View Issue Details

IDProjectCategoryView StatusLast Update
0000523FSSCPmultiplayerpublic2006-03-25 23:48
ReporterNeoStorm Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000523: Screens stay after quitting them while still in pause
DescriptionI could'nt find a good summary for this.
If going pause in multiplayer, then F2 or F4 while still in pause, then accept, these options/objectives screens stay behind the pause chat screen (although already quit them) while still in pause.
Additional InformationAll resolutions and graphics modes.
T-20050812

-spec -glow -pcx32 -jpgtga -d3dmipmap -nomotiondebris -2d_poof -rlm -smart_shields -3dwarp -snd_preload -env -alpha_env -decals -ambient_factor 0 -cache_ani

mv_textures.vp
mv_adveffects.vp
mv_core.vp
mv_effects.vp
mv_models.vp
TagsNo tags attached.

Activities

2005-08-26 08:21

 

screen0091.jpg (129,333 bytes)   
screen0091.jpg (129,333 bytes)   

NeoStorm

2005-08-26 08:23

reporter   ~0003181

Last edited: 2005-08-26 08:25

After returning to the pause screen ,you can't actually click something on them (options/obj), they just stuck these as a good picture.
Additionally, after doing that ^^^^^, everything that was written on the pause chatty gets deleted.

edited on: 08-26-05 04:25

kasperl

2005-08-26 10:12

developer   ~0003182

Could you try this on a few other builds, and see if it is a recent bug? Also, could you try it without mediaVP's and commandlines? What version of Windows are you using?

I'm thinking this might have something to do with what Taylor and Sticks are working on.

NeoStorm

2005-08-26 11:06

reporter   ~0003183

Last edited: 2005-08-26 11:09

I'm using Windows XP pro, SP1.
With the same build and no VP's and no commandlines it still happens.
On the latest CVS build 20050825 "fs2_open_r.exe" it still happens ,both with and without vp's and commandlines.
Same with G-20050722 and G-20050728.

edited on: 08-26-05 07:09

taylor

2005-08-26 16:57

administrator   ~0003185

This happens in both OGL and D3D right? Have you checked retail?

I'll try and get to this over the weekend since I think I might know what's going on.

redmenace

2005-11-20 03:52

manager   ~0003893

Reminder sent to NeoStorm

well, is this still an issue?

taylor

2005-11-20 07:23

administrator   ~0003897

I'm pretty sure this is still a problem, I don't see any CVS updates about this from me so I guess I didn't commit it yet. The code is still buried in an experimental tree on my Linux box so I'll go dig that up and see where I left of with it.

taylor

2005-12-09 05:32

administrator   ~0003978

Ok, this is confirmed all around. It is in retail and not API specific. It has to do with how gamestates are handled in multi and how the extra pause network traffic works. When in single player, when you pause it stays paused when you hit F2 or F4. When in multi player and you hit F2 or F4 it turns pause off so that network traffic can continue to process while in a different game state.

When the pause screen is initted it grabs a copy of the background to show behind the popup. In single player, since it never leaves the popup state, the same captured background is available. In multi though it destroys the copy of the background when it hit F2 or F4 and when you leave those screens all it has to capture is those screens when it gets back to the popup window since the normal game background doesn't exist.

Since a fix for this can only happen if network traffic is changed this gets rather complicated. I have several ideas which might work but the side effects will have to be tested before I put anything into CVS. Any fix will have to not only show the screens properly but also properly deal with network traffic handling and be fully compatible with all old clients/servers. This might take a little while. :)

taylor

2006-03-25 23:47

administrator   ~0005239

Won't be in CVS until I get a change to sync my code trees, but this is now fixed. I got around the gamestate issue by simply ignoring it as a problem. In multi pause it has to go through 3 different parts of code: pause, multipause, chatbox, and each does parts of the process. I just dumped the first pause part and had the multipause code handle everything that it needs to. This lets multi work fully in pause mode, not have any sort of network issues since the code still does what it needs to, and allows the special case that would let the background screen stay in place. Plus it's a little less stupid now. :)

Should hit CVS tonight or early tomorrow (I need to sync before I put out new builds this weekend so it will have to happen as soon as I can do it).

taylor

2006-03-25 23:48

administrator   ~0005240

Fixered.

Issue History

Date Modified Username Field Change
2005-08-26 08:21 NeoStorm New Issue
2005-08-26 08:21 NeoStorm File Added: screen0091.jpg
2005-08-26 08:23 NeoStorm Note Added: 0003181
2005-08-26 08:25 NeoStorm Note Edited: 0003181
2005-08-26 08:25 NeoStorm Note Edited: 0003181
2005-08-26 10:12 kasperl Note Added: 0003182
2005-08-26 11:06 NeoStorm Note Added: 0003183
2005-08-26 11:09 NeoStorm Note Edited: 0003183
2005-08-26 16:57 taylor Note Added: 0003185
2005-08-26 16:58 taylor Status new => assigned
2005-08-26 16:58 taylor Assigned To => taylor
2005-11-20 03:52 redmenace Note Added: 0003893
2005-11-20 07:23 taylor Note Added: 0003897
2005-12-09 05:32 taylor Note Added: 0003978
2006-03-25 23:47 taylor Note Added: 0005239
2006-03-25 23:48 taylor Status assigned => resolved
2006-03-25 23:48 taylor Resolution open => fixed
2006-03-25 23:48 taylor Note Added: 0005240