Invisible rockets and grenades

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Invisible rockets and grenades

Postby FraNcoTirAdoR » Mon Feb 09, 2009 12:19 pm

I just noticed in the last weeks when I was playing on Planetnexuiz.de testserver (and also the 1on1 testserver), that very very often the rockets that are shot torwards me are simply invisible! I can see that the guy shoots from the flash on his rl, but I dont see anything from the flying rocket itself, and suddenly: KABOOOM... :D It happens with grenades too, not as often as with rockets, but still...
Another problem is that sometimes they shoot rockets and they they show up normally, but they do the same as they would have 0 speed, just floating on their place. (of course suddenly the invisible rocket blows my ass off then :P)

Anyone experiencing similar problems? I talked about this to terence, he has it too, so its not just happening with me.
I also need to add that I dont have the best connection in the universe, but it still shouldnt happen, should it? :P
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Postby divVerent » Mon Feb 09, 2009 12:49 pm

Never happens to me. Need someone who can code to debug this. Maybe, while a rocket is "standing still in air", do a "prvm_edicts client" to see why it won't move.

In this case, it may be the case that the rocket gets its "onground" flag set.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby divVerent » Mon Feb 09, 2009 1:06 pm

Found something in the engine source that may be causing it. Fixed it. Note that the fix requires you to use an updated CLIENT - it'll still be wrong in 2.4.2 clients.

IF that caused it, it indeed preferably happens to rockets, as they are relatively slow compared to players.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby mand1nga » Tue Feb 10, 2009 12:52 am

divVerent wrote:Never happens to me. Need someone who can code to debug this. Maybe, while a rocket is "standing still in air", do a "prvm_edicts client" to see why it won't move.

In this case, it may be the case that the rocket gets its "onground" flag set.


can it be debugged with a demo and etos() ?
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Postby divVerent » Tue Feb 10, 2009 6:35 am

No, demos come with their own edicts.

Anyway, try in a current engine. Is the problem still there?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Posts: 3809
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Location: BRLOGENSHFEGLE

Postby FraNcoTirAdoR » Tue Feb 10, 2009 7:27 am

I am using the January 3rd build, downloaded from you, because if I build it myself with the SVN Build System, I have sound issues for some strange reasons :S Maybe this can be one of the reason of the problem. But yeah, it's true: the problem happened 99% with the rockets!
I'm gonna try what you recommended tho! *turning off sounds* :D
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Postby divVerent » Tue Feb 10, 2009 8:19 am

Well, what is the sound problem? Does it happen both with wgl and sdl?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby FraNcoTirAdoR » Tue Feb 10, 2009 3:52 pm

divVerent wrote:Well, what is the sound problem? Does it happen both with wgl and sdl?


The problem with the sound only happens in wgl mode. It scratches and also being played slower than normal. Like the quality of the sounds were extremely bad. I cant run it on sdl either because I minimize Nexuiz often during play, and when I do it with sdl, sometimes it just doesnt maximize back, tho i constantly click on it on the taskbar.
It's funny but I had no issue with wgl mode from the January 3rd build, so gotta be something with the compilation options, that screw up things on my cpu. My cpu is a Turion64 solo-core 2.0Ghz AMD, sth like T-37 or dont really remember. When i compiled on windows 7 during a testphrase it worked flawlessly, now i moved back to Vista and I have these sudden issues :S


PS.: brlogenshfegle doesn't lol. :D
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Postby esteel » Tue Mar 03, 2009 8:07 am

Now that you have had a chance with the BETA.. is that problem fixed? I know you have had sound problems with your own svn compilation that the beta fixes, so i hope you could test this some more..
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Postby Xeno » Tue Mar 03, 2009 8:35 am

This might already be fixed, but a week or two ago (using the latest svn build), I noticed that mortars would become invisible when going through the port-o-potty while still exploding on impact. I was going to mention it but got sidetracked and forgot about it.
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