Even with the latest Ironwail patch applied to my vkQuake fork (https://github.com/vsonnier/vkQuake-vso) I still had a freeze each time I fire with the shotgun / supershotgun, more precisely when projectiles impacts a wall.
After some digging, it is because of the usage of the DP_QC_GETSURFACE ( getsurfacenearpoint ) extension in Arcane Dimensions in check_skycontent function in subs_soc.qc (280).
The fault is not in AD itself but because of the insane amount of model surfaces to check in the level.
The workaround consist in disabling the specifc ext by 'pr_ext_dp_qc_getsurface 0' and restarting the level (or adding '+set pr_ext_dp_qc_getsurface 0' at command line). When disabled, AD uses a more generic function applicable to all ports that is not so slow. This workaround should work in both QSS and vkQuake.
This particular problem only affects ports supporting DP/FTE extensions like vkQuake or QSS.
Aaaannnnd the level is still a bit choppy to run, but the esthetics are great, looking forward to play it properly this time !
After some digging, it is because of the usage of the DP_QC_GETSURFACE ( getsurfacenearpoint ) extension in Arcane Dimensions in check_skycontent function in subs_soc.qc (280).
The fault is not in AD itself but because of the insane amount of model surfaces to check in the level.
The workaround consist in disabling the specifc ext by 'pr_ext_dp_qc_getsurface 0' and restarting the level (or adding '+set pr_ext_dp_qc_getsurface 0' at command line). When disabled, AD uses a more generic function applicable to all ports that is not so slow. This workaround should work in both QSS and vkQuake.
This particular problem only affects ports supporting DP/FTE extensions like vkQuake or QSS.
Aaaannnnd the level is still a bit choppy to run, but the esthetics are great, looking forward to play it properly this time !