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Incompatibility issues, Gun lag, heads and other things do not turn... #38
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Wow that's spectacular. What kind of computer do you have? |
Wouldnt qualify as a good PC thats for sure, I have another GPU, Ill test the game with it tomorrow morning if I remember to. Oh also, two grunts spawned with a single hand. (refer to #38 (comment)) |
same for me |
Atleast theres someone else with this bug. The other gpu didn't fix it too, nor did updating .NET, it might have something to do with the compression mode? (IIRC something like this happened in the fake mir demo) |
as of 0.48.5 the voided levels have been fixed |
my game lags out when i pick up a gun or melee weapon, and when i spawn in a weapon and it drops on the ground then it disappears and i cant pick it up 2024-09-10.19-55-02.mp42024-09-10.20-28-03.mp4 |
Oh! This is definitely because the hands are positioned as NaN which propagates to fuck knows where and may cause crashing. This also causes the raycast to throw because it's in NaN space. And it goes without saying that they don't render if they are in an invalid position. What causes NaN? Division by zero, most likely. So look for that. |
Right so I also forgot to mention that the head doesn't turn at all, only when an animation plays. that may mean something. same with weapons (#38 (comment)) and the savior disk's shield thingy. The raycast errors also happen when attempting to fire a weapon with the telekinesis disk. |
I have a question, is the same NaN value that is causing the hands to enter the void also affecting the head's (and the Saviour shield's) ability to turn? Because I don't see any other reason why they wouldnt rotate, unless they are tied with the hand's rotation itself. |
NaN tends to propagate all over the place. It's likely that the same division by zero is causing the head to be positioned incorrectly. |
I am mainly confused by the inconsistency of this NaN. Why does it only happen on some systems? |
I found out that the edit: also it might be just the .Lerp function since many functions use it |
Update: After removing (commenting out) the part where |
Many I've talked with about this bug have mentioned that they have a Pentium CPU or some type of Intel CPU.. Knowing intel it might be the issue. |
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I have amd |
Thanks for your input man :D |
Alright so; It all ties up in the end so keep reading
I believe that the And even after taking out the In summary; |
Vector2.Normalize(
AimTargetPosition -
new Vector2(Positioning.GlobalCenter.X, Positioning.Head.GlobalPosition.Y)
); and now everything makes sense because trying to normalise a vector with no length is a bad idea. Is it possible that |
Ive found this while searching It seems that the issue is actually CPU related, no wonder its persistent on some systems /: |
This only applies to Vector2.Normalize(). I have manually normalized the |
Everything related to the hands (well in MY build, which I have been working on since 0.48.7, i have to update my local repo) has been fixed. The only issues that remain are: No weapon collision As for the hands, I don't know what to do, create a fork with handfix? maybe I should, I may get some feedback off of it and see if the issues i listed are persistent and not dependent on the CPU. The choice is for you to make zooi |
On another note: I don't think manually normalizing the Vector2s instead of the built-in method is going to cause much performance issues (on older systems), because only CPUs that support SSE4.2 are the only ones that are going to benefit from the performance improvement with |
I have made a public fork for everyone to try, it fixes However there is still a problem. VerletPhysics system. It tries to Normalize a NaN Vector2 (m vector2). I don't know why this happens, and if it has to do with the CPU. |
It just came to my mind that walgelijk probably probably has some built in methods using Vector2.Normalize, if you could tell me what they are I would be grateful :D |
this is a bit worrying |
it goes without saying that the game and game engine use i dont think using a local implementation of Normalize is a great solution. it seems like the dotnet team have already solved the issue and the fix is now in staging. i think its better to wait for this update, or even update to .NET 9 (i know its not ready, but it might be worth it). |
Lets just hope .NET 9 or the next .NET 8 update fixes this.. Untill then I don't think there is any other actual solution. |
should i update it myself or?? the problem is still there on the last version |
as i said i DO have a public fork which does fix the problem at (depends on your cpu) performance losses, I probably wont be maintaining it any longer but feel free to try it out https://github.com/InputSoldatcc/madness-handfix |
The newest .NET 9 preview SDK fixes all issues mentioned here, I guess we can wait untill its fully out then, so this issue is just going to fix itself pretty soon. |
.NET 9 is published and the game & engine have been updated! |
Awesome! |
Describe the bug
The bugs are plentiful;
Steps to reproduce
Expected behavior
Game
Screenshots or video
The inexplicable "Main Menu™"
Main menu errors
Thy Wardrobe
The terrifying image of death. (Oh look he has arms now!), also crashes the game when reviving
The crash output in question after trying to revive
How come he has arms but I dont?
Upon entering a level where someone has a gun, the fps reaches an all time low
Desktop (please complete the following information):
Windows 11
Build 22631.4037
MIR Versions: Up to 0.49.1
Additional context
None
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