#347 posted by ericw on 2016/01/25 04:00:05
ok, Spirit archived the 0.85.10-r980 binaries:
https://www.quaddicted.com/files/engines/quakespasm-0.85.10-r980_windows.zip
https://www.quaddicted.com/files/engines/quakespasm-0.85.10-r980_win64.zip
But I always get 4 bonus items falling out on mfxsp19, either with those releases, or the latest qs (0.91.0), or MarkV. So, I don't think it's an engine issue?
Same Here On QS.085.10
#348 posted by parubaru on 2016/01/25 04:42:10
@ericw: thanks for the check.
Thanks to Spirit for the archive.
I can confirm 4 bonus items falling out in both versions.
#349 posted by negke on 2016/01/25 11:55:29
If the engine says items fall out, then items fall out. It's caused by improper placement and the authors not testing the map in developer mode like they should. No engine fix necessary.
Yep
#350 posted by ijed on 2016/01/25 13:14:52
Sounds like it. I was just wondering because the progs recently caused similar issues on another engine.
Negke, I Beg To Differ.
#351 posted by parubaru on 2016/01/25 14:51:37
I have run into the issue testing a map where items would fall out if the map was loaded in a QS win64 executable, but would not fall out if loaded in QS win32 executables. Both on win64 systems. I can make the screenshots if very necessary.
So it seems to me the issue if pretty fucking far from being that easy.
#352 posted by Spirit on 2016/01/25 16:15:56
That sounds like a pretty fucking serious engine bug and I hope you reported it to the QS team with a nice test case.
Sorry, Not Yet.
#353 posted by parubaru on 2016/01/25 16:26:14
It might be considered no biggie if 20 shells or a quad is missing from a map.
In my point of view, the biggie is whether the issue can be considered the responsibility of the mappers and testers, or is it beyond their control to some extent.
It can be considered my responsibility to report the issue since I have never seen it mentioned, however, I did have my reason for the timing.
I apologize for the delay.
Sorry, Not Yet.
#354 posted by parubaru on 2016/01/25 16:26:17
It might be considered no biggie if 20 shells or a quad is missing from a map.
In my point of view, the biggie is whether the issue can be considered the responsibility of the mappers and testers, or is it beyond their control to some extent.
It can be considered my responsibility to report the issue since I have never seen it mentioned, however, I did have my reason for the timing.
I apologize for the delay.
Parabru
#355 posted by ericw on 2016/01/25 19:51:46
Yeah, I would be interested in seeing that test case, feel free to email me directly if you prefer. no rush, of course. :-)
It could cause a missing pack of shells, but it could also make maps unbeatable.
There have already been 2 visual bugs in 64-bit QS (mdl lighting, lightmap size calculation) that are fixed / worked around now, but I never ran in to a physics difference (but it's not surprising.)
One can argue that mappers should test on 64-bit engines for compatibility, but for QS I think 64-bit should behave the same as 32-bit.
Ericw
#356 posted by parubaru on 2016/01/25 20:27:40
I asked the mapper in question if he doesn't mind.
If he agrees, I'll send screenshots and demos by mail.
I'm willing to test all versions on Sourceforge Files page from QS.0.90.0 tomorrow on Locust.
It seems the map behaves differently in 85 than in 90 with regards
to z-fighting. Should this be the case? Namely no z-fights in 85 where I found some in 90.
Let me take this opportunity to thank you for your continuous efforts and work on Quakespasm, my engine of choice.
#357 posted by ericw on 2016/01/25 20:45:56
Thanks, glad to hear it.
Namely no z-fights in 85 where I found some in 90.
Yes, this is expected. 0.85.9 had a hack to fix z-fighting, which was causing mappers to put z-fighting in their maps because QS was hiding it. It would also cause a seam to appear around secret doors. We disabled this in 0.90.0. You can re-enable it by setting "gl_zfix 1".
I'm willing to test all versions on Sourceforge Files page from QS.0.90.0 tomorrow on Locust.
I'd suggest using the latest QS version 0.91.0, unless you are looking for a regression between 0.90.0 and 0.91.0?
#358 posted by Joel B on 2016/01/25 21:35:40
Those darn mappers! >:-(
#359 posted by parubaru on 2016/01/25 23:01:54
which was causing mappers to put z-fighting in their maps
Accidentally? Or could it have any benefit so that there is a point to do it intentionally?
0.85.9 had a hack to fix z-fighting(...)QS was hiding it
This seems dangerous to me.
The maps (ab)using this feature are exposed in the later engine version.
you are looking for a regression between 0.90.0 and 0.91.0?
No, I was just curious when the differences were introduced.
In which version were the maps tested?
The topic says the required engine was 0.85.10.
All z-fightings in the maps hidden, even before the eyes of testers?
Now, in later engines, light may come onto issues the
mappers and testers might not even have dreamed about?
Nah
#360 posted by ijed on 2016/01/26 04:36:11
Was for something else.
This Is Much More Comlicated Than I Thought.
#361 posted by parubaru on 2016/01/26 14:55:16
I haven't received an answer from the mapper about the item fell out issue yet.
With several demos and a couple of new screenshots for Hrimfaxi done, I decided to give Telefragged a go.
I didn't get very far yet because I have run into the following issue.
I loaded the map I think in 0.90.0 win32.
Developer 1 says 13 items fell out.
http://quaketastic.com/files/telefragged_itemfell1.jpg
I loaded the map in 090.0. win64, I believe.
This time there are 14 items dropping out.
http://quaketastic.com/files/telefragged_itemfell2.jpg
Then I decided to reload the map again.
http://quaketastic.com/files/telefragged_itemfell3.jpg
This time it's 15 items.
I honestly lost track with version I was running.
These screenshots seem to indicate it's not (only)
dependent on whether it's win32 or win64.
And I quote mfx here:
Strange
#344 posted by mfx [78.55.209.78] on 2016/01/24 22:48:06
i tested with recent versions now and have even more item dropout.
Thats Very Strange
#362 posted by ijed on 2016/01/26 15:54:56
I'll do some more revisions once I get the time.
I've got the files in the cloud now so shouldn't be as bottlenecked as before.
#363 posted by Spirit on 2016/01/26 16:55:11
I've got the files in my butt now so shouldn't be as bottlenecked as before.
I love the web 2.0.
Spirit
#364 posted by Kinn on 2016/01/26 17:06:33
Whatever Floats Your Boat
#365 posted by ijed on 2016/01/27 00:07:52
I love the diciplinarian rigidity of an efficient system that adheres to pre-defined rules 2.0
Wagh
#366 posted by ijed on 2016/01/28 01:00:27
Dirtmapping is slooooow in this map :)
Vis took 10 minutes.
I've fixed all the b0rkage I should have done last time in the bsp along with less obvious technical issues like lack of vis blocking and gameplay logic problems (yes the pipe that blows up).
I didn't get any items dropping. Could this be a framerate issue? The mod loads all items on map load and if there's not enough memory allocated then maybe some stuff gets lost. Just a blind guess.
Eric + Spirit
#367 posted by ijed on 2016/01/28 01:06:20
I was thinking a patch plus a new download:
rrp_v1.1.zip
rrp_patchv1.1.zip
With it implicit that the first release was v1.0.
Both of the above would include the link to the current engine change in the readme, and the telefragged bsp, lit and map files.
Updating the devkit alone seems like overkill for just one file, even if it is a fairly complex one.
Sound good?
Spoke Too Soon
#368 posted by ijed on 2016/01/28 01:32:27
Now lots of item dropping 0_o
Most Of Them Are My Fault
#369 posted by ijed on 2016/01/28 01:37:54
But I don't get all the ones in the screenshots - those same errant 3 seem caused by something else.
Will see if I can narrow down the issue.
Sorry
#370 posted by Drew on 2016/01/28 01:40:13
can't release update without inclusion of additional bonus maps by Sock and Scampie
Standards are changing.
Sock, Scampie
#371 posted by ijed on 2016/01/28 02:19:07
You're up!
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