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Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 1:57 pm
by Onar4241
Alright, I got to the bottom of the problem. It only happens via ACS. In DECORATE, it does not happen.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 2:07 pm
by edward850
Onar4241 wrote:I had to close my computer for 3 days, that's why that happened.
"Closing computers" does not generate critical kernel faults.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 3:50 pm
by Edward-san
... can you please provide a damn link to the wad? The one I have has skulltag-only actors, so it can't be opened with zdoom.

Re: Really Really Really Interesting Rendering Bug

Posted: Wed May 27, 2015 3:59 pm
by PWAD Pete
Definitely interesting to see how zdoom can go balls to the wall ballistic when it goes past its limits. I wonder what other things can happen when more boundaries are broken.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:06 pm
by Onar4241
Edward-san wrote:... can you please provide a damn link to the wad? The one I have has skulltag-only actors, so it can't be opened with zdoom.
https://sites.google.com/site/realgunsh ... /downloads

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:08 pm
by Onar4241
edward850 wrote:
Onar4241 wrote:I had to close my computer for 3 days, that's why that happened.
"Closing computers" does not generate critical kernel faults.
I have a faulty-type of RAM and when I don't turn the memory down to zero (Shut down my computer) it is most likely to crash and restart.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:16 pm
by MaxED

Code: Select all

#include "zcommon.acs"

script 1 ENTER
{
    while(true)
    {
        SetActorPitch(0, GetActorPitch(0) - 100);
        Delay(1);
    }
}

Code: Select all

#include "zcommon.acs"

script 1 ENTER
{
    while(true)
    {
        ChangeActorPitch(0, GetActorPitch(0) - 100, true);
        Delay(1);
    }
}
Both of these will do the trick, and in both directions (up and down)...

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:27 pm
by Edward-san
I know what's going on, but I don't know a 'proper fix' yet.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:34 pm
by edward850
Onar4241 wrote:turn the memory down to zero
Please tell me you don't work with computers.
Edward-san wrote:I know what's going on, but I don't know a 'proper fix' yet.
You can say that again. A_SetPitch is clearly supposed to be clamping the view pitch, and yet if this report is to be believed, that apparently isn't happening.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:47 pm
by Edward-san
edward850 wrote: You can say that again. A_SetPitch is clearly supposed to be clamping the view pitch, and yet if this report is to be believed, that apparently isn't happening.
You're looking at the wrong place. See this fix I managed to find. The issue is that SetActorPitch in p_acs.cpp just calls AActor::SetPitch without taking into account the player's limits. In the end, I went for unifying the player's handling code from thingdef_codeptr.cpp inside AActor::SetPitch so that it could work for both decorate and acs.

[edit] BTW: I believe that MinPitch and MaxPitch can part of userinfo code.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:49 pm
by edward850
That would make more sense. I thought we were talking about DECORATE, which is why people need to remember to make intelligible bug reports.
Edward-san wrote:[edit] BTW: I believe that MinPitch and MaxPitch can part of userinfo.
Probably not a good idea, considering the pitch limits exist in the first place due to the renderer. :P

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:53 pm
by Edward-san
True, but gzdoom has gl_maxpitch which can be set to an arbitrary value (ah, graf, btw: why can gl_maxpitch be negative? It should be constrained between 0 and 90, otherwise It could mess with the network code...).

So, why not allowing to set the max pitch also in zdoom, knowing the sw renderer's limits? It could be interesting for the user to limit the pitch for example between -10 and 10 degrees.

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 4:58 pm
by Onar4241
edward850 wrote:That would make more sense. I thought we were talking about DECORATE, which is why people need to remember to make intelligible bug reports.
First post above says that it only happens in ACS :P

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 5:00 pm
by Onar4241
So from what I understand, clamping is now optional via a flag?

Re: Really Interesting Rendering Bug

Posted: Wed May 27, 2015 5:01 pm
by edward850
Onar4241 wrote:First post above says that it only happens in ACS :P
You mean the post nobody can actually fucking read?
Onar4241 wrote:So from what I understand, clamping is now optional via a flag?
No. :|
Edward-san wrote:(ah, graf, btw: why can gl_maxpitch be negative? It should be constrained between 0 and 90, otherwise It could mess with the network code...).
the player submits their own viewpitch anyway. Not having it on hand, It might not be a problem, as long as gl_maxpitch doesn't try to override what was received but rather only what is sent.