Flame shader freezes at times.


(hummer) #1

Okay, so upon map testing, some people have complained about the flame shader not animating sometimes. The server ran ET Pro, and the flame was not animating. They switched to vanilla ET, it worked. They switched back to ET Pro, it still worked.

Then I was thinking about it, and a few times, I could have sworn the flames were not animating, but then later, I’d check again, and they would be… this was just testing locally.

Anyway, any ideas? Here’s the shader, a modified version of sfx/wilsflame2.

textures/raiders/wilsflame2_sprite
{
	qer_editorimage textures/sfx/flame1.tga
	deformVertexes autoSprite2 
	cull none
	nofog
	surfaceparm nomarks
	surfaceparm nonsolid
	surfaceparm pointlight
	surfaceparm trans
	{
		animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave inverseSawtooth 0 1 0 10
	}
	{
		animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sawtooth 0 1 0 10
	}
	{
		map textures/sfx/flameball.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin .6 .2 0 .6
	}
}

(Milbo) #2

It seemed that is a prob of the server,… because it was on my map too and I found it on the tempel3 but,… It was same server same rotation,…
another server another rotation,… no problem,…
Bug??
Next thing what is with the screwed MG…
sometimes i can use them,… sometimes not???


(C) #3

I had the same problem of freezing animMap shaders. I had all my shaders in 1 big .shader file. I split them up in 6 seperate .shader-files, and i no longer had the problem…
It may have been just luck… or not.


(Chruker) #4

Hmm. sounds strange, but it would not be the first time that something strange happened due to the ET code :wink:

Anyway it is worth a try for mappers, however it seems pretty random when this occurs. The same maps can have the problem for a while, then not.


(Jaquboss) #5

it is an engine bug
time value get’s and things get messy, no need to explain it more as it can’t be fixed in any other way than changing engine code


(Chruker) #6

no need to explain it more

I still would like to know if you got some insights into the bug, that you could share. Ex. point to some code in the Quake 3 source.


(Jaquboss) #7

http://forums.wireheadstudios.org/index.php?act=ST&f=11&t=2749


(Chruker) #8

Thx


(C) #9

Thanks a lot!.. indeed