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Tuning system glitches and shortcomings #3122

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ohlidalp opened this issue Feb 7, 2024 · 7 comments
Closed
8 tasks done

Tuning system glitches and shortcomings #3122

ohlidalp opened this issue Feb 7, 2024 · 7 comments
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@ohlidalp
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ohlidalp commented Feb 7, 2024

Glitches:

Minor enhancements:

@CuriousMike56
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CuriousMike56 commented Feb 12, 2024

MV4S_SuspensionMods.zip
Apply two addons (any suspension mods) that change the same nodes -> crash. Ideally the game should display an error if conflicting parts (wheels, node/prop/flexbody tweaks) are installed.
RoR_2024-02-11_21-12-04
devenv_2024-02-11_21-07-10

@ohlidalp ohlidalp changed the title Glitches introduced by Tuning system Tuning system glitches and shortcomings Feb 14, 2024
@ohlidalp ohlidalp self-assigned this Feb 14, 2024
@Miner34dev
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Ideally the game should display an error if conflicting parts (wheels, node/prop/flexbody tweaks) are installed.

I was thinking about another solution... What about addon categories? Inside the addon parts you could add some drop down menus, Which should allow to only use one of the parts in the same category at the same time.

@CuriousMike56
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In addition, the tuning menu has MP specific bugs:

  • No updates to RoRNet, other players can't see applied addons.
  • Applying addons has a chance of your vehicle becoming stuck at map origin (0,0,0) for other players
  • Applying any addon reloads the vehicle, the server treats this as if you spawned a new vehicle. This can trigger the spawn spam protection if enabled.
    One time the spam protection kicked me but also crashed all other players on the server. Have yet to reproduce.

Simplest workaround for now is to just disable the tuning menu when playing MP.

@Miner34dev
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Applying any addon reloads the vehicle, the server treats this as if you spawned a new vehicle. This can trigger the spawn spam protection if enabled.
One time the spam protection kicked me but also crashed all other players on the server. Have yet to reproduce.

Can confirm, the same also happened to me.

@ohlidalp
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ohlidalp commented Apr 10, 2024

I looked into the crash when 2 addonparts tweak the same node. The problem is division by zero, which happens because both axis nodes of a wheel somehow end up having precisely the same coordinates - as result the axis vector is <0,0,0> and you know the rest.
obrazek
I couldn't figure out why this happens. When 2 tweaks clash on the same node, none of them actually take effect, the orignally logged tweak gets withdrawn. For example (RoR.log):

 ~~~ First tweak is found - added to working tuneup ~~~
 [RoR|Addonpart] INFO: file 'MV4_lowered.addonpart', element 'addonpart_tweak_node': tweaking node 119 with params { x=-1.523, y=0.266, z=-0.695 }

 ~~~ Second tweak is found - the previous one gets withdrawn ~~~
 [RoR|Addonpart] INFO: file 'MV4_rally.addonpart', element 'addonpart_tweak_node': Conflict of tweaks at node '119', addon parts '' and 'MV4_rally.addonpart'

I need to improve the logging - the collision message shows the 2nd addonpart name twice and 1st addonpart name is blank.

UPDATE: Fixed in #3151

@ohlidalp
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ohlidalp commented May 26, 2024

@Miner34dev

I was thinking about another solution... What about addon categories? Inside the addon parts you could add some drop down menus, Which should allow to only use one of the parts in the same category at the same time.

For the record, that makes sense but cannot be coded properly. There's no way for the game to figure out the category itself, i.e. suspension nodes cannot be distinguished from any other node. And relying on the addonpart creator to categorize the parts correctly won't fix this issue as inevitably some of them will make mistakes.
@CuriousMike56

@ohlidalp
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ohlidalp commented Jun 1, 2024

Resolved by #3151

@ohlidalp ohlidalp closed this as completed Jun 1, 2024
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