Suspiria Posted February 16, 2022 Share Posted February 16, 2022 (edited) Oh snap, I hunted some more and found the true cause. Renaming this topic from "Work-around" to "FIX candidate". *** WARNING *** For demonstration purposes only. Do not implement directly. Talk to Hande for how to do it safely. Spoiler In Rx_Weapon.uc inside ChangeVisibility: Replace: Primitive.SetHidden(!bIsVisible); With: if (ParticleSystemComponent(Primitive) == None) Primitive.SetHidden(!bIsVisible); CLEANUP In Rx_Controller.uc: delete all calls to "ResetRepGunEmitters" aswell as the function itself. In Rx_BeamWeapon.uc: delete the Tick() function in its entirety. Done. Should be gone for good now. Honorable mentions: @JeepRubi and possibly others far into the past Edited February 21, 2022 by Suspiria added mention and warning 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted February 16, 2022 Totem Arts Staff Share Posted February 16, 2022 Yeah that bug has always been a bit awkward lol Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 (edited) EDIT: ... 'tis confusion! Edited February 17, 2022 by Suspiria Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted February 17, 2022 Totem Arts Staff Share Posted February 17, 2022 6 minutes ago, Suspiria said: They have included it in the latest patch notes but not in the code itself. I was too late for this week's rollout, meh. I don't see it anywhere in the newest patch notes. The particle bug is far more broad than just the repair gun itself. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 (edited) 12 minutes ago, NodSaibot said: I don't see it anywhere in the newest patch notes. I do: Quote Fixed the well-known issue with the particle effects a.k.a The Particle Bug It is completely gone on my SDK and comes right back whenever I revert my fix. I'm pulling my hair out lol. Also this fix, as you can see, works on the deep level of ChangeVisibility inside Rx_Weapon and specifically addresses the particle system. So not just the repair gun. Wouldn't be surprised if this would fix "the" particle bug. Edited February 17, 2022 by Suspiria Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted February 17, 2022 Totem Arts Staff Share Posted February 17, 2022 We must be talking about different bugs then 1 Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 (edited) 5 minutes ago, NodSaibot said: We must be talking about different bugs then That'd be one mighty coincidence. Edited February 17, 2022 by Suspiria Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 Oh snap you're probably right. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted February 17, 2022 Totem Arts Staff Share Posted February 17, 2022 How could repair guns/beam weapons cause EMP fields/grenades not to display their particles? Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 8 minutes ago, NodSaibot said: How could repair guns/beam weapons cause EMP fields/grenades not to display their particles? Because EMP grenades extend from Rx_Weapon and the particle bug is inside of there. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted February 17, 2022 Totem Arts Staff Share Posted February 17, 2022 EMP grenade's effect generation actually comes from its' projectile class, not the weapon Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 3 minutes ago, Handepsilon said: EMP grenade's effect generation actually comes from its' projectile class, not the weapon Yeah that makes sense. Different issue then. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 Thank you both for clearing that up! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted February 17, 2022 Totem Arts Staff Share Posted February 17, 2022 You're *almost* right however. The prominent particle bug was related to Repair Gun sort of. The weapon produced too much particle system that it overloaded the pool in the engine. What I did was making it so that instead of generating one system per tick, it would only generate one per firing session. After that, our testers haven't discovered the bug as of yet That fix would be in Rx_WeaponAttachment, the one responsible for the effects Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 (edited) 10 minutes ago, Handepsilon said: You're *almost* right however. The prominent particle bug was related to Repair Gun sort of. I think I may still be right in regards to the repair gun issue. Because: right now since patch rollout the repair gun bug is still there Rx_Weapon's ChangeVisibility code sets the ParticleSystemComponents to visible (which descend from Primitive; this is why it was easy to overlook) when only the weapon itself was intended to be Edited February 17, 2022 by Suspiria Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted February 17, 2022 Totem Arts Staff Share Posted February 17, 2022 Are you referring to the part where Repair Gun beam pops in despite not being fired? We haven't fixed that one at all 1 Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 Just now, Handepsilon said: Are you referring to the part where Repair Gun beam pops in despite not being fired? We haven't fixed that one at all Yes! The age old bug. It occurs on vehicle exit in first person, after one has first fired their repair gun with both fire modes within that game. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 17, 2022 Author Share Posted February 17, 2022 From the looks of it there's been several attempts in the past to fix it, but it has become a bit ugly (using Tick and all) and doesn't fix the issue completely. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted February 18, 2022 Totem Arts Staff Share Posted February 18, 2022 Unfortunately I find some possible holes in the script you edited (aside from the tick removal, which yes, was admittedly dirty) That being said, it did help with isolating the issue : that particle deactivation does NOT in fact kill the emitter. It's the emitter's issue rather than the weapon's issue. Setting the particles to Kill on Deactivate solved the problem entirely Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 18, 2022 Author Share Posted February 18, 2022 5 hours ago, Handepsilon said: Unfortunately I find some possible holes in the script you edited Care to elaborate on that? Does not killing the emitters and instead setting them to hidden introduce some sort of significant memory leak? 5 hours ago, Handepsilon said: it did help with isolating the issue That was my primary intention. And simply put I just want this bug out of the way before FS. 5 hours ago, Handepsilon said: Setting the particles to Kill on Deactivate solved the problem entirely One of the many other possibilities to solve this problem, yes. Even more perfect since the emitters are not retained. Nice find! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted February 18, 2022 Totem Arts Staff Share Posted February 18, 2022 Quote Care to elaborate on that? Because it will affect all particle emitters on all weapons, and ChangeVisibility happens in more cases than just getting in and out of vehicle. For example, third/first person camera switch. This might cause problems where particle emitters do not get hidden when switching perspective, and not just the beam emitters from beam weapons. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 18, 2022 Author Share Posted February 18, 2022 4 hours ago, Handepsilon said: Because it will affect all particle emitters on all weapons, and ChangeVisibility happens in more cases than just getting in and out of vehicle. For example, third/first person camera switch. This might cause problems where particle emitters do not get hidden when switching perspective, and not just the beam emitters from beam weapons. I can see how it may well have introduced some new issue. That's why fix candidates are semi-professionally tested before being included. Nice catch! That being said, the purely graphical side of things have never been my specialty per se. So you now did the necessary next step in this process. Good! And in the same way I could ofcourse see traces here and there of people who tried before me. Who's attempts pointed me in the right direction a bit. I've simply continued on that path with you, and arrived at what should be its final destination. Soon, this bug will be no more. And I hope that will serve this community. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted February 18, 2022 Author Share Posted February 18, 2022 Now, would you happen to know who wrote ResetRepGunEmitters()? So that I could @mention them in this topic. If they're still part of this community, that is. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted February 19, 2022 Totem Arts Staff Share Posted February 19, 2022 JeepRubi seems to be the person who devised the tick workaround, or at least he's the one commenting it. He's no longer available tho. Even if he is, I've relayed the fix to the rest of the dev. 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.