mickael9 / ioq3

This is an up-to-date fork of ioquake3 for UrbanTerror with changes from the ioUrbanTerror engine
GNU General Public License v2.0
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Weapon cycle issue #19

Open BidyBiddle opened 6 years ago

BidyBiddle commented 6 years ago

For some reason after a certain ammount of bullets fired (lr & g36 for example) the weapon slows the firerate down (after ~12 bullets fired).

This never happens with m4, negev and some other weapons. It's a really crazy issue.

Hard to give any footage of the bug, but I'll try and see if I can record something.

danielepantaleone commented 6 years ago

This is something which it's not engine dependent. Try to get a video of the problem but I guess there is nothing to fix here.

BidyBiddle commented 6 years ago

Well it is as it does not happen with the old fs engine or other binaries I tested. I'll investigate further... but as you said, it shouldnt be something engine dependent, hence I named it crazy.

mickael9 commented 6 years ago

Things to try (see if that happens in those conditions) :

The-spiki commented 6 years ago

"auto-burst" shooting mode behavior is noticeable on m9 build (from Jan and also newest one), but not fs build.

I actually noticed something feels off with this build while playing pubs, but didn't realize what it was until I sprayed the wall in full auto mode (got used to that from CSGO, to check spray pattern for specific gun in order to compensate it with movement)

If it was not for this bug, I'd probably use it more while playing pub/pcw/cw for security and other reasons. But this auto-burst shooting mode definitely makes it a no go. (for eventual mass adoption)

Tested on both public and local server Tested with default / normal values (timescale, renderer, maxfps) and the ones mentioned above

Got it recorded with OBS, uploaded to youtube... somehow the sound and video are not synced properly. Probably caused by my high video settings. Still, here are the links https://youtu.be/fQ2ZrYLzdr8 https://youtu.be/DsIEhtw4dfQ

Anyway, it is reliably reproducible, so you shouldn't need to spend much time on seeing and eperiencing it yourself.

mickael9 commented 6 years ago

As far as I can see, this seems to be only an audio problem.

I've done a test, recording a server-side demo of me playing with the old engine, and playing that demo from both the new and old engine. Here is the result:

http://ioq3urt.mickael9.tk/firing-bug.mp4

(ignore the few invalid frames, they're only messed up in the recording)

mickael9 commented 6 years ago

It also doesn't seem to happen when using the OpenAL sound backend (set dmaHD_enable 0 ; set s_useOpenAL 1).

mickael9 commented 6 years ago

Thanks to the git bisect gods, I found the bad commit : cb06e3e93a5c81ad5c0314ce1934c1eafb654f48 🎉

BidyBiddle commented 6 years ago

I just download your build115 and there is a delay between the shot and the sound of the shot. Is there any way to fix this ? Or it's a bug from this build ?

Os : windows10x64 cl_renderer opengl2

Thanks in advance, @logiiic

Seems the problem is not fully fixed? If you can give it a look @mickael9

KroniK907 commented 6 years ago

Can confirm that build ~120~ 122 has the same problem.

mickael9 commented 6 years ago

28 described a delay, not really missing shots, are you positive this is the same issue?

Can you set developer 1 and look for S_StartSound warnings?

KroniK907 commented 6 years ago

Where would I be looking for S_StartSound warnings?

Also this may not be a duplicate, It seems similar though.

mickael9 commented 6 years ago

In console output / developer tab in GUI console

KroniK907 commented 6 years ago

There don't seem to be any related S_StartSound Warnings. Probably should open up the other issue then and close this one again. @BidyBiddle