View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005666||The Dark Mod||Sound System||public||10.07.2021 14:05||19.11.2022 08:36|
|Product Version||TDM 2.11|
|Target Version||TDM 2.12|
|Summary||0005666: Shooting a noise arrow then picking it up, sound keeps playing - at HIGH FPS|
|Description||EDIT: Running with the game with uncapped FPS seems to cause the issue from our limited testing.|
If you shoot a noise arrow, then pick it up, the sound keeps playing, and never stops playing.
Happens in 2.09a and latest SVN.
|Steps To Reproduce||Uncap FPS in the options menu.|
Set FPS cap high, like 240 fps.
Load up the test map.
Shoot a noise arrow.
Wait 2-3 seconds.
Frob the arrow.
Sound keeps playing forever.
Test Map: https://drive.google.com/file/d/1kTyVY_o-Csw4aKQjeZUqWbl8wb_JXhHN/view?usp=sharing
|Tags||No tags attached.|
It also does it in 2.08
It also does it in 2.07.....
You have to leave it sit there for 5 or 6 seconds, then pick it up, sound keeps playing.
It appears that this was some sort of formatting issue in the respective script file. After playing around with it the issue was suddenly gone, even after I had reverted the changes. Maybe some sort of hidden character.
Commited script/tdm_ammo_noisemaker_small.script (basically unchanged) with revision 16493.
As I don't know what the issue was counterchecking seems appropriate before closing the issue.
I do not believe that your commit has any effect.
You just removed a few of duplicate EOLs.
If you no longer have the problem, it most likely means that the problem is not 100% reproducible.
Well, at least I could perfectly reproduce the issue before. I honestly have no clue what the issue is and why it seems gone now.
What I can tell is though that before the arrow was never hidden, hence the sound was played continuosly (there is a loop running in the scriptobject that stops the sound if either enough time has passed or the entity is hidden).
Can you replicate the issue?
No still happens in 2.10.
Shoot arrow, wait 2 seconds then pick it up, sound never stops playing for me.
Does the same thing in SVN
|Okay, thanks. Then I'll try what I had originally in mind.|
|I am able to reproduce the error in svn. However, once I add something to the scriptobject of the noisemaker (even if it is just some console output) the error is gone. Weird s*!t happens :/|
|Commited modified noisemaker def and script file. The noisemaker gets hidden by the script (in addition to what the code already does). I am not able to reproduce the bug as it disappears once I touch the respective files, so please countercheck.|
|Nope, still does it.|
|I see. My issue is that I cannot reliably reproduce the error. I would guess it happens in less then 10% of the cases on my end, but if it does often several times in a row.|
|Is it possible it's more affected by high fps? I'm running it at 240fps to match my monitor, what are you running at?|
I'm running at 60FPS. A short test with higher framerates implies that you might be on to something. To countercheck you could try setting it to 60FPS and see if the issue becomes more rare.
It would explain why this isn't reported that often (if it got even reported by someone else), as most FM's will probably not run at such high frame rates for most players.
The issue is that I tried to track down the code involved into this (frob and sound) but couldn't find where the hiding and sound stopping actually takes place. The latter might be something implicit in the sound system (default stop of sound if the emitter got removed or so) but neither the frob code nor the frob action script cause the hiding of the arrow upon frob. It's hard to fix something if you don't know where stuff takes place.
I may take another look during the week, maybe I've overseen something. But as I can't promise to find something I unassigned the issue from myself.
Damn, it is related to high FPS or uncapped FPS at least.
With Uncap FPS OFF, I can't get it to happen.
With Uncap FPS ON, but set to 60 fps, I got it to happen once.
With Uncap FPS ON, with 240 fps, happens every time, if you wait 2-3 seconds before picking it up.
I did notice that at higher FPS, the arrow almost immediately stops bouncing around on the ground, but at 60 fps, the arrow continues to bounce and move around.
I think that's normal as the arrow is supposed to have a mechanical noise maker that makes it bounce around.
EDIT: uncap FPS command toggles com_fixedTic to 1.
|I've updated the bug report with this new information, new steps to reproduce and a link to download a test map.|
How the heck is this working?
float soundTimer = sys.getTime();
float propTimer = soundTimer;
neither of these are static values
sys.getTime propagates to both vars
both vars are used in comparison to sys.getTime
gonna set them to static
Woo!! TDM won't start with them set to static ...
|This is game script, not C++.|
|10.07.2021 14:05||AluminumHaste||New Issue|
|11.07.2021 12:33||AluminumHaste||Note Added: 0014152|
|12.06.2022 06:10||Obsttorte||Assigned To||=> Obsttorte|
|12.06.2022 06:10||Obsttorte||Status||new => assigned|
|12.06.2022 06:14||Obsttorte||Status||assigned => feedback|
|12.06.2022 06:14||Obsttorte||Note Added: 0014869|
|12.06.2022 10:17||stgatilov||Note Added: 0014870|
|12.06.2022 11:38||Obsttorte||Note Added: 0014872|
|12.06.2022 11:39||Obsttorte||Note Edited: 0014872|
|12.06.2022 11:39||Obsttorte||Note Edited: 0014872|
|12.06.2022 13:23||AluminumHaste||Note Added: 0014874|
|12.06.2022 13:23||AluminumHaste||Status||feedback => assigned|
|12.06.2022 13:36||AluminumHaste||Note Added: 0014875|
|12.06.2022 14:14||Obsttorte||Note Added: 0014876|
|12.06.2022 15:04||Obsttorte||Note Added: 0014879|
|12.06.2022 16:01||Obsttorte||Status||assigned => feedback|
|12.06.2022 16:01||Obsttorte||Note Added: 0014880|
|12.06.2022 16:56||AluminumHaste||Note Added: 0014881|
|12.06.2022 16:56||AluminumHaste||Status||feedback => assigned|
|12.06.2022 18:50||Obsttorte||Note Added: 0014882|
|12.06.2022 18:50||Obsttorte||Assigned To||Obsttorte =>|
|12.06.2022 18:51||Obsttorte||Assigned To||=> Obsttorte|
|12.06.2022 18:51||Obsttorte||Status||assigned => confirmed|
|12.06.2022 18:51||Obsttorte||Assigned To||Obsttorte =>|
|12.06.2022 19:15||AluminumHaste||Note Added: 0014884|
|13.06.2022 06:31||Obsttorte||Note Added: 0014891|
|13.06.2022 12:18||AluminumHaste||Note Added: 0014892|
|13.06.2022 12:19||AluminumHaste||Summary||Shooting a noise arrow then picking it up, sound keeps playing. => Shooting a noise arrow then picking it up, sound keeps playing - at HIGH FPS|
|13.06.2022 12:19||AluminumHaste||Description Updated|
|13.06.2022 12:19||AluminumHaste||Steps to Reproduce Updated|
|13.06.2022 12:21||AluminumHaste||Note Edited: 0014892|
|13.06.2022 12:23||AluminumHaste||Additional Information Updated|
|13.06.2022 12:23||AluminumHaste||Note Added: 0014894|
|15.11.2022 06:27||nbohr1more||Note Added: 0015428|
|15.11.2022 06:28||nbohr1more||Note Edited: 0015428|
|15.11.2022 06:29||nbohr1more||Target Version||TDM 2.11 => TDM 2.12|
|19.11.2022 08:36||stgatilov||Note Added: 0015452|