Unvanquished / Unvanquished

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)
https://unvanquished.net
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Disappearing weapon models #409

Closed slipher closed 3 years ago

slipher commented 10 years ago

The human first-player weapon models randomly disappear. They stay gone until you change weapon. Me holding a shotgun: unvanquished_2014-08-14_155845_000

Viech commented 10 years ago

It doesn't happen for me, except with the weapons that have a bogus rendering bounding box (e.g. the pulse rifle) which makes them disappear depending on the animation and probably the field of view. Never continuously though.

I think we need more information if we want to debug this. Can you try to pinpoint any steps to reproduce and give your system specs (operating system, graphics card and driver)? What's your field of view for the human?

Also, you might want to open another issue with that very screenshot about the UI breaking when the screen resolution is very low.

DolceTriade commented 10 years ago

@slipher: If you can reproduce this in devmap, when it disappears, see if r_nocull 1 makes it reappear.

slipher commented 10 years ago

I believe the issue occurs for all or nearly all`` weapon models. r_nocull does not make the weapon reappear. There are no steps to deterministically reproduce it. While playing in the most recent dev game, it was happening to me very consistently--more than once per minute. Otherwise it seems to take an average of 20 minutes or so to occur. I have observed the issue on Dev, Training, and NA servers. It occurs both while playing and while spectating. The issue may be caused by NaN values of weapon inertia. Specifically in cg_weapons.c 1790, I->oav has NaN values.

Viech commented 10 years ago

A NaN value in cg.weaponInertia.oav could easily make any weapon disappear I guess. The fact that changing the weapon restores a valid state also makes sense because cg.weaponInertia.oav is reset in CG_OnPlayerWeaponChange. I'll assign @enneract since he wrote the code in question but having had a quick look myself I couldn't trigger a NaN or figure out a scenario where it would get bogus, so it might help to know more about your system specs and game configuration (in particular field of view and screen resolution).

DolceTriade commented 10 years ago

Any progress on this bug?

DolceTriade commented 9 years ago

If no one can confirm this bug again this alpha, we'll close it.

Viech commented 9 years ago

Nothing to do for Alpha 34 then.

guillaume-uH57J9 commented 9 years ago

In encountered the following in unvanquished 0.33 WARNING: I->oav[some number] is NaN. Please let a developer know about this!

Beside letting you know, what kind of information can I provide to assist with the investigation?

DolceTriade commented 9 years ago

What were you doing when it happened? Also, did the weapon disappear at all? Did you notice any graphic anomalies at all? Did this error only show up once or did it show up repeatedly? Can you reproduce it? Also, that number between the brackets: is it always the same number or does it change?

guillaume-uH57J9 commented 9 years ago

Hi. In previous version, the weapons sometimes disappeared. But in unvanquished 0.33, there was only a warning, the weapon stays visible. I'm guessing the commit done for mitigation purpose is effective.

I saw the warning once during a game.

There are visual anomalies on my machine (such as #465) but these appears to be a recent regression within the Intel graphic driver. I remember the weapon disappearing weeks before the Intel drivers regression. So I'm assuming these are not related.

This appears to be random. But that's just a way to tell I can't explain what triggers it. Sometimes a whole game goes on without this popping up.

guillaume-uH57J9 commented 9 years ago

Noticed the warning again while playing map SpaceTrack. Every component becomes NaN (0, 1, and 2), multiple times.

Full daemon.log uploaded on http://pastebin.com/ygkfvjpR

Viech commented 9 years ago

@enneract, could you have another look at your code and find out what could possibly cause that NaN? If you don't find anything I'll mark this postponed so that we can reevaluate it when cgame is moved to NaCl. (Also, we now know that this is not a renderer but a client gamelogic bug.)

Markthebasilisk commented 9 years ago

a bit different symptoms here though i only noticed the pulse rifle disappearing in the game but only when i was firing and running at the same time and not on other weapons

when the Nan error occured not all of the times did my weapon disappear and the spacing was about 6-10 minutes apart there was a warning but as stated not all of the times when the warning appeared did my weapon vanish only about 2 times out of maybe 4,5 warnings

and no visual anomalies like that of #465 just the weapon

Viech commented 9 years ago

@Markthebasilisk, did you observe weapons other than the pulse rifle (which has different known issues that could make it disappear) disappear at the very time when such an error was printed? Did weapons apart from the pulse rifle disappear at all during this release?

Markthebasilisk commented 9 years ago

no only the pulse rifle disappeared and the pulse rifle did not always disappear when the error printed

usually only when i ran

Viech commented 9 years ago

Good, this means that the workaround (which prints the NaN) likely does its job.

enneract commented 9 years ago

Weapon inertia was reimplemented, so the bug should be fixed.

illwieckz commented 3 years ago

Pulse rifle still has a problem.

Though, Viech said this:

It doesn't happen for me, except with the weapons that have a bogus rendering bounding box (e.g. the pulse rifle) which makes them disappear depending on the animation and probably the field of view. Never continuously though.

illwieckz commented 3 years ago

Pulse rifle is tracked in #1393.