https://streamable.com/8tul6d
Sorry, hard to see because this shit website forces 720p for free users but my FPS tanks all the way down to 60 when the Wraith was shooting its missiles into the Turtle shield. But it happens with all Paladin-type shields.
Mercury missile FPS issue when shooting vehicle shield
- Anonymous.
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- captainsnarf
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Re: Mercury missile FPS issue when shooting vehicle shield
Yeah, it's even worse when you are the one in the Turtle.
-iliketurtles
Pooty, I pushed a fix for this to the omni github. I can't build it though, there are missing packages. The fix might not do anything since I can't test to be sure.
-iliketurtles
Pooty, I pushed a fix for this to the omni github. I can't build it though, there are missing packages. The fix might not do anything since I can't test to be sure.
Code: Select all
Failed loading package: Can't find file 'WVMercuryMissiles_Tex.utx'
Failed loading package: Can't find file 'WVMercuryMissilesSounds.uax'
Error, Can't find Sound 'WVMercuryMissilesSounds.Effects.MercWaterImpact'
- pooty
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Re: Mercury missile FPS issue when shooting vehicle shield
I'll look at the fix. It needs to go into Wraith and Mobreaker, and the boats. I gave them their own sub classes based on Wormbo's original (WV).
Both the texture and sound should be on the server.
I've seen the effect its kind of cool where the missle gets stuck in the shield -- I wonder if there's a way if the missle was fast enough it could penetrate the shield? Too bad if fubars the fps...
Both the texture and sound should be on the server.
I've seen the effect its kind of cool where the missle gets stuck in the shield -- I wonder if there's a way if the missle was fast enough it could penetrate the shield? Too bad if fubars the fps...
- pooty
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Re: Mercury missile FPS issue when shooting vehicle shield
That fix isn't right. The missles no longer explode at all....
They hit and basically stick in whatever for a few seconds rather than exploding.
I'll work on it a bit.
They hit and basically stick in whatever for a few seconds rather than exploding.
I'll work on it a bit.
- pooty
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Re: Mercury missile FPS issue when shooting vehicle shield
Maybe it should be this?
I'll test it out in bit after the Michigan Football game..
Code: Select all
return (Other != none && Other.bBlockProjectiles)
|| (UnrealPawn(Other) != None
&& !Other.IsInState('Frozen')
&& VSize(Velocity) - Normal(Velocity) dot Other.Velocity > PunchThroughSpeed
&& UnrealPawn(Other).GetShieldStrength() == 0);
- captainsnarf
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Re: Mercury missile FPS issue when shooting vehicle shield
Yeah my fix is no good. Other has to be an UnrealPawn or it returns false, so it only penetrates players.
bBlockProjectiles is only true on paladin shields and derivatives, so that was what I was checking for, but it doesn't matter. The original check would account for that since it's only for unrealpawn classes, which the shield is not.
The problem has to be elsewhere, but I do suspect it's something to do with the penetrating logic.
bBlockProjectiles is only true on paladin shields and derivatives, so that was what I was checking for, but it doesn't matter. The original check would account for that since it's only for unrealpawn classes, which the shield is not.
The problem has to be elsewhere, but I do suspect it's something to do with the penetrating logic.
- pooty
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Re: Mercury missile FPS issue when shooting vehicle shield
I think its this line (around line 424).
Inside process contact.
if (Role == ROLE_Authority || Other == None || Other.Role < ROLE_Authority) {
Onclient Role is 2, but Other.ROLE is 4 (On server ROLE_Authority is 4), so this is NEVER true on the client if Other != None... which means the missle sticks. Other.Role for the Shield is always 4, other things(Terrain, meshes, vehicles) are Other.Role < ROLE_Authority, but for some reason the shield Other.Role = 4 (ROLE_Authority), so it never calls the destroy properly on impact.
It actually works fine if I completely remove that if... later in the code block there's:
Which handles the ROLEs properly anyway.
Nothing like fixing a bug by simply deleting code...lol.
I tested it on dedicated server with two clients so I am going to fix it on the rest of them.
Inside process contact.
if (Role == ROLE_Authority || Other == None || Other.Role < ROLE_Authority) {
Onclient Role is 2, but Other.ROLE is 4 (On server ROLE_Authority is 4), so this is NEVER true on the client if Other != None... which means the missle sticks. Other.Role for the Shield is always 4, other things(Terrain, meshes, vehicles) are Other.Role < ROLE_Authority, but for some reason the shield Other.Role = 4 (ROLE_Authority), so it never calls the destroy properly on impact.
It actually works fine if I completely remove that if... later in the code block there's:
Code: Select all
if (Role == ROLE_Authority) {
//log("ROLE_Authority FakeDestroy", 'PVWMercuryMissle');
ExplosionEffectInfo.Other = Other;
ExplosionEffectInfo.HitLocation = HitLocation;
ExplosionEffectInfo.HitNormal = HitNormal * 1000;
ExplosionEffectInfo = ExplosionEffectInfo;
SetLocation(HitLocation);
FakeDestroy();
}
else {
Destroy();
// log("!ROLE_Authority Destroy", 'PVWMercuryMissle');
}
Nothing like fixing a bug by simply deleting code...lol.
I tested it on dedicated server with two clients so I am going to fix it on the rest of them.
- pooty
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Re: Mercury missile FPS issue when shooting vehicle shield
Fixes are on the server.
Wraith
Mobreaker (Turret)
Boats (Turret)
Hopefully it fixes the fps drop and annoying stuck missile in the shield thing.
Wraith
Mobreaker (Turret)
Boats (Turret)
Hopefully it fixes the fps drop and annoying stuck missile in the shield thing.
- Anonymous.
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