Re: Really Interesting Rendering Bug
Posted: Wed May 27, 2015 1:57 pm
Alright, I got to the bottom of the problem. It only happens via ACS. In DECORATE, it does not happen.
"Closing computers" does not generate critical kernel faults.Onar4241 wrote:I had to close my computer for 3 days, that's why that happened.
https://sites.google.com/site/realgunsh ... /downloadsEdward-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.
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.edward850 wrote:"Closing computers" does not generate critical kernel faults.Onar4241 wrote:I had to close my computer for 3 days, that's why that happened.
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);
}
}
Please tell me you don't work with computers.Onar4241 wrote:turn the memory down to zero
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.Edward-san wrote:I know what's going on, but I don't know a 'proper fix' yet.
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.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.
Probably not a good idea, considering the pitch limits exist in the first place due to the renderer.Edward-san wrote:[edit] BTW: I believe that MinPitch and MaxPitch can part of userinfo.
First post above says that it only happens in ACSedward850 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.
You mean the post nobody can actually fucking read?Onar4241 wrote:First post above says that it only happens in ACS
No.Onar4241 wrote:So from what I understand, clamping is now optional via a flag?
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.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...).