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[Bug] Softlock in Dimension of the Machine map mge2m2 in Ironwail #124
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Hi @andrei-drexler, could you please take a look at this? Since it is game breaking, it may be considered high priority. I wonder if it is affecting other maps as well. I did confirm this. The rune falls through the floor once the elevator starts to move, making it impossible to pick up later. I also tested this in QuakeSpasm and vkQuake, and they both work fine. Fortunately, it's pretty easy to noclip to this area of the map to test it out, if needed. Sorry to bother you. I know you're really busy. Thank you for looking into this when you can. |
This does happen in vanilla QS, too - Quake's original ray tracing function is... let's say "quirky". QSS (and vkQuake) use a different function by default (unless |
That's odd. It works for me no problem in vanilla QS, same as @daftmugi said. I recorded a short clip of me activating the elevator and then collecting the rune in the latest version of QS (typed "version" into the console as proof): https://streamable.com/1hjoo2 I tried it three times just to be sure, and it worked fine every time. |
Interesting. I tested using QS (sezero@22b9b34) and it worked fine. Is there an option that I have set in QS that makes it work? Does that commit work for you? |
A higher AREA_DEPTH value can affect droptofloor, e.g. the rune in mge2m2 is placed at z=174.03125 instead of 176.03125, which ends up causing a soft lock due to the rune dropping through the platform underneath it once it starts descending.
Hmm. I tested this by first making a savegame after unlocking the button that sends the platform down and then loading that in IW and QS, and the outcome was the same. The savegame was made in IW, though, and starting the map in QS directly doesn't exhibit this issue. I looked into this a bit, and it's triggered by an optimization that unfortunately exposes another issue in Quake's intersection code. For now I've reverted that optimization (commit 782f3c5), but I'll have to take a closer look at the ray tracing code at some point, since that optimization alone doubled the framerate on 10kknights. @temx @Novum you might want to look into this, too, since a higher AREA_DEPTH affects droptofloor regardless of the value of pr_checkextension. |
Thank you for solving this! |
Thanks for the heads up. The issue appears to be the rune is placed inside the enclosing bar entities and the behavior of |
See andrei-drexler/ironwail#124 for discussion. This makes pr_checkextension 0 match the original behavior (mge2m2 needs either this or the modified traces pr_checkextension 1 gives to avoid a softlock)
FYI this bug also occurs in The Punishment Due's 4th level "With fiends like this" (pun4). There are 10 buttons to hit in order to progressively lower the golden key to where the player can grab it. Upon hitting the 10th button, the golden key lowers down to the floor, and then drops through it. |
I recently switched from good old Quakespasm to Ironwail and have been very impressed with its performance. While replaying Dimension of the Machine, I encountered a bug in mge2m2 (Fading Embers): the rune in this screenshot will zip downwards and disappear as soon as the elevator starts going down, softlocking the map. I tried it with unlimited FPS, locked to 60, to 120 etc. with the same result every time.
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