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"Loading plaque timed out" #1092

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dkoreshkov opened this issue Mar 18, 2024 · 8 comments
Open

"Loading plaque timed out" #1092

dkoreshkov opened this issue Mar 18, 2024 · 8 comments
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@dkoreshkov
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Got that and a timeout when starting 8.31pre. Just once out of a hundred times--perhaps a race?
Vid mode was 400x300 sw, Linux.

@Yamagi
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Yamagi commented Mar 19, 2024

Did loading the game longer than a few seconds when you got it? The clients times out if it doesn't get from it's game for 5 seconds, afair.

@dkoreshkov
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That time it took about a minute instead of a few seconds.

@dkoreshkov
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Okay, I could reproduce it. Right after starting the game, pressed F3 twice quickly.
There was the menu sound, the screen stayed blank, the console stopped at "Installation".
The game exits this state when I press F3 the third time. The console shows:
R_FindImage: can't load players/male/skin.pcx
R_FindImage: can't load players/male/grunt.pcx
R_FindImage: can't load players/male/skin_i.pcx
R_FindImage: can't load players/male/grunt.pcx
R_FindImage: can't load players/male/grunt.pcx
R_FindImage: can't load players/male/grunt_i.pcx
Allocated 20480 edgespans.

@Yamagi
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Yamagi commented Apr 6, 2024

I can't reproduce it. But maybe my laptop is too fast. The problem is: Quake II has a timeout of 5 seconds. If the client doesn't get data for 5 seconds, either from the local or a remote server, the game will timeout. That can happen with very long level loading times and maybe in some corner cases even when the level loading is interrupted by something. I really don't want to change that logic, because 5 seconds were determined by id Software as enough in 1997 and they should be enough nowadays. Changes there have a high chance of unwanted side effect.

@Yamagi Yamagi added the bug label Apr 6, 2024
@InFerYes
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InFerYes commented Apr 10, 2024

I'm getting this error, but only when loading mods (at least, that's what I think). I updated to 8.30 and after that all my mods fail to start. When I revert to 8.20, or even 7.42, the issue remains.

When I load a mod with +set game the game "loads" but doesn't render anything.

When I load a mod with +set game and +connect the game will launch properly and connect to the server as expected, confirming it's a local thing.

While I was typing this up I wanted to screenshot the game's view showing a duplicate of my desktop, but the mod finally appears to have started.

Restarting the game has the same issue:

image

yamagi-quake2 +set game dday +set map dday1

Yamagi Quake II v8.20
=====================
Client build options:
 + cURL HTTP downloads
 + OpenAL audio
 + Systemwide installation
Platform: Linux
Architecture: x86_64
Byte ordering: little endian

Added packfile '/home/user/.yq2/baseq2/pak0.pak' (3307 files).
Added packfile '/home/user/.yq2/baseq2/pak1.pak' (279 files).
Added packfile '/home/user/.yq2/baseq2/pak2.pak' (2 files).
Added packfile '/home/user/.yq2/dday/pak0.pak' (878 files).
Added packfile '/home/user/.yq2/dday/base_shouts.pak' (79 files).
Added packfile '/home/user/.yq2/dday/doomtown_sky.pak' (12 files).
Added packfile '/home/user/.yq2/dday/m1_beta_v1.pkz' (10 files).
Added packfile '/home/user/.yq2/dday/dday_fx.pkz' (20 files).
Added packfile '/home/user/.yq2/dday/r3tex_dday5_v.1.0.pkz' (20 files).
Added packfile '/home/user/.yq2/dday/bhmg_alpha_1.pkz' (13 files).
Added packfile '/home/user/.yq2/dday/r3tex_dday2_v.1.0.pkz' (78 files).
execing default.cfg.
Unknown command "+mlook"
couldn't exec yq2.cfg
execing config.cfg.
execing autoexec.cfg.
execing ../Settings.txt.
execing serverlist.cfg.
execing config.cfg.
execing serverlist.cfg.
No Ogg Vorbis music tracks have been found, so there will be no music.
Using '/home/user/.yq2/dday' for writing.
execing default.cfg.
Unknown command "+mlook"
You can't bind the special key "ESCAPE"!
You can't bind the special key "~"!
You can't bind the special key "`"!
couldn't exec yq2.cfg
execing config.cfg.
execing autoexec.cfg.
execing ../Settings.txt.
execing serverlist.cfg.
execing config.cfg.
execing serverlist.cfg.
Terminal supports colors: TERM='xterm-256color'
Cmd_RemoveCommand: map not added
Console initialized.

------- sound initialization -------
Loading library: libopenal.so.1
...opening OpenAL device: ok
...creating OpenAL context: ok
...making context current: ok

OpenAL settings:
AL_VENDOR: OpenAL Community
AL_RENDERER: OpenAL Soft
AL_VERSION: 1.1 ALSOFT 1.23.1
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex

Available OpenAL devices:
- Built-in Audio Analog Stereo
- GP106 High Definition Audio Controller Digital Stereo (HDMI)

Current OpenAL device:
- OpenAL Soft

Number of OpenAL sources: 31

Sound sampling rate: 0
------------------------------------

-------- vid initialization --------
SDL version is: 2.30.2
SDL video driver is "x11".
SDL display modes:
 - Mode  0: 1920x1080@60
 - Mode  1: 1680x1050@60
 - Mode  2: 1600x1200@60
 - Mode  3: 1440x900@60
 - Mode  4: 1280x1024@75
 - Mode  5: 1280x1024@60
 - Mode  6: 1280x960@60
 - Mode  7: 1152x720@60
 - Mode  8: 1024x768@75
 - Mode  9: 1024x768@60
 - Mode 10: 800x600@75
 - Mode 11: 800x600@60
 - Mode 12: 640x480@75
 - Mode 13: 640x480@60
------------------------------------

----- refresher initialization -----
Loading library: ref_gl3.so
Byte ordering: little endian

Refresh: Yamagi Quake II OpenGL3 Refresher
Client: 8.20

Setting mode 21: 1920x1080 (vid_fullscreen 1)
Real display mode: 1920x1080@60
Successfully loaded OpenGL function pointers using glad, got version 3.2!

OpenGL setting:
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 550.67
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum


Probing for OpenGL extensions:
 - Anisotropic Filtering: Max level: 16x
 - OpenGL Debug Output: Supported (but disabled with gl3_debugcontext = 0)
Loading shaders succeeded.

Successfully loaded ref_gl3.so as rendering backend.
------------------------------------

------- input initialization -------
0 joysticks were found.
------------------------------------

------- curl initialization -------
Loading library: libcurl.so.4
------------------------------------

Unknown command "d1"
==== Yamagi Quake II Initialized ====

*************************************

Reverb set to: Disabled
^[^[^[Loading plaque timed out.

I don't know if the "Loading plaque timed out" is coinciding with my problem, if it's unrelated I will make a separate issue.

@Yamagi
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Yamagi commented Apr 11, 2024

Hmm... Looks like we indeed might have a problem here.

Some explanation: Quake II is a single threaded program, every frame starts at the mainloop and walks through all subsystems. Server -> game -> generic part of the client -> sound -> renderer. The 'loading plaque' is an internal mechanism to save CPU and GPU power, when the loading screen is drawn the sound and renderer subsystems are skipped. When the loading plaque is shown too long it times out (that timeout is an indicator that id Software had some problems with it showing forever) and the game starts to render whatever is there.

I updated to 8.30 and after that all my mods fail to start.

Can you give me some examples which mods are affected?

@0lvin
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0lvin commented Apr 11, 2024

Just for curiosity, could you please also check with yquake2remaster latest master code?

I have recently added code for binary search file in package, I expect it should improve file search in packages with really big amount of files. But I have not found huge difference with and without such code in load time.

@InFerYes
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Can you give me some examples which mods are affected?

The mods affected are dday and action quake 2

Just for curiosity, could you please also check with yquake2remaster latest master code?

I have recently added code for binary search file in package, I expect it should improve file search in packages with really big amount of files. But I have not found huge difference with and without such code in load time.

I will try this and get back to you later

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