a Zerstorer (M3? M5?) speedrun, and was quite interested at the time. I'll be interested to hear the explanation, in laymans terms :)
Ogres For Shambler
#23078 posted by Preach on 2013/07/09 21:59:50
I am happy to announce that I have cracked it! Well, I'm fairly sure I have - since it's not a bug you can reproduce reliably it can be hard to confirm that it can't recur after the fix.
As layman as I can get it: In one place in the ogre's ai, it is instructed to charge at the player, but they forgot to specify how far to charge. The ogre fills in the gap with a value plucked from a previous calculation. Depending on what entity made the last calculation, this value might be a tiny distance (and it appears that in practice nearly all the time it is), or it might be a huge number. "Teleporting" is just the ogre charging a very long way in a single frame.
I would hope the fix is obvious to any QC coders - just specify a charge distance or remove the instruction to charge. The compiler does warn you that this has happened, so the lesson is to fix the compiler warnings...
#23079 posted by necros on 2013/07/09 22:06:36
Looks like the ogre_smash12 frame function is the one right? It's the only spot I see where there's an ai_charge() with no arguments.
No wonder it's so rare. It would only happen if there was something in the 0.1 seconds between the last frame and that frame and most of the time the move would fail anyway since it would probably be trying to move into a wall or something.
Good catch!
Oculus Quake
omg... this is amazing, definitely will help to breathe even more life into this beautiful game!
More Technical
#23081 posted by Preach on 2013/07/09 22:50:37
I think the largest mitigating factor is that charge movement is all-or-nothing, and so if you've got a large positive movement forward you probably hit the player you were melee-attacking and don't go anywhere. Negative values would likely be better. Maybe charge distances in the millions (1000 times the size of the map) might break the engine as well...
The timing thing is not so much of an issue, because literally ANY function call that takes one or more parameters will change the charge distance, it doesn't need to be ai_charge or anything. Worse - it will reinterpret the first argument to that function as a distance even if it was a string or an entity! These are stored by the engine as integers - recording the offset from the beginning of the string/entity table.
Actually those cases probably aren't so bad, because the integer offsets are likely to be small (compared to a 32 bit integer), and I'm pretty sure small positive integers convert to incredibly small positive floats. If the worst input for exposing the bug is a reasonably large negative value, then I think the most likely trigger would be a function which takes a vector as its first parameter. The ogre would then take the x component of that vector as the charge distance.
One such function call runs every frame in player_pre_think - makevectors(self.v_angle). If nothing else runs that frame then that could trigger it...
Jesus I Am Behind The Times
#23082 posted by nitin on 2013/07/10 00:48:17
I just had to wiki Oculus Rift.
Brutal Doom V19?!?!
#23083 posted by RickyT33 on 2013/07/10 03:22:50
Re Quake To Dark...thanks
#23084 posted by lizard on 2013/07/10 04:16:13
nitin I would like to try your version of the idgamma pak. I see you posted it. Thanks. I will try deleting the 2nd pak file in backstein and see what happens. Negke yes the idea of the idgamma was to lighten glquake but it works on all maps,engines etc as far as I know. Be careful knocking someones wants. I still play maps from the 90's. I currently use fitzquake 0.85 but it doesn't fix the darkness problem if that's what you mean. If not explain as I can always listen to new ideas.
Idgamma Pak
#23085 posted by lizard on 2013/07/10 04:21:27
nitin is it the pak 2 file? What do I do with it.
Nitin's Pak File
#23086 posted by lizard on 2013/07/10 06:35:32
It works! Thanks :)
The Only Maps/mods Idgamma Doesnt Work Properly With
#23087 posted by nitin on 2013/07/10 08:35:59
and I honestly dont know the technical reasons, just from experience, are Nehahra and killjoy's map Avinpaala Prasaada, the one with the ikwhite textures.
Preach.
#23088 posted by Shambler on 2013/07/10 10:29:12
Thanks, kinda get that.
Preach
#23089 posted by mwh on 2013/07/10 11:24:52
Hah, awesome for chasing that down. I bet id didn't expect people to be chasing their bugs 15+ years on! Do you have any idea why it happens more often in, say, gor1, than other maps?
Two Ideas
#23090 posted by Preach on 2013/07/10 11:39:25
I have wondered that, here's two possible ideas:
One is the interaction with other entities. We know that the player sets a value in the right place in memory for the ogre to use every single frame, so we can rule out anything from a previous frame affecting the ogre. However, any entities which think between the player and the ogre might change the value the bug depends on.
I'm not sure which way round makes the bug more likely to manifest. It might be that the gor1 has a particular set of entities which frequently act earlier than the ogre on the frame the bug occurs, and they are supplying the value which triggers it. Conversely it could be that the value from the player functions is good at triggering the bug, and gor1 is set up free of any distractions!
The other thing that might make some maps more susceptible is the geometry surrounding the ogre. It needs to be possible for the ogre to move to exactly the right spot when the bug is triggered. I guess that pier in gor1 is just right for ogre teleportation.
Interesting
#23091 posted by ijed on 2013/07/10 15:53:51
Reminds me of the ogre boss in the Mexx series - the one without a ranged attack that chases you round a pentagrammic circle.
Lightspeed Charge Ogres
The chuck Norris of Quake?
What Happened To Aguirre?
#23092 posted by spy on 2013/07/10 20:33:25
Someone's should bring him back to Q scene
Q2
#23093 posted by ijed on 2013/07/10 22:24:51
He Hasnt Released Anything For Q2 Though
#23094 posted by nitin on 2013/07/11 00:11:25
at least not officially?
Doom 2 In Name Only
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