Second test file.
Changes:
- Utility vest item switching reverted to default (you have to press "1", mousewheel leaves tools)
- Full weapon switching speed without ANY delay
- Friend Maker particle cloud restored
It seems the culprit is the weapon flash in the HUD when you switch weapons. Original Quake (and pretty much any other mod I know) doesn't have that and that's why it only crashes in Shrak. Now the weapon will only flash in the HUD if you pick up a weapon for the first time (like in original Quake), but the benefit is that crashes are completely eliminated and you can torture your mousewheel as much as you want while having lightning-fast switching.
Preach has explained why the crashes are happening. The HUD flash works by briefly taking away the selected weapon and giving it back then, simulating that you got the weapon for the first time. Between cycles, there's a brief time when you don't have the weapon and if you cycle too fast, all weapons are removed. Game keeps trying since it's in a while loop but can't find an abort situation, crash. Also explains why it crashes even faster if you only have the default weapon and takes longer to crash with full inventory.
I am sceptical about reactivating the flashing without bringing back the crashes as well, but it would be a really small price to pay, I would say. This fancy (but useless) effect just doesn't work when impulse commands are sent in rapid succession. Walsh apparently noticed the problem since he implemented a delay, but 1) he put the delay in the wrong place and 2) even if done right, it wouldn't work with the input speed of modern hardware.
Changes:
- Utility vest item switching reverted to default (you have to press "1", mousewheel leaves tools)
- Full weapon switching speed without ANY delay
- Friend Maker particle cloud restored
It seems the culprit is the weapon flash in the HUD when you switch weapons. Original Quake (and pretty much any other mod I know) doesn't have that and that's why it only crashes in Shrak. Now the weapon will only flash in the HUD if you pick up a weapon for the first time (like in original Quake), but the benefit is that crashes are completely eliminated and you can torture your mousewheel as much as you want while having lightning-fast switching.
Preach has explained why the crashes are happening. The HUD flash works by briefly taking away the selected weapon and giving it back then, simulating that you got the weapon for the first time. Between cycles, there's a brief time when you don't have the weapon and if you cycle too fast, all weapons are removed. Game keeps trying since it's in a while loop but can't find an abort situation, crash. Also explains why it crashes even faster if you only have the default weapon and takes longer to crash with full inventory.
I am sceptical about reactivating the flashing without bringing back the crashes as well, but it would be a really small price to pay, I would say. This fancy (but useless) effect just doesn't work when impulse commands are sent in rapid succession. Walsh apparently noticed the problem since he implemented a delay, but 1) he put the delay in the wrong place and 2) even if done right, it wouldn't work with the input speed of modern hardware.
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