ValveSoftware / Source-1-Games

Source 1 based games such as TF2 and Counter-Strike: Source
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Prop cull glitches; health station, APC, pillars #609

Open Barnacle opened 11 years ago

Barnacle commented 11 years ago

Health charger on "d1_canals_07" d1_canals_070001 d1_canals_070000 Save file: https://www.dropbox.com/s/9miahepqptyp4p3/d1_canals_07_save.rar

Pillar on "d2_coast_05" d2_coast_050000 d2_coast_050001 Save file: https://www.dropbox.com/s/6sai7al190ju4un/d2_coast_05_save.rar

Another pillar on the same map d2_coast_050002 d2_coast_050003 Save file: https://www.dropbox.com/s/e1xvnxv1p8etxio/d2_coast_05_save2.rar

APC on "d2_coast_09" d2_coast_090003 d2_coast_090002 Save file: https://www.dropbox.com/s/7g5wgtmywxxtfro/d2_coast_09_save.rar

Balcony on "d3_c17_06b" d3_c17_06b0006 Save file: https://www.dropbox.com/s/me7jsvanvil1juy/d3_c17_06b_save.rar

Processor Information:
   Vendor:  AuthenticAMD
   Speed: 3515 Mhz
   4 logical processors
   4 physical processors
   HyperThreading:  Unsupported
   FCMOV:  Supported
   SSE2:  Supported
   SSE3:  Supported
   SSSE3:  Unsupported
   SSE4a:  Supported
   SSE41:  Unsupported
   SSE42:  Unsupported   
Operating System Version:
   Windows 7 (64 bit)
   NTFS:  Supported
   Crypto Provider Codes:  Supported 311 0x0 0x0 0x0    
Video Card:
   Driver:  NVIDIA GeForce GTX 560
   DirectX Driver Name:  nvd3dum.dll
   Driver Version:  9.18.13.1422
   DirectX Driver Version:  9.18.13.1422
   Driver Date: 14 Mar 2013
   Desktop Color Depth: 32 bits per pixel
   DirectX Card: NVIDIA GeForce GTX 560 
   VendorID:  0x10de
   DeviceID:  0x1201
   Number of Monitors:  1
   Number of Logical Video Cards:  1
   No SLI or Crossfire Detected
   Primary Bus: PCI Express 16x
   Primary VRAM: 2047 MB
   Supported MSAA Modes:  2x 4x 8x    
Sound card:
    Audio device: ???????? (Envy24 Family Audio C   
Memory:
    RAM:  4094 Mb  
Miscellaneous:
    UI Language:  English
    Microphone:  Not set
    Media Type:  DVD
    Total Hard Disk Space Available:  715309 Mb
    Largest Free Hard Disk Block:  86278 Mb
    OS Install Date: 21 Dec 2011
    Game Controller: None detected
Freeman-AM commented 11 years ago

d1_trainstation_06 2013-05-15_00016 2013-05-15_00015

Freeman-AM commented 11 years ago

d1_canals_03 2013-05-15_00018 map d1_canals_03 -05-15_00017

d1_canals_05 : 2013-05-15_00022 2013-05-15_00023 There is also some pilar around who exibit the same problems.

Freeman-AM commented 11 years ago

map : d1_canals_10 at: 10742 x, -5444 y, -521 z

2013-05-16_00003 2013-05-16_00004

Barnacle commented 11 years ago

Dropship on d3_c17_02, when standing behind the fence. Dog fly away on nothing. Save file

d3_c17_020000

And Combine Gate. Same place. d3_c17_020001 d3_c17_020002

iiv3 commented 11 years ago

Here are 2 or my screenshots with cl_showpos 1: invisible / visible .

It is quite hard to notice, but one of the grenades on the table is still visible, it is like 98% transparent. It is more obvious in-game, when you move around you clearly see their "ghosts". Object that are far away usually fade in similar way, so likely the problem is somewhere in distance calculation code.

BTW, it is almost sure this is engine bug, as I'm getting it on ATI HD5670, using OpenGL under Linux.

VicF1 commented 11 years ago

[EP2] ep2_outland_12a - Bug texture Depending viewpoints - texture or there is, or not there is В зависимости от точки обзора - текстура то есть, то ее нет 2013-06-29_00001 2013-06-29_00002 Сохранение http://www53.zippyshare.com/v/94223634/file.html Win7SP1x64RU Nvidia Driver 320.18 Эта текстура дверь... В коридоре можно найти ее. 2013-06-30_00001

CleyFaye commented 11 years ago

This issue is really annoying, as it get VERY noticeable while playing since items are popping in and out :-(

apocalyptech commented 11 years ago

In Episode 2, ep2_outland_09 - Cinder blocks (savefile: http://apocalyptech.com/source/prop_cull_glitch.sav

ep2_outland_090000

ep2_outland_090001

stevethepocket commented 11 years ago

The last screencap in the first post is a separate issue. The prop is accidentally rendering in front of the white brush instead of behind it. If it can't be fixed, I'd recommend just working around it by changing the areaportalwindow to a normal areaportal instead, or changing its draw distances so it only closes when the player is around a corner and can't see it anyway. You don't really gain much performance by not rendering the stuff that's on the other side of that window.

Jack-12 commented 11 years ago

Have this problem too in [HL2DM], sometime props, triggers and other stuff disappear from maps.

Riomaki81 commented 10 years ago

I've been able to recreate this in a custom level as well. I have no leaks that I can detect, but I have a vanishing health charge station from certain angles. Additionally, a number of the Combine Barricade props are vanishing at a short distance as well, although the bluish "glass" effect stays behind. These include: models/props_combine/combine_barricade_short01a.mdl models/props_combine/combine_barricade_med02c.mdl

Adjusting the fade distances doesn't make any difference on these. Should point out that I don't see this problem in Half-Life 2 with the Combine Barricades (such as the ones in the d1_trainstation_02 square). As a test, I even set mine to the same settings (notably, having Start and End distances set to 0 instead of the normal -1, 0 combination).

There doesn't seem to be a consistency with some of these, since not all health chargers do it. I want to say maybe it has to do with objects not assigning themselves to the correct rooms (as defined by areaportals). I do know that it's not just me because my testers see the same things.

marnamai commented 7 years ago

https://github.com/ValveSoftware/Source-1-Games/issues/1664

Here's the cause

This being the best example, but it affects all Half-Life 2 maps that have func_areaportalwindow entities in it with a render window that has the texure "dev/dev_windowportal" on 1 side of the func_brush used as rendered window.

The dev/dev_window texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of existance depending on player position and viewangle)

stevethepocket commented 7 years ago

So we're clear here, this issue is describing three different phenomena, which would have been better served by keeping the alleged duplicates open. The white windows as seen in #1664 are, as marnamai said, related to the func_areaportalwindow entity, possibly fixable in Hammer. The vanishing props in #657 are most likely due to the fade distances being mistyped in the map file, easily fixed via Hammer. The disappearing Combine truck is a legit engine bug, most likely. And several other cases listed here are just fade distances functioning as intended.

marnamai commented 7 years ago

Every map with the "dev/dev_windowportal" texture (used on areaportal world brushes) is plagued by dissapearing props. The Combine APC is a prime example of this. I believe this is to blame on the unique shader used for the "dev/dev_windowportal" texture. After the initial source 2013 port, most of the shaders weren't functioning properly, such as worldblend textures being inverted. I think the shader was simply overlooked, since there's only 1 instance of it being used on a texture.

kisak-valve commented 7 years ago

@stevethepocket, after pondering this a bit, I agree that the dev_windowportal issue should be tracked separately, so I will reopen #1664. The white windows are being tracked at #622, so that leaves the culling issues to be tracked on this issue report.