View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001963 | The Dark Mod | Coding | public | 06.10.2009 09:48 | 26.03.2010 07:39 |
Reporter | Fidcal | Assigned To | greebo | ||
Priority | low | Severity | minor | Reproducibility | sometimes |
Status | closed | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 1.01 | Fixed in Version | TDM 1.01 | ||
Summary | 0001963: Double doors sometimes highlight at a distance | ||||
Description | Double doors sometimes highlight at a distance, typically just one door is highlighted. | ||||
Additional Information | see bug discussion: http://modetwo.net/darkmod/index.php?/topic/10148-doors-staying-frob-lit/ I could investigate this issue today, and it seems this is a defect of the code keeping up with the entities' "am I frobbed" state. The problem depends on several conditions: - The frob-highlighted entity A has frob peers - The frob trace seamlessly transitions from entity A to entity B. - The newly frobbed entity B updates its frob status before entity A (basically a race condition) Reason: the frob highlighting code regularly checks (each frame) whether it is frob-highlighted or not. To determine this, it compares the CDarkModPlayer::m_frobEnt pointer with "this", which is not reliable in the case of frob-peered entities. When entity A is highlighted, it propagates its frob status to entity C which is frob-peered to entity A. Hence the check fails (either this or the check using m_frobEntPrevious fails). So the code decides not to de-highlight and the door stays brightly lit. This is not an easy fix, and I'll have to re-design this algorithm a bit, considering frob_peers (a single frobEnt pointer is not suitable for this kind of check). This is going to need some serious testing afterwards, as frobbing is a critical function. | ||||
Tags | No tags attached. | ||||
This bugginess extends to other (all?) frob-highlight-able objects, not just double doors. It (at least) also occurs for normal doors and ragdoll bodies. |
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I've already seen that behaviour in-game, so I'll set this to confirmed. Probably won't be fixed before release. | |
First draft in darkmod_src, new PK4 incoming. | |
Date Modified | Username | Field | Change |
---|---|---|---|
06.10.2009 09:48 | Fidcal | New Issue | |
06.10.2009 19:22 | Fidcal | Note Added: 0002674 | |
09.10.2009 11:35 | greebo | Note Added: 0002676 | |
09.10.2009 11:35 | greebo | Status | new => confirmed |
03.11.2009 06:50 | greebo | Additional Information Updated | |
03.11.2009 06:51 | greebo | Projection | none => major rework |
03.11.2009 06:51 | greebo | ETA | none => 2-3 days |
03.11.2009 06:51 | greebo | Target Version | => TDM 1.01 |
03.11.2009 06:51 | greebo | Status | confirmed => assigned |
03.11.2009 06:51 | greebo | Assigned To | => greebo |
05.11.2009 07:30 | greebo | Note Added: 0002733 | |
05.11.2009 07:30 | greebo | Status | assigned => resolved |
05.11.2009 07:30 | greebo | Fixed in Version | => TDM 1.01 |
05.11.2009 07:30 | greebo | Resolution | open => fixed |
05.11.2009 07:31 | greebo | Build | => 3746 |
26.03.2010 07:39 | greebo | Status | resolved => closed |