Bug found with latest bxt-rs-Windows-release artifact built off master
Reproduction steps:
- Start game with bxt-rs injected (game itself doesn't appear to matter - originally found with GMC, but reproduced the issue in HL as well).
- Execute command
bxt_cap_skip_non_gameplay_frames 1.
- Enqueue demo(s) for playback, either via
playdemo or via bxt_play_run/bxt_play_folder.
Game crashes after freezing briefly on an ostensible OOB frame from the demo.
Same crash can be reproduced via bxt_play_run/bxt_play_folder then bxt_cap_skip_non_gameplay_frames 1 during demo playback, but not via playdemo on a single demo then bxt_cap_skip_non_gameplay_frames 1 while it plays back, indicating the issue is with demos being queued to play rather than demos playing outright.
Note that bxt_cap_start does not need to be executed in order to reproduce the crash.
When using bxt_play_run/bxt_play_folder, bxt-rs.log shows DEBUG lines for demos being queued for playback, but nothing after that.
Bug found with latest bxt-rs-Windows-release artifact built off master
Reproduction steps:
bxt_cap_skip_non_gameplay_frames 1.playdemoor viabxt_play_run/bxt_play_folder.Game crashes after freezing briefly on an ostensible OOB frame from the demo.
Same crash can be reproduced via
bxt_play_run/bxt_play_folderthenbxt_cap_skip_non_gameplay_frames 1during demo playback, but not viaplaydemoon a single demo thenbxt_cap_skip_non_gameplay_frames 1while it plays back, indicating the issue is with demos being queued to play rather than demos playing outright.Note that
bxt_cap_startdoes not need to be executed in order to reproduce the crash.When using
bxt_play_run/bxt_play_folder, bxt-rs.log shows DEBUG lines for demos being queued for playback, but nothing after that.