Closed AAS closed 1 year ago
I noticed getting mortal damage from elevators in recent brutal jam, too. Didn't get with this one, but haven't tried much.
@temx, @andrei-drexler: Any insights? The major difference between 0.94.7 and 0.95.0 is the model scale patch which touches the server side code.
FWIW my experience with the killer elevator issues were in qbj_grue (the first elevator leading to blue key), and qbj_annihilator (last elevator leading to the last fight scene) -- happening reproducibly especially when you are standing in the middle of the elevator. But they do happen with 0.94.7 too, not just with 0.95.0.
I don't get it on this one unless host_maxfps is set to >72, same as always. Do you ever get it with lower values? The scale patch shouldn't affect server physics in any way.
I don't get it on this one unless host_maxfps is set to >72, same as always. Do you ever get it with lower values? The scale patch shouldn't affect server physics in any way.
If you are asking me, I didn't get it with prisonofhope. And I have never ever changed host_maxfps: it is set to 72.
Uh-oh. I can reproduce with the official build but not if I compile it locally from the tarball. Did the compiler change? If not, something may have triggered a code generation change.
.. and yes, it doesn't make any sense that the model scale patch would affect physics in any way.
Anyways, I don't have a clue with this one yet. And for the record, both 0.95.0 and 0.94.7 were built with the same compilers/toolchains and with the same compiler switches.
Uh-oh. I can reproduce with the official build but not if I compile it locally from the tarball.
On windows x64?
Did the compiler change? If not, something may have triggered a code generation change.
No, the same compiler and the same options.
I'm on linux i686 for now, tried git master with gcc-4.4.7 and gcc-4.9.4: No changes, same behavior. BUT a curious observation: I still haven't (tried to) reproduce anything on prison of hope, but with brutalist jam: seems like I can not reproduce the killer elevators using SDL-1.2 builds. What is your experience?
Sorry, I was not trying hard enough - I can reproduce it with all builds in the qbj_grue elevator, including the official quakespasm-0.94.7_win64, so I don't think this is a new problem.
How is vkquake or ironwail behaving?
Aha. So this is highly framerate-dependent. I get it reliably with host_maxfps 70
in both Ironwail and vkQuake, but never out of 10 attempts with host_maxfps 72
. QuakeSpasm for some reason seems to round down to an integer number of milliseconds (even with sys_throttle 0
?), so requesting 72 gets you a bit less, making it much more likely to happen.
sys_throttle 0
doesn't make a difference for me.
However, as I said, the SDL-1.2 binaries work fine for me on i686 linux: how do they behave for you? (And how would SDL-1.2 vs SDL2 affect framerate???)
.. and for the record, host_maxfps 70
makes it run fine for me :/
It took a few tries but I do get the squish on both 0.94.7 and 0.95.0 32-bit sdl12. SDL implements SDL_GetTicks()
and SDL_Delay()
so it may have some effect if the precision or accuracy has changed.
I just tried replacing SDL_GetTicks with SDL_GetTicks64, no difference for me..
Does vkquake exhibit this issue? (I know things are much different in there.)
With host_maxfps 72
, it doesn't for me. At >72, it shouldn't for anyone, since it enforces a constant 72 Hz tic (even if you're running slower). With host_maxfps 70
, it does.
You can set the tic time directly using host_framerate
. In QuakeSpasm, host_framerate 0.01388
kills me every time, whereas host_framerate 0.013888
doesn't. Oof.
Replacing Sys_DoubleTime code to use the good old gettimeofday
instead of
SDL_GetTicks seems to work for me for now. (For windows, timeGetTime
maybe??)
Will try messing with framerate options you mentioned above.
@ericwa: What do you think of all this?
Looks like I nailed it.
I have mixed setup of QS, QSS, ironwail, vkquake, fte in a same folder with custom config resided in id1
, but host_maxfps
is not mentioned in it. One of the engines overwrite config.cfg with its default value (vkquake with value 200 in my case).
My use case is starting .exe, typing game whatever
, then manually exec my config, so QS on start loads previously modified config.cfg and never changes host_maxfps
back to 72.
Adding host_maxfps 72
in my config fixes that.
Sorry for the hassle.
So, @AAS's original bug was an accident. And, brutalist jam hotfix/4 mentions
a fix for killer elevators (doesn't seem to make a difference for me though):
https://www.slipseer.com/index.php?resources/quake-brutalist-jam.126/updates#resource-update-168
Elevator safety features (trigger_push for less accidental player squishing)
Closing this one now.
FWIW my experience with the killer elevator issues were in qbj_grue (the first elevator leading to blue key), and qbj_annihilator (last elevator leading to the last fight scene) -- happening reproducibly especially when you are standing in the middle of the elevator. But they do happen with 0.94.7 too, not just with 0.95.0.
Happens to me too even with host_maxfps
72.
Tested this map in vkquake and elevators are fine.
FWIW my experience with the killer elevator issues were in qbj_grue (the first elevator leading to blue key), and qbj_annihilator (last elevator leading to the last fight scene) -- happening reproducibly especially when you are standing in the middle of the elevator. But they do happen with 0.94.7 too, not just with 0.95.0.
Happens to me too even with
host_maxfps
72. Tested this map in vkquake and elevators are fine.
Someone (not me) should report that to map-pack authors.
There is some issue with vertically long-distance moving platforms in the last release. You get damage from noting while platform moving up. On vkquake and previous version of QS platform moves without the problem. You can test it on https://www.quaddicted.com/reviews/prisonofhope.html map and my save.
platformbug.zip