[1.0.4] 860 Door Bug

#1
Hey guys, I was just wondering what the status on the 860 door bug is. I haven't heard much other than that it is supposedly fixed. I downloaded risingstar's latest revision (http://scpcbgame.com/forum/viewtopic.php?f=6&t=4053) and I have experienced the bug on every setting imaginable on several mapseeds without fail. It is a significant impairment on navigating through the Entrance Zone since it propagates to other rooms within its radius. The only time it occurs is if the player's sight is directed to 860's room, even if you are in another room close to it. I found this out by noclipping and orbiting around 860's door room. I heard from HowardHeyman, that it probably has something to do with drawportals. Here's the thread: http://scpcbgame.com/forum/viewtopic.php?f=6&t=4120

Note: I also seen the same thing happen in 096's lockroom monitors.

Here's my computer specs again:
HP Pavilion dv6 Notebook PC
Intel Core Duo CPU T6600 2.20 GHz processor
4.00GB RAM
64-bit operating system
Windows 7 Home Premium
Mobile Intel 4 Series Chipset Graphics Card

Once again, thanks :)

Re: [1.0.4] 860 Door Bug

#2
SCP - [Redacted] wrote:Hey guys, I was just wondering what the status on the 860 door bug is. I haven't heard much other than that it is supposedly fixed. I downloaded risingstar's latest revision (http://scpcbgame.com/forum/viewtopic.php?f=6&t=4053) and I have experienced the bug on every setting imaginable on several mapseeds without fail. It is a significant impairment on navigating through the Entrance Zone since it propagates to other rooms within its radius. The only time it occurs is if the player's sight is directed to 860's room, even if you are in another room close to it. I found this out by noclipping and orbiting around 860's door room. I heard from HowardHeyman, that it probably has something to do with drawportals. Here's the thread: http://scpcbgame.com/forum/viewtopic.php?f=6&t=4120

Note: I also seen the same thing happen in 096's lockroom monitors.

Here's my computer specs again:
HP Pavilion dv6 Notebook PC
Intel Core Duo CPU T6600 2.20 GHz processor
4.00GB RAM
64-bit operating system
Windows 7 Home Premium
Mobile Intel 4 Series Chipset Graphics Card

Once again, thanks :)
This is very likely a hardware/driver support issue. Unfortunately the oldest graphics card I have lying around is probably a GTS 250, and it generally likes to be uncooperative with me, so chances are I won't be able to replicate this issue on one of my own machines. I tested the game with Intel HD 4600 graphics but no luck there either. If you feel like doing some testing I'll take a look at the drawportal class and create a modded executable to disable it. Then you will need to run it and let me know if you still experience the issue or not.

Re: [1.0.4] 860 Door Bug

#3
risingstar64 wrote:This is very likely a hardware/driver support issue. Unfortunately the oldest graphics card I have lying around is probably a GTS 250, and it generally likes to be uncooperative with me, so chances are I won't be able to replicate this issue on one of my own machines. I tested the game with Intel HD 4600 graphics but no luck there either. If you feel like doing some testing I'll take a look at the drawportal class and create a modded executable to disable it. Then you will need to run it and let me know if you still experience the issue or not.
I would love to test a drawportal disabled version. :)

Re: [1.0.4] 860 Door Bug

#4
Alright, try this then http://www.mediafire.com/download/a1gc9 ... +patch.zip
Let me know if you continue to experience problems with this executable. You will need to run it with my modified files for 1.0.4. You can just rename the executable and stick it in the same folder as your current executable. To make testing it quick and easy, I suggest starting the game with the intro sequence disabled, and then immediately entering "teleport room860" into the console.

Re: [1.0.4] 860 Door Bug

#5
risingstar64 wrote:Alright, try this then http://www.mediafire.com/download/a1gc9 ... +patch.zip
Let me know if you continue to experience problems with this executable. You will need to run it with my modified files for 1.0.4. You can just rename the executable and stick it in the same folder as your current executable. To make testing it quick and easy, I suggest starting the game with the intro sequence disabled, and then immediately entering "teleport room860" into the console.
I have done exactly what you have instructed, and have done tests on two different mapseeds. On any setting (administrator on/off, fullscreen true/false, compatibility on/off, bumpmapping on/off) and mapseed, room860 still has the same bug when I look at the door. The bug's range is within looking left (parallel to the door) and looking right (parallel to the door).

Bug:
Doors, walls, and floors were flickering and player gets "tunnel vision," very similar to when viewing SCP 895 on the monitor, until the screen goes black. It can be briefly deterred by vigorously shaking the mouse left and right so the player can look away, but then starts up again immediately after you stop shaking the mouse. Doors and lights have a glitch best described as the "repeating window glitch" (see link below). As the player's head is moving (camera rotation), the door and light images schmear in the same direction. Pressing the WASD keys still seem to function because footsteps can still be heard, and displacement can be observed.

Repeating Window glitch:
http://www.marcofolio.net/images/storie ... talgia.png

Testing (each mapseed)
1. admin off
compatibility off
bumpmapping off
windowed

2. admin on
compatibility off
bumpmapping off
windowed

3. admin on
compatibility on
bumpmapping off
windowed

4. admin on
compatibility on
bumpmapping on
windowed

5. admin on
compatibility on
bumpmapping on
fullscreen

Sorry. :sad:

Re: [1.0.4] 860 Door Bug

#6
SCP - [Redacted] wrote:I have done exactly what you have instructed, and have done tests on two different mapseeds. On any setting (administrator on/off, fullscreen true/false, compatibility on/off, bumpmapping on/off) and mapseed, room860 still has the same bug when I look at the door. The bug's range is within looking left (parallel to the door) and looking right (parallel to the door).

Bug:
Doors, walls, and floors were flickering and player gets "tunnel vision," very similar to when viewing SCP 895 on the monitor, until the screen goes black. It can be briefly deterred by vigorously shaking the mouse left and right so the player can look away, but then starts up again immediately after you stop shaking the mouse. Doors and lights have a glitch best described as the "repeating window glitch" (see link below). As the player's head is moving (camera rotation), the door and light images schmear in the same direction. Pressing the WASD keys still seem to function because footsteps can still be heard, and displacement can be observed.

Repeating Window glitch:
http://www.marcofolio.net/images/storie ... talgia.png

Testing (each mapseed)
Spoiler
1. admin off
compatibility off
bumpmapping off
windowed

2. admin on
compatibility off
bumpmapping off
windowed

3. admin on
compatibility on
bumpmapping off
windowed

4. admin on
compatibility on
bumpmapping on
windowed

5. admin on
compatibility on
bumpmapping on
fullscreen
Sorry. :sad:
No need to apologize. This time I removed all references to drawportal entirely. It was quick and messy so I don't expect it to be bug free, but you should at least be able to see if the graphical error still occurs. same url as last time for the download: http://www.mediafire.com/download/a1gc9 ... +patch.zip

Re: [1.0.4] 860 Door Bug

#7
risingstar64 wrote: This time I removed all references to drawportal entirely. It was quick and messy so I don't expect it to be bug free, but you should at least be able to see if the graphical error still occurs. same url as last time for the download: http://www.mediafire.com/download/a1gc9 ... +patch.zip
No more bug on each test. Out of curiosity, I spawned SCP-860 (the key) and opened the door. There was a very brief loading screen, then I fell backwards. Blue haze filled the room, I squirmed around, and then died. :laugh: That door does not like me at all! :laugh:

Re: [1.0.4] 860 Door Bug

#8
SCP - [Redacted] wrote:
risingstar64 wrote: This time I removed all references to drawportal entirely. It was quick and messy so I don't expect it to be bug free, but you should at least be able to see if the graphical error still occurs. same url as last time for the download: http://www.mediafire.com/download/a1gc9 ... +patch.zip
No more bug on each test. Out of curiosity, I spawned SCP-860 (the key) and opened the door. There was a very brief loading screen, then I fell backwards. Blue haze filled the room, I squirmed around, and then died. :laugh: That door does not like me at all! :laugh:
Yes, me too. No doubt due to the heavy amount of code that I quickly removed. So if your tests are now bug free then the issue truly is with Draw Portals, but as shown by the first test is not related to the methods UpdateDrawPortal or UpdateDrawPortal2. I'll take a look at the rest of the DrawPortal code and try to figure out exactly what is causing you issues and whether or not there is a way to check for it and work around it.

Re: [1.0.4] 860 Door Bug

#9
risingstar64 wrote:Yes, me too. No doubt due to the heavy amount of code that I quickly removed. So if your tests are now bug free then the issue truly is with Draw Portals, but as shown by the first test is not related to the methods UpdateDrawPortal or UpdateDrawPortal2. I'll take a look at the rest of the DrawPortal code and try to figure out exactly what is causing you issues and whether or not there is a way to check for it and work around it.
Was this executable made solely to test the 860 door? I also teleported to room106, and the graphical errors became slightly more frequent in there with regards to the monitor. :?

Thank you so much for the help :)

Re: [1.0.4] 860 Door Bug

#10
SCP - [Redacted] wrote:
risingstar64 wrote:Yes, me too. No doubt due to the heavy amount of code that I quickly removed. So if your tests are now bug free then the issue truly is with Draw Portals, but as shown by the first test is not related to the methods UpdateDrawPortal or UpdateDrawPortal2. I'll take a look at the rest of the DrawPortal code and try to figure out exactly what is causing you issues and whether or not there is a way to check for it and work around it.
Was this executable made solely to test the 860 door? I also teleported to room106, and the graphical errors became slightly more frequent in there with regards to the monitor. :?
Well I know I removed the drawportal code for the 860 door, and i thought i did the same for other instances of drawportals. I'll locate the monitor code and take a look.