forked from Ports/goldeneye-pc-port
docs(D294): correct trigger condition - ground level, not elevated vantage
User clarified the black-geometry drop-out happened at normal ground level during normal progression near the statue, not from the elevated ramp with wide sightlines as the first write-up assumed. Retracted the "widened FOV frustum from elevation" framing of the room-visibility hypothesis; kept the underlying room-transition/ streaming-timing guess since it doesn't depend on elevation. Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
This commit is contained in:
1 parent
a001f1c137
commit
bf24bef8a9
2 files changed
+2
-2
No files matched your search
@@ -171,4 +171,4 @@ D290,OPEN,"Watch's in-game ""controller"" section shows no control-pad graphic (
|
||||
D291,OPEN,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
|
||||
D292,OPEN,Death animations are glitched —,"OPEN — same status as D173 (observed, not root-caused)."
|
||||
D293,OPEN,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","OPEN — not investigated, low complexity."
|
||||
D294,OPEN,"Statue: ground geometry near the elevated ramp (by the large CCCP/hammer-and-sickle monument) briefly renders solid black over a wide area, then self-recovers…",OPEN — not investigated.
|
||||
D294,OPEN,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later (M-…",OPEN — not investigated.
|
||||
|
@@ -569,7 +569,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D291 | **Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).** No further detail captured (which surface/texture, timing, one-shot vs. every pass). Could be a moving-vehicle-specific instance of a known texture-cache/TMEM-residency class (cf. D124's stale-DL-marker mechanism, a different object family) or something new. | OPEN — observed, not investigated. Needs a live repro with the truck's exact position/timing and, ideally, a screenshot. |
|
||||
| D292 | **Death animations are glitched — Bond is often sunk halfway into the floor (M-141, Steam Deck user playtest).** **User confirms this is the same broader "Bond's world model is positioned wrong" problem as D173** — not a new/separate mechanism, another surface of the same known-but-under-investigated bug. The umbrella is already tracked: `GRAPHICS-BACKLOG.md` D148 is explicitly "the tracking entry for the whole cutscene-reliability problem," already lists D173 (floating at level start / Cuba credits) and a Cradle instance ("Bond spins in circles" during the Trevelyan-falls cutscene) under it — findings.md's D173 entry has the fullest investigation detail (M-106's two ruled-out D209-style struct-aliasing candidates, LOW-MEDIUM confidence that class is even the right one). Nothing has actually been lost — the write-up just isn't concentrated in one place (split across `GRAPHICS-BACKLOG.md` D148/D173 and `findings.md` D173), which reads as "known but not detailed" unless you go looking. Sunk-into-floor is a third concrete instance of the family (level-start floating, cutscene spin, now death-pose sinking) — worth keeping as one thread when it's next investigated live, since a single root cause (most likely the render-side puppet/joint transform, not collision) could explain all three. | OPEN — same status as D173 (observed, not root-caused). Cross-ref D173/D148 as one investigation thread, not three separate bugs, next time someone has a live session to chase it. |
|
||||
| D293 | **QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest — "couldn't see a way to exit the game. Maybe build this into the settings/options menu.").** Confirmed in code: the only quit path is `SDL_QUIT` (`port/src/video.c:515`, the OS window-close event / Alt+F4) — there is no Escape-key handler and no "Quit" entry in the front-end menus or the F10 options overlay. Fine on a desktop with visible window chrome; a real gap on Steam Deck / controller-only / fullscreen setups with no easy way to reach the OS window controls. | OPEN — not investigated, low complexity. Candidate fix: a "Quit to Desktop" row in the F10 overlay (`port/src/optionsoverlay.c`) and/or an Escape-key binding in the front-end menu context (`port/src/input.c`), calling the same path `SDL_QUIT` already triggers. Cheap, port-only, good QoL-batch candidate. |
|
||||
| D294 | **Statue: ground geometry near the elevated ramp (by the large CCCP/hammer-and-sickle monument) briefly renders solid black over a wide area, then self-recovers 10-30 seconds later (M-141, Steam Deck user playtest).** User's settings: max `Video.DrawDistance`/`Video.LodDistance`, high `Video.FovScale` (~130%). That vantage point gives unusually wide, long-range ground visibility — likely the trigger, not incidental. **Not an exact match for any existing tracked culling bug, but closely neighbors three:** D222 (high-FovScale culling breakage — but D222 is specifically *NPC/object* culling near screen edges, root-caused and FIXED, not ground/BG geometry); D249 (LOD/culling breakdown on large open levels — but D249 is at *default* FOV on Streets/Egyptian, and doesn't self-recover); D218 (wide-FOV fog/far-clip boundary artifacting — but D218 is a color/tint issue at the frustum edge, not geometry going missing). **Distinguishing features that don't match any of the three:** (a) the drop-out is transient and self-corrects without the player doing anything special, (b) it's ground/BG geometry specifically, not NPCs or props, (c) it happens *within* the draw-distance/FOV settings, not past a boundary. Leading unconfirmed guess: a portal/room-visibility computation (the BFS the D106/D271/D233/D234 family already touches) that doesn't account for the widened FOV frustum, temporarily excluding rooms/cells that contain visible ground until the walk recomputes on subsequent player movement — but this is a hypothesis from the symptom shape, not a code-level finding. | OPEN — not investigated. Next: reproduce on Statue (`-level_22`) at the reported settings (`Video.FovScale≈130`, max draw distance/LOD) near the ramp by the CCCP monument; a `GE_D271`/`GE_D104`-style room-visibility trace (`roomsDrawn` count, portal-cull hits) correlated with the black-ground window would confirm or rule out the room-visibility-BFS hypothesis quickly. |
|
||||
| D294 | **Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later (M-141, Steam Deck user playtest).** **Correction (user, same session): happened at normal ground level during normal forward progression through the level, near the statue/monument — NOT from the elevated ramp vantage point** (the ramp is a nearby landmark used to describe the location, not the trigger condition; a first-pass write-up of this report wrongly framed "wide visibility from elevation" as the likely cause — that framing is retracted). User's settings: max `Video.DrawDistance`/`Video.LodDistance`, high `Video.FovScale` (~130%). **Not an exact match for any existing tracked culling bug, but closely neighbors three:** D222 (high-FovScale culling breakage — but D222 is specifically *NPC/object* culling near screen edges, root-caused and FIXED, not ground/BG geometry); D249 (LOD/culling breakdown on large open levels — but D249 is at *default* FOV on Streets/Egyptian, and doesn't self-recover); D218 (wide-FOV fog/far-clip boundary artifacting — but D218 is a color/tint issue at the frustum edge, not geometry going missing). **Distinguishing features that don't match any of the three:** (a) the drop-out is transient and self-corrects without the player doing anything special, (b) it's ground/BG geometry specifically, not NPCs or props, (c) it happens *within* the draw-distance/FOV settings, not past a boundary. Leading unconfirmed guess, weakened by the correction above but not ruled out: a portal/room-visibility computation (the BFS the D106/D271/D233/D234 family already touches) temporarily excluding a room/cell that contains ground geometry until the walk recomputes on subsequent player movement — the widened-FOV-frustum framing no longer applies (the drop-out wasn't tied to an unusually wide sightline), but a room-transition/streaming-timing trigger at ground level is still plausible and fits the self-recovering, "normal progression" description just as well. This is a hypothesis from the symptom shape, not a code-level finding, and now has less to go on than the first write-up assumed. | OPEN — not investigated. Next: reproduce on Statue (`-level_22`) at the reported settings (`Video.FovScale≈130`, max draw distance/LOD) near the ramp by the CCCP monument; a `GE_D271`/`GE_D104`-style room-visibility trace (`roomsDrawn` count, portal-cull hits) correlated with the black-ground window would confirm or rule out the room-visibility-BFS hypothesis quickly. |
|
||||
|
||||
Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
|
||||
threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software
|
||||
|
||||
Reference in new issue
Block a user