[0.4.1] [SW] Darkwoods tank can break multiple times
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
What map is this and how can I get to the tank?
It'd really be more helpful if you just linked to the relevant data when you post a report. Searching for this stuff really costs me time I cannot use to fix bugs.
It'd really be more helpful if you just linked to the relevant data when you post a report. Searching for this stuff really costs me time I cannot use to fix bugs.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
The following line does the damage that destroys the tank if you shoot anywhere: https://github.com/coelckers/Raze/blob/ ... .cpp#L6917
It's in level 4 of the full sw campaing after the third key door. The save file is too big to attach to a post.
It's in level 4 of the full sw campaing after the third key door. The save file is too big to attach to a post.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
But it's literally in the title...Graf Zahl wrote:What map is this and how can I get to the tank?
It'd really be more helpful if you just linked to the relevant data when you post a report. Searching for this stuff really costs me time I cannot use to fix bugs.
This is on MAP04 of the base game, "Darkwoods of the Serpent" (levelwarp 4 in console). I actually had a save right before jumping in the tank for this purpose, but I accidentally deteled it when I did some clean up in my directory... damn.
You just keep going, once you go through the yellow and red doors through the forest you enter the main area with the tank, can't miss it. An easy noclip through the map should do it - because I couldn't upload the save in time...
Last edited by sinisterseed on Mon Feb 10, 2020 2:56 pm, edited 1 time in total.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
https://cdn.discordapp.com/attachments/ ... tank.dsaveGraf Zahl wrote:What map is this and how can I get to the tank?
It'd really be more helpful if you just linked to the relevant data when you post a report. Searching for this stuff really costs me time I cannot use to fix bugs.
The attachment filesize limit seems awfully low.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
Now a second immediate issue regarding this bug - does that code affect all repairable armed machines in the game?Manuel-K wrote:The following line does the damage that destroys the tank if you shoot anywhere: https://github.com/coelckers/Raze/blob/ ... .cpp#L6917
It's in level 4 of the full sw campaing after the third key door. The save file is too big to attach to a post.
Because obviously, there are more than one such vehicle in the game, and fixing only one critical instance is not going to change a lot of things. Yes, I did read the part of your post where you described what these vehicles really are, but...
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
Now what? That block of code is exactly the same for Raze, SWP and SWR. SopDamage is the same and SopCheckKill also. I simply cannot see what's different here so I rather suspect a difference in the general movement logic being at fault. Maybe that extensive overhaul for EDuke last year?
Gotta have to test with the old collision code instead.
Gotta have to test with the old collision code instead.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
I haven't found anything suspicious as well, although I only compared Raze and Redux. I don't have a debugging environment for Redux set up at the moment…Graf Zahl wrote:Now what? That block of code is exactly the same for Raze, SWP and SWR. SopDamage is the same and SopCheckKill also. I simply cannot see what's different here so I rather suspect a difference in the general movement logic being at fault. Maybe that extensive overhaul for EDuke last year?
Gotta have to test with the old collision code instead.
The new collision code seems a likely culprit. The code block that is triggered suggests that a collision between the shell and the sopj was detected.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
Not a collision but an explosion. The damage is distance dependent. But from the looks of it it's indeed the collision code. After changing it I only damage the tank when shooting directly into the ground - which is to be expected.
I'll do a new test release ASAP and let you have fun with it.
I'll do a new test release ASAP and let you have fun with it.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
I haven't managed to blow up the tank with the latest commit.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
So quick? I am just uploading the new release.
But thanks for confirming, neither did I, except when I deliberately shot the ground.
But thanks for confirming, neither did I, except when I deliberately shot the ground.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
Well, it's only on changed file, so the recompile was very quick.Graf Zahl wrote:So quick? I am just uploading the new release.
But thanks for confirming, neither did I, except when I deliberately shot the ground.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
Well damn, that sure was quick as hell lol.
Now all that remains is checking the armed vehicle in the maps where they're present... oh, boy... *goes insane*
Now all that remains is checking the armed vehicle in the maps where they're present... oh, boy... *goes insane*
Last edited by sinisterseed on Mon Feb 10, 2020 4:14 pm, edited 1 time in total.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
If there are other issues with that new collision code, they are all gone now. I did the same as Blood and RedNukem - unconditionally go back to the old code. It's abundantly clear that the new code was never seriously stress tested for compatibility, considering how many problems it has caused - not only here. I'd rather steer clear of such code as much as possible.
So far I haven't set up RedNukem to allow playing Duke and NAM - I think that's an oversight I am going to correct now.
So far I haven't set up RedNukem to allow playing Duke and NAM - I think that's an oversight I am going to correct now.
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Re: [0.4.1] [SW] Darkwoods tank can break multiple times
Well, what else can you expect from an engine that has repeatedly borked mods with no interest in keeping them compatible... And it isn't even the fact that it caused issues, that happens, but WHAT kind of issues - this bug right here was supremely stupid.. it almost reminds me of Bethesda games bugs...
I sure hope the turrets/tanks/armed vehicles are fixed now, I'm gonna test some maps tomorrow to see if there's any other going funky but there'd better not be...
I sure hope the turrets/tanks/armed vehicles are fixed now, I'm gonna test some maps tomorrow to see if there's any other going funky but there'd better not be...