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InsideQC Forums • View topic - [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-bones

[FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-bones

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[FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-bones

Postby toneddu2000 » Fri Jan 20, 2017 9:48 am

Hi guys, I append here a bug trace that makes FTE crashes when you make a traceline in FTE v 5041 using MOVE_HITMODEL and pointing to a IQM model with no bones (a static mesh for example)
This is , line 6978 and 7211 (I tested every other file and this is the one who, reverted to 5040, makes FTE not crash anymore). In my very very humble opinion, here it should be put a if block that says: "if IQM is static mesh, then jump all the events block" and then add a qc.field like "modelType", which gamedevs need to set to MODEL_IQM_TYPE_SKELETAL or MODEL_IQM_TYPE_STATIC, to speed up the process. This could be also useful because this will led to something I always loved to see: a system to manage 2 types of static mesh: 1 for appeareance (the model players see) and 1 for collision (very very low poly that's used by traceboxes for ramps, stairs, etc) and engine managing totally by itself.

I tried to contact Spike but with no success, and now we're at revision 5044, so I thought it was better to repair it now before revisions become newer and newer with a lot of efforts on IQM events(which they're great, by the way).
At the present time any of the new releases (until 5044) doesn't solve the crash
- my first commercial game, made with FTEQW game engine
toneddu2000
 
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Re: [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-b

Postby Nahuel » Thu Mar 02, 2017 1:25 pm

hello toneddu :) i has some issues using iqm, even in darkplaces -some crashes-. But i did notice that the iqm's was done using neosis instead iqm compiler, what kind of iqm are you using??

did you try the same model but converted with neosis or official compiler?

have a nice day
hi, I am nahuel, I love quake and qc.
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Nahuel
 
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Re: [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-b

Postby toneddu2000 » Thu Mar 02, 2017 6:34 pm

Hello Nahuel! :) so long not hearing you! Thank you for your feedback, I use blender -> iqm exporter directly. But the problem is code-side. Infact, if you use v5040, fte doesn't crash. Sad thing was that Spike completely ignored my bug report and now fte is carrying on this bug on newer releases. :confused: Plus the bug is difficult to test, because it's involved project() function, which converts 3d space to 2d space so, if you simply make a traceline directly, for example, from player view, fte won't crash. Anyway in these months I'm so busy I can't update crafter and track fte bugs so it's all postponed to summer, which it's a shame because it was my intention to upload first release in late January :mad:
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-b

Postby toneddu2000 » Thu Mar 02, 2017 6:39 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-b

Postby toneddu2000 » Sat Mar 04, 2017 9:52 pm

it seems that v5067 fixed crash bug. I'll test it deeply in the next days, but for now, huge thanks Spike! :biggrin:
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy


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