Hull Breach 3000 teleporter problem with 19.0819 update

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mmudshark
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Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by mmudshark » Tue Aug 20, 2019 9:09 pm

The teleporter is screwed up on Hull Breach 3000 with the latest version of rvgl. https://streamable.com/m72bk
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Huki
Developer
Posts: 397

Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by Huki » Wed Aug 21, 2019 4:57 am

It happens for me with the previous version too. The behavior I get is:
- 19.0430: glitch with vsync on, no glitch with vsync off
- 19.0819: glitch with both vsync on and off

The real problem is that the car is spawned too close to the wall, maybe Kiwi can look into this.

The behavior when the camera gets too close to a wall was changed in 19.0320 to make the shifting more gradual, but this caused some stuttering when the car is fully against the wall. I restored the old behavior in 19.0819:
Fix camera jitter when close to wall.
To summarize:
- The original behavior was to apply all the shift at once.
- The 19.0320 - 19.0430 behavior was to shift gradually.
- 19.0819 goes back to the original behavior.

I'm still not sure which behavior to use as each has its own issues.
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kiwi
Posts: 557

Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by kiwi » Wed Aug 21, 2019 5:02 am

I will have a look at this issue. Illusion and/or Ever After or other tracks which use „teleporters“ don‘t have this issue?
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Huki
Developer
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Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by Huki » Wed Aug 21, 2019 5:34 am

I have no idea actually, but it's not a teleporter issue. It's a camera issue. I'll test those tracks and let you know.
Have you checked HB3000 in 19.0301 and before?

Edit: The bug doesn't exist in the original Hull Breach 3, for me. Not sure what's different.
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Huki
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Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by Huki » Wed Aug 21, 2019 6:16 am

I replaced the breach3000.ncp with the one from breach3. You can expect it was hard to drive around ;), but it fixed the bug. So it appears to be a collision issue on some ncp faces in that area. The blender plugin had an ncp export bug, perhaps that caused it?
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kiwi
Posts: 557

Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by kiwi » Wed Aug 21, 2019 6:47 am

I will check it today in the evening. Thanks for the hints.

As the respawn after the Hull Breach 3000 teleporter is exactly on a crossroad (right at start/finish line), I maybe will change the respawn point in an update. I will see what I can do.
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Huki
Developer
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Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by Huki » Wed Aug 21, 2019 7:55 am

The collision in the original Breach 3 has all the roof polys removed.
[hide=Breach 3 NCP]Image[/hide]

In Breach 3000, the roof polys exist. It seems the camera gets blocked by the roof of the lower level. So I imported breach3000.ncp in blender, selected a roof poly, then Select -> Select Similar -> Normal and deleted all those polys. It appears to have fixed the issue for good.

Here's the fixed ncp file: breach3000_ncp_fix.7z

Keep in mind that using this file will cause CHT detection online.
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EvgenKo423
Posts: 27

Re: Hull Breach 3000 teleporter problem with 19.0819 update

Unread post by EvgenKo423 » Thu Aug 22, 2019 6:44 pm

Huki wrote: Wed Aug 21, 2019 7:55 am
► Show Spoiler
Hmm, interesting... So this teleport actually doesn't move you to some random place, but to another level instead.
Reminded me of teleportation rings from Stargate.

So why actually "You cannot use certain BBCodes: [ hide ]." (which comes from the quote) and why "spoil" tag doesn't support named spoilers then?
[Edit]: [hide] is only available to staff user groups due to security concerns, since exploits supposedly seem to exist with the current implementation. It works very similarly to [spoiler], except [hide] allows custom tagging.
Last edited by VaidX47 on Fri Aug 23, 2019 11:29 am, edited 4 times in total.
Reason: Note about hide tag
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