Messed up Floor Rendering w/ rip bug on (and other bugs)

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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dlh
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Messed up Floor Rendering w/ rip bug on (and other bugs)

Post by dlh »

Running 2.7.2 cvs built on april 11, on a server built that day too.

Problem with the camera after playing for awhile: The incam starts to point towards the sky, until it is straight up. The custom camera starts acting like a smart cam positioned up higher. The smart camera got pushed down to the floor, it seemed it was trying to point upwards as the incam had done. This problem can only be solved with a restart of armagetron.

Players going through cycle_walls: On my 2.7.2 test server I was playing with someone and went through their wall. It only happened once, however (but he was only there one round :wink: ). His chatbot was on, if that has any relevance.

Could you explain what the bug_rip and bug_tunnel setting do? With bug_rip on, are servers again vulnerable to rip crashes or getting outside the grid?

Screenshots bellow are off server running with bug_rip on.
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with bug_rip 1
with bug_rip 1
with bug_rip 1
with bug_rip 1
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dlh
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Post by dlh »

Could you remove the spinning KGN logo that appears when the moviepack is off? I replace it with a fully transparent png, but maybe fps would be better with it totally gone.

My camera settings reset after entering a different server, which is quite annoying to have to type it in everytime.

edit1---------------------------------

round_console_messages are sometimes received by the client in the wrong order, or when the server is printing other messages ( like the "go!" message). Perhaps it would be better for the client to wait until it receives all the messages, and then prints them out in the correct order. This isn't a 2.7.2 specific problem, however. Its most noticeable when you enter a server.
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Jonathan
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Post by Jonathan »

Nice floor & RGB=BGR.

I think you can fix the cam settings by entering them in a local game and then restarting.

It's easy to remove the KGN logo.
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dlh
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Post by dlh »

Jonathan wrote:I think you can fix the cam settings by entering them in a local game and then restarting.
Did not work, the camera setting reset. :cry:

edit1--------------

I was playing on my server and was able to go through another players wall. It happened several times. One time, I was boxed, and went right through. Another time, the round had just started, and I went through his wall as we met in the middle of the grid. After a few matches, the player said his screen was not showing the grid anymore just black and the text. He said he was running 0.2.7.1.
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Z-Man
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Post by Z-Man »

The resetting of the camera settings was already complained about here:
http://guru3.sytes.net/viewtopic.php?t= ... sc&start=0
Basically, some resetting to defaults is required for proper operation, but I overdid it. I'm working on it.

The BUG_ settings reenable the harmless part of the bugs ( the part that does not crash the server ) in case someone misses them and wants them back. Since the rim rip bug also causes rendering problems once it occurs, the rendering of the floor is changed to the same method used without high rim. Could you disable BUG_RIP and see if rendering is correct with low rim wall?

The KGN logo was enabled only in OSX by default, I don't know why. I changed the config.h for OSX, but can't test it for side effects.

I added a bug database entry for the message ordering bug. I know a bit what to do about it, but it's work. Holding the display back is not really practicable for the "3..2..1..go", and it's silly anyway, so I think I'll remove it. ( the centered display of the countdown is done purely client-side and will stay )

The weird camera movement problems, passing through walls and the complete rendering failure of the 0.2.7.1 client are beyond my comprehension currently.
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dlh
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Post by dlh »

Going into spectator mode seems to crash my server. hmmm
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Post by dlh »

CVS test servers are down.

edit1--------

Servers are down because I went into spectate mode.
Last edited by dlh on Tue Apr 12, 2005 9:53 am, edited 1 time in total.
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Z-Man
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Post by Z-Man »

There is a connection between your last messages, right? Thanks :)

Edit: fixed. It was an unexpected side effect of the network code performance increase. That's why I'm usually cautious about implementing optimizations, bad things happen sometimes.
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dlh
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Post by dlh »

z-man wrote:Could you disable BUG_RIP and see if rendering is correct with low rim wall?
The rendering is the same as in the pictures I posted.
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Post by Z-Man »

Ok, thanks. Next test: Toggle the infinity tweak ( System Setup/Display Settings/Performane Tweaks/Infinity ) and see if that changes anything.
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dlh
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Post by dlh »

z-man wrote:Ok, thanks. Next test: Toggle the infinity tweak ( System Setup/Display Settings/Performane Tweaks/Infinity ) and see if that changes anything.
Still the same, but changing floor detail to textured plane instead of dual texture plane got it back to normal.

Edit: There are artifacts over the wall and the cycle with textured plane, however.

Edit2: The artifacts are now there with dual texture plane on also.
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artifacts on cycle and rim wall
artifacts on cycle and rim wall
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Post by Z-Man »

You ( or your system ) also enabled some form of antialiasing as it seems. You should set both polygon and line antialiasing to off in the normal detail menu. This form of antialiasing only really worked on voodoo cards, I'm afraid.
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