OldUnreal / UnrealTournamentPatches

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[469d] Return To Na Pali - Crashes on map 29, 30 and 31 (so far). #1529

Open CortexReaver opened 6 months ago

CortexReaver commented 6 months ago

Don't know how to describe this bug correctly. If you get near funicular (or whatever it called, cart?) cutscene right before lava on map 29 - game probably can crash. But if you watch the cutscene and then save, and then reload - game definitely will crash. And after this moment game will always crash on any next map if you not exit and then restart the level. Also game will mess up with your ini files - it resets controls however it likes! Especially mouse settings, when this bug occur you will get a random sensitivity parameters after each restart. I get numbers such as 3.50, 6.50 and 5. I've tried to set "read only" flag on ini files, but game removes it and rewrites them anyway. That was REALLY annoying! I will cut the video from my stream and gonna show you it a little later.

config: Renderer: XOpenGL GPU: RX 6600 (don't think it is considered old... yet :) ) OS: Windows 22H2 GPU Driver: v24.1.1

SeriousBuggie commented 6 months ago

Please provide crash message too, if any.

CortexReaver commented 6 months ago

Ok, I've figured it out. It was "Lightmap Atlas".

Please provide crash message too, if any.

Oh, there was none. My apologies, I do not men "crash" but just a black screen with the entire game freezes. I'll provide videos with such behavior a little bit later.

SeriousBuggie commented 6 months ago

Lightmap atlas use very huge textures by dimensions. On old hardware it can make such glitches. However on modern hardware it gain very significant boost/ What render you use and what your graphic hardware?

CortexReaver commented 6 months ago

Here's a video: https://youtu.be/E6JuUD5Vr4o?si=HqJZi9wO1o8InQ5H&t=1680 - it's me saving and loading (watch until 30:00)

CortexReaver commented 6 months ago

Added config in my first post up there. I've also described it in my another bug report: https://github.com/OldUnreal/UnrealTournamentPatches/issues/1521 So, long story short: "Lightmap Atlas" and "Shader Draw Parameters" making a mess of my game.

SeriousBuggie commented 6 months ago

I see you use XOpenGL. Did you try other renders? Like d3d9/opengl/ICBIND/d3d11/vulkan? Last 3 ones you can find here:

DX11: https://github.com/dpjudas/UT99VulkanDrv - it is new. Not one what be bad from ModDb and make all oiled. Despite name, there not only Vulkan renderer, but also for DX11. Download link: https://github.com/dpjudas/UT99VulkanDrv/releases/latest (Need enable Texture Atlas in settings, manually, it turned off by default AFAIK)

ICBIND: https://github.com/metallicafan212/ICBINDx11Drv Download link: https://github.com/metallicafan212/ICBINDx11Drv/releases/latest

latest patch (v469d for now) required for use this awesome renders.

Also this happen only on load/save? During game Atlas goes be fine, if you not use load/save?

CortexReaver commented 6 months ago

Thx for the links! I'll try Vulkan And DX11 later. Not sure about save/load thing though.

SeriousBuggie commented 6 months ago

Try also ICBIND - it second good d3d11 render. some users like it more from d3d11.

CortexReaver commented 6 months ago

A little update here. After a little bit of tinkering with the options I've fond out that "Texture Atlas" option alone is working fine. The problematic options, that cause really ugly glitches are: Bindless textures, Shader Draw parameters and Use Persistent Buffers.

Also seems like Vulkan option doesn't work for me for some reason. The game switching to different render just fine, but textures ingame looks like they have been drawn like in software mode. DX11 renderers seems to be working fine, but I rather stick to what works for now.

stijn-volckaert commented 4 months ago

Could you please try this with UsePersistentBuffers and UseShaderDrawParameters disabled, but leave BindlessTextures enabled?

CortexReaver commented 4 months ago

Could you please try this with UsePersistentBuffers and UseShaderDrawParameters disabled, but leave BindlessTextures enabled?

Well, seems to be working fine. But I need to test it for a little bit longer. Probably will do it later, when I have more time.