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InsideQC Forums • View topic - Avirox's Rotation Tutorial Adapted to NetQuake

Avirox's Rotation Tutorial Adapted to NetQuake

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Postby goldenboy » Mon Jul 19, 2010 7:01 am

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Postby r00k » Mon Jul 19, 2010 7:05 am

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Postby Spike » Mon Jul 19, 2010 7:12 am

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Postby goldenboy » Mon Jul 19, 2010 9:43 am

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A small optimization...

Postby taniwha » Tue Dec 14, 2010 12:39 am

Leave others their otherness.
http://quakeforge.net/
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Postby taniwha » Tue Dec 14, 2010 3:34 pm

Leave others their otherness.
http://quakeforge.net/
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Postby goldenboy » Fri Dec 17, 2010 12:29 pm

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Postby mh » Sat Apr 09, 2011 9:52 pm

May have found a bug in this code; see here: http://www.celephais.net/board/view_thr ... &start=147

Disabling the rotation stuff in world.c fixes it, but obviously that's not 100% desirable for various reasons.
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Postby mh » Sat Apr 09, 2011 10:39 pm

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Postby mh » Sun Apr 10, 2011 11:25 am

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Postby mh » Sun Apr 10, 2011 2:05 pm

More info again.

In the particular case I've found, the brush is incorrectly offset from it's bounding box in most engines. I've tested in Fitz, DP, RMQ, DirectQ, ProQuake, Qrack, TyrQuake. Here's a shot from Fitz illustrating the problem.

Image

Oddly enough ProQuake and TyrQuake are the only ones from my list that get it right. I say "oddly" because ProQuake - I assume - has server-side rotation support (unless Baker never got round to putting it in). I also say "oddly" because Fitz doesn't.

I was working on the basis that the root cause was rotation support, particularly in light of the fact that a reversion of one part of this code to the #ifdef'ed out ID original fixes another bug - the brush not coming up.

The next step I think is to start reverting portions of code back to the original and see if I can identify at which point it breaks. More later.
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Postby mh » Sun Apr 10, 2011 4:43 pm

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Postby Baker » Sun Apr 10, 2011 7:39 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Spike » Sun Apr 10, 2011 8:16 pm

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Postby mh » Sun Apr 10, 2011 8:55 pm

In the specific map that brought it to my attention the brush model in question actually did have an angles of (0, -1, 0) in the BSP file. No amount of anything on the server is going to fix that, and the bug did definitively manifest as a direct result of rounding. Don't round - no bug. Round to nearest - bug.

It also manifested in an engine that does not support rotation, but that does use rounding - FitzQuake. It can be reproduced in stock ID Quake (or any other engine that does not support rotation) simply by adding rounding.

I've nothing against rounding - this is clearly a map/editor/tool bug (the worldmodel itself had angles of (0, -92, 0)!!!) rather than an engine bug. But it poses the interesting question: if it worked in ID Quake, but yet is clearly a content bug (in other words it worked by accident rather than by design), should it be "fixed"?
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