czg07 is the only place where this issue has been observed so far, but reQuiem isn't widely used yet. It's a fundamental enough problem that I wouldn't be surprised to see it manifest in other situations.
Here's an extremely-cut-down version of the issue comments:
=====
skychain is a linked list ...
Search found 23 matches
- Sat Jul 12, 2014 9:16 pm
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
- Sat Jul 12, 2014 2:33 pm
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
Re: cl_visedicts: are duplicate entries OK/expected?
Thanks for poking around at this some more. :)
So, looking at the patch above:
void CL_LinkEntity(entity_t *ent)
{
extern qboolean scr_drawloading; // Baker added
if (scr_drawloading) // Baker added
return; // Baker added
if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts ...
So, looking at the patch above:
void CL_LinkEntity(entity_t *ent)
{
extern qboolean scr_drawloading; // Baker added
if (scr_drawloading) // Baker added
return; // Baker added
if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts ...
- Fri Jul 11, 2014 5:43 pm
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
Re: cl_visedicts: are duplicate entries OK/expected?
Welp! That's confirmation, thanks.
Guess the most prudent fix for reQuiem would be to change the skychain management so that it doesn't implode when there are duplicate cl_visedicts elements.
Guess the most prudent fix for reQuiem would be to change the skychain management so that it doesn't implode when there are duplicate cl_visedicts elements.
- Wed Jul 09, 2014 3:10 pm
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
Re: cl_visedicts: are duplicate entries OK/expected?
make sure cl.worldmodel->needload isn't set, and if it is, don't draw it?
Hmm yep, that sounds like it could keep this particular case from happening, but it seems like there's a root cause that should be addressed. There are lots of spots that will call SCR_UpdateScreen, which will (down the ...
- Wed Jul 09, 2014 3:05 pm
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
Re: cl_visedicts: are duplicate entries OK/expected?
Details at https://github.com/SpiritQuaddicted/reQuiem/issues/9Baker wrote: Do you have a particular reason you suspect visedicts is the problem?
Duplicate cl_visedicts entries can cause a loop in skychain. (This part isn't speculation, it's something I observed.)
- Wed Jul 09, 2014 5:52 am
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
Re: cl_visedicts: are duplicate entries OK/expected?
The crashing part is the linked list (skychain), which is something new in reQuiem.
reQuiem's handling of cl_visedicts (which allows/causes duplicate entries) doesn't seem to be notably different from other NQ engines, although of course I could be missing something.
reQuiem's handling of cl_visedicts (which allows/causes duplicate entries) doesn't seem to be notably different from other NQ engines, although of course I could be missing something.
- Wed Jul 09, 2014 1:52 am
- Forum: Engine Programming
- Topic: cl_visedicts: are duplicate entries OK/expected?
- Replies: 21
- Views: 6683
cl_visedicts: are duplicate entries OK/expected?
As a learning experience (and out of curiosity) I've been looking into some of the known issues of the reQuiem engine. Some I can track down just from general C debugging, but in other cases I need to pick up more understanding of the Quake data structures and how they're used.
In one case, I see a ...
In one case, I see a ...
- Sat Jun 21, 2014 6:54 pm
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums Part 2: The Revenge
- Replies: 49
- Views: 104347
Re: Registering on the Inside3D Forums Part 2: The Revenge
I feel... different. More "active" somehow. Odd. But nice!