Comments (8)
I just tested myself and can confirm this.
Using listentities, the adrenaline's origin looks very strange, like it was moved algorithmically after being spawned. In the original dll its final location after droptofloor() is -622 398 72, while it is -604.55 410.65 15 in YQ2 which is very odd. That big difference in vertical position may be why it is unreachable.
I tried running my own dll using YQ2 and that works fine, so this has something to do with game.dll I would assume.
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So, what could be the function to check? Maybe I can create a PR and submit it.
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I did more digging, this is happening inside SV_Physics_Toss() in g_phys.c. The adrenaline item spends quite a few frames sliding around before falling into its final position. However in the original game it doesn't move at all and stops in the final position given by droptofloor(). So there is something different in the code, or possibly a side-effect of compiler options that have to do with optimizations or floating point precision.
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I figured it out. In SV_PushEntity() in g_phys.c, at lines 514 - 517 is new YQ2 code that when commented out fixes the problem. I guess it just so happens that in this case, the adjustments lead to the entity getting moved around and eventually falls into an inaccessible space.
I'm assuming Yamagi wouldn't want to remove the code as it prevents other issues with entities rendering black, so perhaps a map hack or a fixed .ent file would do the trick?
One side question - is trace.plane defined if trace.fraction == 1? Seems odd to me to adjust to trace.plane.normal if the trace didn't collide with anything.
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Indeed, a map fix via code may be the best solution.
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A map fix would be one option. The problem is, that we found the first place were the lighting fix breaks game logic. There might be more of them, especially in rather crude custom maps... @DanielGibson and I will ponder about it. If we can come up with another fix for the lighting problem, everything's okay. Otherwise we'll add a map fix.
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I tested mentioned commit (yquake2, debris_fix branch), but the problem persists.
EDIT: ok, my bad. Applied that patch to xatrix/game.so and now I can pick adrenaline just fine.
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I've pushed the fix to all addons.
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Related Issues (20)
- Missing New Monsters (and maybe new equipments) HOT 15
- Use of non-portable system strcasecmp rather than portable version HOT 2
- Cinematic openings, demos and the ending don't play HOT 1
- Unable to compile xatrix game.so on macOS 10.12.6 HOT 1
- Resolve issues found by PVS HOT 1
- [Original bug] Beta class iron maidens lose homing rockets when pain skin appears HOT 1
- [Original bug] Fixbot does not free bot_goal when interrupted while moving forward
- [Original bug] Fixbot telefrag check does not kill entities properly
- [Original bug] Gekks can get stuck walking after firing loogie
- [Original bug] Gekks often stop playing pain moves after jumping
- [Original bug] No ammo weapon switching to xatrix weapons is broken HOT 2
- A weird sound shuffling bug at the end of track(any map, any track) HOT 3
- Incorrect blue laser sound in The Reckoning HOT 4
- Just a crash .... HOT 5
- Ion ripper and gunner ducking HOT 2
- Q2 Mission packs oryginal source code.
- Laser guard death animation HOT 2
- Reckoning Crash on Start Up HOT 1
- Coop: xsewer1.bsp hatches switching progress breaker. HOT 1
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