Novum / vkQuake

Vulkan Quake port based on QuakeSpasm
GNU General Public License v2.0
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Double barrelled shotgun stuck in the air at the start of ad_gibtropolis (Master branch only (no release yet)) #694

Closed Placo closed 3 months ago

Placo commented 3 months ago

While testing changes imported from vkquake-vso, I have encountered this issue in ad_gibtropolis (https://www.slipseer.com/index.php?resources/gibtropolis.334/):

At the very start of the map (not the difficulty-select/tutorial map), after the knight on the top of the roof kills the shambler, a double barrelled shotgun appears and normally drops to the ground for the player to collect. In the latest version of the master branch (commit a64ce8c), the shotgun stays in the air, blocking level progression. It is not an issue in the 1.30.1 release, it works fine there.

After further testing, it appears it is also an issue in vkquake-vso (https://github.com/vsonnier/vkQuake-vso), so it was a little bug introduced during this last year. Strange that it escaped me as I mostly played AD maps in vkquake-vso this last year.

I use windows x64 binaries compiled with VisualStudio2022 for my tests.

vkquake0000

vsonnier commented 3 months ago

@Placo Yeah, I've noticed this, and there are other places were it occurs in this map. I've not invastigated this yet, and lack the knowledge here to be honest. For now at least.

For those cases, I just use noclip to capture those arial weapons.

Still, I've reassign this issue to myself : I cannot speak for @Novum, but I'm quite sure re-opening the Project doesn't mean he is going to be actively involved in it for fixing bugs or other. Instead, the goal is essentially to allow the rest of the community to contribute and make the project continue living that way.

vsonnier commented 3 months ago

It is not an issue in the 1.30.1 release, it works fine there.

Good to know, hopefully this will allow to bisect the culprit. I'll definitety try to find the problem before releasing 1.31.0.

vsonnier commented 3 months ago

From the QSS Fix : https://github.com/Shpoike/Quakespasm/commit/e0bae4bce412b8619a4c97ffde492ab354329009

if (!pr_checkextension.value || PROG_TO_EDICT(check->v.groundentity) != pusher) //unless they're already riding us (prevents grenade sound spam)
    check->v.flags = (int)check->v.flags & ~FL_ONGROUND;

If you force pr_checkextension 0 you get the equivalent of the code before that fix was added in master : the barrel gun then fall on the ground.

I'll test a bit more to know if the whole Fix from QSS should be reverted, or just that snip of code.

vsonnier commented 3 months ago

I've just reverted the above snippet, the other part of https://github.com/Shpoike/Quakespasm/commit/e0bae4bce412b8619a4c97ffde492ab354329009 looks valid.

Thanks @Placo, ad_gibtropolis intro scene looks OK now on all the skills.

Placo commented 3 months ago

That was fast, thanks @vsonnier! And again, thank you for keeping this awesome engine alive!

Also, new issues are still auto-assigned to @Novum (I did not do the assignement). I don't know if they mind or if it should be turned off or if new issues should be assigned to you.

j4reporting commented 2 months ago

Still, I've reassign this issue to myself : I cannot speak for @Novum, but I'm quite sure re-opening the Project doesn't mean he is going to be actively involved in it for fixing bugs or other.

I guess you can configure the default assignee for bugs and pull requests in https://github.com/Novum/vkQuake/tree/master/.github/ISSUE_TEMPLATE

vsonnier commented 2 months ago

Thanks @j4reporting it worked, thanks for the suggestion.