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Weapon cycle issue #19

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BidyBiddle opened this issue Feb 6, 2018 · 13 comments
Open

Weapon cycle issue #19

BidyBiddle opened this issue Feb 6, 2018 · 13 comments

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@BidyBiddle
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BidyBiddle commented Feb 6, 2018

For some reason after a certain ammount of bullets fired (lr & g36 for example) the weapon slows the firerate down (after ~12 bullets fired).

This never happens with m4, negev and some other weapons. It's a really crazy issue.

Hard to give any footage of the bug, but I'll try and see if I can record something.

@danielepantaleone
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This is something which it's not engine dependent. Try to get a video of the problem but I guess there is nothing to fix here.

@BidyBiddle
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Well it is as it does not happen with the old fs engine or other binaries I tested. I'll investigate further... but as you said, it shouldnt be something engine dependent, hence I named it crazy.

@mickael9
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mickael9 commented Feb 6, 2018

Things to try (see if that happens in those conditions) :

  • run the game slower (eg timescale 0.5)
  • disable sound (s_initsound 0 ; snd_restart)
  • change the renderer (cl_renderer opengl1 ; vid_restart)
  • lower/raise com_maxfps (does it make it better/worse?)

@The-spiki
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The-spiki commented Feb 11, 2018

"auto-burst" shooting mode behavior is noticeable on m9 build (from Jan and also newest one), but not fs build.

I actually noticed something feels off with this build while playing pubs, but didn't realize what it was until I sprayed the wall in full auto mode (got used to that from CSGO, to check spray pattern for specific gun in order to compensate it with movement)

If it was not for this bug, I'd probably use it more while playing pub/pcw/cw for security and other reasons. But this auto-burst shooting mode definitely makes it a no go. (for eventual mass adoption)

Tested on both public and local server
Tested with default / normal values (timescale, renderer, maxfps) and the ones mentioned above

Got it recorded with OBS, uploaded to youtube... somehow the sound and video are not synced properly. Probably caused by my high video settings. Still, here are the links
https://youtu.be/fQ2ZrYLzdr8
https://youtu.be/DsIEhtw4dfQ

Anyway, it is reliably reproducible, so you shouldn't need to spend much time on seeing and eperiencing it yourself.

@mickael9
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As far as I can see, this seems to be only an audio problem.

I've done a test, recording a server-side demo of me playing with the old engine, and playing that demo from both the new and old engine. Here is the result:

http://ioq3urt.mickael9.tk/firing-bug.mp4

(ignore the few invalid frames, they're only messed up in the recording)

@mickael9
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It also doesn't seem to happen when using the OpenAL sound backend (set dmaHD_enable 0 ; set s_useOpenAL 1).

@mickael9
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Thanks to the git bisect gods, I found the bad commit : cb06e3e 🎉

@BidyBiddle
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BidyBiddle commented Apr 10, 2018

I just download your build115 and there is a delay between the shot and the sound of the shot.
Is there any way to fix this ? Or it's a bug from this build ?

Os : windows10x64
cl_renderer opengl2

Thanks in advance,
@logiiic

Seems the problem is not fully fixed? If you can give it a look @mickael9

@BidyBiddle BidyBiddle reopened this Apr 10, 2018
@KroniK907
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KroniK907 commented Apr 10, 2018

Can confirm that build 120 122 has the same problem.

@mickael9
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mickael9 commented Apr 10, 2018

#28 described a delay, not really missing shots, are you positive this is the same issue?
Can you set developer 1 and look for S_StartSound warnings?

@KroniK907
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Where would I be looking for S_StartSound warnings?

Also this may not be a duplicate, It seems similar though.

@mickael9
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In console output / developer tab in GUI console

@KroniK907
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There don't seem to be any related S_StartSound Warnings. Probably should open up the other issue then and close this one again. @BidyBiddle

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5 participants