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38 results in messages | 3 results in threads |
#1: Re: I think Saurbraten broke my OpenGL or something. |
by ICE
on 11/13/2009 14:39 in General Thread
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Oh wait, sorry. Just found it. Here's the information.
"Renderer: GeForce4 MX Integrated GPU/AGP/SSE/3DNOW! <NVIDIA Corporation>
Driver: 1.5.7
WARNING: No framebuffer object support. <reflective water may be slow>
WARNING: No occlusion query support! <large maps may be SLOW>
WARNING: No shader support! Using fixed-function fallback. <no fancy visuals for you>
Rendering using the OpenGL fixed-function path.
WARNING: Using NVIDIA texgen bug workaround. <use "/nvidia_texgen_bug 0" to disa
ble if unnecessary>"
I never noticed that last part. I'll check if that helps.
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#2: Error: "Illegal instruction" |
by non+ultra
on 10/25/2009 01:43 in General Thread
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Sauer crashes suddenly while playing. Terminal just says "illegal instruction".
<code>
~/Desktop/sauerbraten$ sh ./sauerbraten_unix
Using home directory: /home/sven/.sauerbraten
init: sdl
init: net
init: game
init: video: mode
init: video: misc
init: gl
Renderer: GeForce FX 5200LE/AGP/SSE/3DNOW! (NVIDIA Corporation)
Driver: 2.1.2 NVIDIA 173.14.16
Rendering using the OpenGL fixed-function path.
WARNING: Using NVIDIA texgen bug workaround. (use "/nvidia_texgen_bug 0" to disable if unnecessary)
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: mainloop
attempting to connect to 212.72.175.106:10000
connected to server
read map packages/base/dust2.ogz (0.6 seconds)
dust2 by viruz, thanks to drakker (rework), finn (a bit help) and penguins (skybox)
game mode is insta ctf
Instagib Capture The Flag: Capture the enemy flag and bring it back to your flag to score points for your team. You spawn with full rifle ammo and die instantly from one shot. There are no items.
time remaining: 8 minutes
connected: johnycash
connected: SoliderImperial
connected: bloodyMARY
connected: V3noM
connected: 3333333333
connected: sylver
connected: [IUS]N!GH7M4R3
connected: <<maury>>
connected: Montalbano
connected: Bryce
connected: hellboy
connected: DeineMutter
sQ:x connected from Germany.
Bryce stole your flag
hellboy stole the enemy flag
3333333333 fragged hellboy
hellboy dropped the enemy flag
johnycash picked up the enemy flag
Bryce fragged sylver
3333333333 fragged johnycash
johnycash dropped the enemy flag
[IUS]N!GH7M4R3 returned the enemy flag
<<maury>> fragged bloodyMARY
Hanseschlacht.de II
Welcome to the Hanseschlacht Sauerbraten Server. == powered by www.artfiles.de ==
<<maury>> is on a KILLING SPREE!!
<<maury>> fragged sylver
[IUS]N!GH7M4R3 fragged johnycash
Bryce scored for the enemy team
you fragged <<maury>>
[…]
<<maury>> fragged sylver
[IUS]N!GH7M4R3 fragged johnycash
Illegal instruction
</code>
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#3: Save map |
by DarthKirby
on 03/25/2009 18:22 in Map Editing
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okay, I figured out how to save my maps. /savemap or /savemap "x". Problem is loading it now. I cannot find it on the load map menu, so I went into the sauerbraten>packages>base and used my map "121" opened with>sauerbraten and I had an error.
"Sauerbraten fatal error. Could not find core textures."
init: sdl
init: enet
unknown command-line option: C:\Documents and Settings\Owner\Desktop\Josh's Stuff\Sauerbraten\packages\base\121.ogz
init: video: mode
init: video: misc
Renderer GeForce MX Integrated GPU/AGP/SSE/3DNOW! <NVIDIA Corporation>
Driver 1.4.0
WARNING: No vertex_buffer_object extension! <geometry heavy maps will be SLOW>
WARNING: No framebuffer object support. <reflective water may be slow>
WARNING: No occlusion query support! Using fixed-function fallback <no fancy visuals for you>
Rendering using the OpenGL 1.5 fixed-function path.
WARNING: Using NVIDIA texgen bug workaround. <use "/nvidia_texgen_bug 0" to disable if necessary>
could not load texture data\notexture.png
could not find core textures.
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#4: Save map |
by DarthKirby
on 03/25/2009 18:22 in Map Editing
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okay, I figured out how to save my maps. /savemap or /savemap "x". Problem is loading it now. I cannot find it on the load map menu, so I went into the sauerbraten>packages>base and used my map "121" opened with>sauerbraten and I had an error.
"Sauerbraten fatal error. Could not find core textures."
init: sdl
init: enet
unknown command-line option: C:\Documents and Settings\Owner\Desktop\Josh's Stuff\Sauerbraten\packages\base\121.ogz
init: video: mode
init: video: misc
Renderer GeForce MX Integrated GPU/AGP/SSE/3DNOW! <NVIDIA Corporation>
Driver 1.4.0
WARNING: No vertex_buffer_object extension! <geometry heavy maps will be SLOW>
WARNING: No framebuffer object support. <reflective water may be slow>
WARNING: No occlusion query support! Using fixed-function fallback <no fancy visuals for you>
Rendering using the OpenGL 1.5 fixed-function path.
WARNING: Using NVIDIA texgen bug workaround. <use "/nvidia_texgen_bug 0" to disable if necessary>
could not load texture data\notexture.png
could not find core textures.
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#5: Launcher on OS X |
by shmutz
on 03/18/2009 20:05 in Bug Reports
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a bug for a_baby_rabbit:
all TC members who try to get the DEV version of sauer to run on OS X (Didda, Sanman and me) face the same problem: The launcher does not work. If started is sais: \"Cannot find gamedata folder within sauerbraten\". If you say ok to that and try to start sauer then, it sais: \"Can\'t start sauerbratenTry moving the game folder contain sauerbraten so that the path doesn\'t contain weird characters, or start sauerbraten manually.\"
The Launcher is where it always used to be.
and if we start it manually, a lot of warnings appear thet do not show up in the current version: WARNING: Using Apple GLSL depth bug workaround. (use \"/apple_glsldepth_bug 0\" to disable if unnecessary WARNING: Using Leopard ARB_position_invariant bug workaround. (use \"/apple_ff_bug 0\" to disable if unnecessary) Rendering using the OpenGL fixed-function path. WARNING: Using NVIDIA texgen bug workaround. (use \"/nvidia_texgen_bug 0\" to disable if unnecessary).
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#6: Re: bug |
by eihrul
on 01/25/2009 08:59 in Bug Reports
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Try putting the following in your autoexec.cfg file:
ati_texgen_bug 0
Or you can try typing it from the console like it says: /ati_texgen_bug 0
Though from the console you might have to retype it each startup, if not using the autoexec.cfg method.
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#7: Re: Re:Screenshots |
by Max of S2D [Fr]
on 08/26/2008 20:44 in General Thread
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I changed the nvidia_texgen_bug to 1 and these things are away...
However, when I try to enable fullscreenshaders such as black and white, the game freezes for 10 seconds and it then comes in. The bloom fullscreenshader is messed up, too. No choppy framerate at all, though (above 80 fps all the time)
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#8: Re: Sauerbraten error |
by Zoozie
on 07/02/2008 18:09 in General Thread
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i have the same problem.
i open up sauerbraten and it give me this :
C:\\Program Files\\Sauerbraten>bin\\sauerbraten.exe -r
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: Radeon 9200 DDR x86/SSE2 (ATI Technologies Inc.)
Driver: 1.3.3683 WinXP Release
WARNING: No framebuffer object support. (reflective water may be slow)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
WARNING: No shader support! Using fixed-function fallback. (no fancy visuals for
you)
Rendering using the OpenGL 1.5 fixed-function path.
WARNING: Using ATI texgen bug workaround. (use \"/ati_texgen_bug 0\" to disable if
unnecessary)
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\\base\\metl4.ogz (0.1 seconds)
Mining Station by metlslime
game mode is ffa/default
ok. then i hit E to go into to edit mode. it immediatly minimizes and brings up a window saying:
Fatal Win32 Exception 0xc0000005 [0x118c4350]
then sauer shuts down. pls help!
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#9: .. |
by SheeEttin
on 06/04/2008 23:34 in General Thread
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Not sure if this is a problem with Sauer or not (I did some major messing with my X server recently) so I'm posting it here...
I have an ATI Radeon X1600 Pro.
Since yesterday, whenever I start up Sauerbraten, I get this:
http://i31.tinypic.com/10f5a53.png
It appears to me that somewhere, all but one part (pixel?) of the texture is being discarded, and that's being used for the whole thing. This applies to all maps.
As you can (kind of) see, models are all black, and the playermodel (at least mrfixit) is invisible. (hudguns and vweaps are still visible.)
The only startup message that I can see that's odd is a complaint about not having a vertex_buffer_object extension, which apparently is important.
Everything works if I use -f0 (everything that normally works in -f0, anyway). Also, when I use -f0, I get a warning about using the ATI texgen bug workaround.
Additionally, glxinfo | grep direct returns "direct rendering: No (If you want to find out why, try setting LIBGL_DEBUG=verbose)", though everything else claims direct rendering is working. (I also don't know what to do after setting LIBGL_DEBUG, so I can't try that path).
I've tried reinstalling/upgrading my graphics driver (fglrx), reinstalling Mesa packages, and a few other things, but to no avail.
Any suggestions?
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#10: Re: Can't run Sauerbraten on laptop - XP pro |
by demosthenes
on 02/22/2008 06:41 in Problems running Sauerbraten
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- Um, you learn to read, ATIRULE. Sam's not the original poster.
Now, in reply to your post, Sam. You might try re-creating your cookie as Sam (simply delete the cookie you have now, then re-visit the forums and use the link).
A little information about the hardware in the laptop would be nice (chipset and GPU are the most important here, really). I suspect that you've got an intel chipset/gpu combo (not a "real" GPU), or that the drivers for your "real" GPU are borked in some way.
Though, the "NVIDIA texgen bug workaround" suggests to me that Sauer thinks you have an nVidia GPU, so I'm now intrigued. What drivers do you currently have installed?
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#11: Can't run Sauerbraten on laptop - XP pro |
by Sam
on 02/20/2008 19:48 in Problems running Sauerbraten
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I have been unable to run Sauerbraten on my laptop.
The start up page loads (just like on the original cube) and I am just able to fire the pistol once and right afterwards, the program shuts down stating:
Runtime error; abnormal program termination.
On the terminal that comes up showing (C:\windows\system \32cmd.exe)as the directory, I notice among the processes going on in the terminal, there are 6 WARNINGS underneath:
-No vertex buffer object extension.
-No occlusion query support
-No shader support
-Using NVIDIA texgen bug workaround
-No frame buffer object support
-Non-power-of-two tetxtures not supported.
Now, I am not a programmer, just more of a hobbyist and amateur gamer - I used to use MSDOS 20 years ago, but looking at others comments, I am way behind the knowledge level of most of you.
Any ideas or ways to adjust the settings (for a layman like me) so that the game will work?
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#12: can\'t run sauerbraten on XP laptop |
by JEFF_K
on 02/20/2008 19:01 in General Thread
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I have been unable to run Sauerbraten on my laptop.
The start up page loads (just like on the original cube) and I am just able to fire the pistol once and right afterwards, the program shuts down stating:
Runtime error; abnormal program termination.
On the terminal that comes up showing (C:\\windows\\system 32\\cmd.exe)as the directory, I notice among the processes going on in the terminal, there are 6 \"WARNINGS\" underneath:
-No vertex buffer object extension.
-No occlusion query support
-No shader support
-Using NVIDIA texgen bug workaround
-No frame buffer object support
-Non-power-of-two tetxtures not supported.
Now, I am not a programmer, just more of a hobbyist and amateur gamer - I used to use MSDOS 20 years ago, but looking at others comments, I am way behind the knowledge level of most of you.
Any ideas or ways to adjust the settings (for a layman like me) so that the game will work?
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#13: The nice Visual C++ runtime error. |
by Aaron
on 01/04/2008 20:34 in General Thread
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So yeah i get to playin and all, and within the first five seconds of playing i get the runtime error. Heres what it says in the console:
C:\\Program Files\\Sauerbraten>bin\\sauerbraten.exe -r
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: GeForce4 MX Integrated GPU/AGP/SSE/3DNOW! (NVIDIA Corporation)
Driver: 1.4.0
WARNING: No vertex_buffer_object extension! (geometry heavy maps will be SLOW)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for
you)
WARNING: Using NVIDIA texgen bug workaround. (use \"/nvidia_texgen_bug 0\" to disa
ble if unnecessary)
WARNING: No framebuffer object support. (reflective water may be slow)
WARNING: Non-power-of-two textures not supported!
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\\base\\metl4.ogz (0.2 seconds)
Mining Station by metlslime
game mode is ffa/default
And then occasionally, i get en endless win32 exception error.
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#14: Re: hmm |
by kldsjf lconordfjdskl
on 01/03/2008 04:15 in Sauerbraten rated worst Open Source FPS?
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Aard: That is exactly what I thought made it seem like a techdemo too.
Another thing, is when i starts up:
nVidia_texgen_bug on. 0 to disable
loaded packages/base/metl4.ogz (0.1)
Mining Station by metlslime
And, another thing, although not too much, is that you see all the texture files flashing by (their filenames) when the game loads. A simple, "Loading Textures... %60" would be good :)
Maybe by default, it wont display map load and those bug fixes (Apple, ATI, nVidia, Intel) but can still be activated with either a command line (We are running out of letters :D) or an in game command.
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#15: Re: White trace on textures |
by MovingTarget
on 10/06/2007 23:12 in General Thread
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Now, I might be wrong, but I THINK that some nVIDIA cards have a texture bug, and having nvidia_texgen_bug set to 1 might help. But it should be on automatically. Good luck!
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#16: Nvidia-Sauer problems |
by Lex_Luthor
on 07/23/2007 17:56 in General Thread
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I need your help please.
Im using Windows XP SP2 in AMD Athlon 2400+, 1.50 GHz and 1G RAM
This is the log:
Renderer: Georce4 MX 4000/AGP/SSE/3DNOW! (NVIDIA Corporation)
Driver: 1.5.4
WARNING: No shader suport! Using fixed function fallback. (no fancy visuals for you)
WARNING: Using NVIDIA texgen bug workaround. (use "/nvidia_texgen_bug 0" to disable i unnecesary) *I was traying this but the problems persist.*
WARNING: No occlusion query suport! (large maps may be SLOW)
WARNING:No ramebufer object support. (reflective water maybe slow)
WARNING:Non-power-of-two textures not supported!
The game runs correctly in single player and multiplayer but is very very slowly and i dont get more than 25 or 30 fps.
Thanks for your atention and congratulations or your job.
Lex_Luthor
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#17: Nvidia-Sauer Problems |
by Lex_Luthor
on 07/23/2007 17:52 in General Thread
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I need your help please.
Im using Windows XP SP2 in AMD Athlon 2400+, 1.50 GHz and 1G RAM
This is the log:
Renderer: Georce4 MX 4000/AGP/SSE/3DNOW! (NVIDIA Corporation)
Driver: 1.5.4
WARNING: No shader suport! Using fixed function fallback. (no fancy visuals for you)
WARNING: Using NVIDIA texgen bug workaround. (use "/nvidia_texgen_bug 0" to disable i unnecesary) *I was traying this but the problems persist.*
WARNING: No occlusion query suport! (large maps may be SLOW)
WARNING:No ramebufer object support. (reflective water maybe slow)
WARNING:Non-power-of-two textures not supported!
The game runs correctly in single player and multiplayer but is very very slowly and i dont get more than 25 or 30 fps.
Thanks for your atention and congratulations or your job.
Lex_Luthor
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#18: .. |
by absinth_nocookie
on 04/05/2007 21:54 in General Thread
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>Try enabling ati_texgen_bug, maybe?
this is an nvidia card and neither ati_texgen_bug or nvidia_texgen_bug change a thing.
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#19: Re: texture problem |
by eihrul
on 04/04/2007 23:51 in General Thread
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Try enabling ati_texgen_bug, maybe?
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#20: Re: .. |
by marcpullen
on 02/12/2007 05:25 in Sauer Editing Help Index?
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This might be a bit long, but so others can see what I have from my parsing, here's my parsing list from the sauerbraten\src\engine folder (all files within). I'm not sure if I need to parse the other subfolders in the src folder, engine seems to have everything for this purpose.
It's ordered by type (COMMAND or VAR) then by the actual command or var name you can type in somewhere (console or CubeScript).
Let me know if I missed something from my parsing script.
There might be some trash in there too that doesn't belong (false positives?) like the "VAR: id" ones are from parsing "GETVAR(id, name, );".
Also please note this is from a very recent dump from the CVS source, so there are some new things most users haven't seen, like the grass commands (wait till you see that too, AWESOME).
COMMAND: !
COMMAND: !=
COMMAND: &&
COMMAND: *
COMMAND: +
COMMAND: -
COMMAND: <
COMMAND: <=
COMMAND: =
COMMAND: >
COMMAND: >=
COMMAND: ^
COMMAND: addserver
COMMAND: alias
COMMAND: altshader
COMMAND: at
COMMAND: attack
COMMAND: autograss
COMMAND: bind
COMMAND: brushvert
COMMAND: calclight
COMMAND: cancelsel
COMMAND: clearbrush
COMMAND: cleargui
COMMAND: complete
COMMAND: concat
COMMAND: concatword
COMMAND: connect
COMMAND: conskip
COMMAND: copy
COMMAND: copybrush
COMMAND: cubecancel
COMMAND: delcube
COMMAND: delent
COMMAND: disconnect
COMMAND: div
COMMAND: dropent
COMMAND: dumplms
COMMAND: echo
COMMAND: editbind
COMMAND: editface
COMMAND: editmat
COMMAND: edittex
COMMAND: edittoggle
COMMAND: entcancel
COMMAND: entcopy
COMMAND: entflip
COMMAND: entget
COMMAND: enthavesel
COMMAND: entloop
COMMAND: entpaste
COMMAND: entpush
COMMAND: entrotate
COMMAND: entselect
COMMAND: entset
COMMAND: exec
COMMAND: fastshader
COMMAND: flip
COMMAND: flipnormalmapy
COMMAND: format
COMMAND: getalias
COMMAND: getheightmap
COMMAND: gettex
COMMAND: guibar
COMMAND: guibutton
COMMAND: guicheckbox
COMMAND: guifield
COMMAND: guiimage
COMMAND: guilist
COMMAND: guiradio
COMMAND: guiservers
COMMAND: guislider
COMMAND: guitab
COMMAND: guitext
COMMAND: guititle
COMMAND: havesel
COMMAND: history
COMMAND: if
COMMAND: importcube
COMMAND: insel
COMMAND: jump
COMMAND: keymap
COMMAND: lanconnect
COMMAND: listlen
COMMAND: loadsky
COMMAND: loop
COMMAND: mapenlarge
COMMAND: mapmodel
COMMAND: mapmodelreset
COMMAND: mapmsg
COMMAND: mapsound
COMMAND: materialreset
COMMAND: md2anim
COMMAND: md3anim
COMMAND: md3link
COMMAND: md3load
COMMAND: md3skin
COMMAND: mdlambient
COMMAND: mdlbb
COMMAND: mdlcollide
COMMAND: mdlcullface
COMMAND: mdlname
COMMAND: mdlscale
COMMAND: mdlshader
COMMAND: mdlshadow
COMMAND: mdlspec
COMMAND: mdltrans
COMMAND: mergenormalmaps
COMMAND: mmodel
COMMAND: mod
COMMAND: music
COMMAND: name
COMMAND: newent
COMMAND: newgui
COMMAND: newmap
COMMAND: onrelease
COMMAND: paste
COMMAND: patchlight
COMMAND: phystest
COMMAND: pop
COMMAND: printcube
COMMAND: push
COMMAND: pushsel
COMMAND: quit
COMMAND: recalc
COMMAND: redo
COMMAND: registersound
COMMAND: remip
COMMAND: reorient
COMMAND: replace
COMMAND: result
COMMAND: rnd
COMMAND: rotate
COMMAND: savebrush
COMMAND: savecurrentmap
COMMAND: savemap
COMMAND: saycommand
COMMAND: screenres
COMMAND: screenshot
COMMAND: selextend
COMMAND: setfullscreenshader
COMMAND: setpixelparam
COMMAND: setshader
COMMAND: setvertexparam
COMMAND: shader
COMMAND: showgui
COMMAND: showtexgui
COMMAND: sleep
COMMAND: sound
COMMAND: strcmp
COMMAND: strstr
COMMAND: testcurve
COMMAND: testgf
COMMAND: texture
COMMAND: texturereset
COMMAND: toggleconsole
COMMAND: trigger
COMMAND: undo
COMMAND: updatefrommaster
COMMAND: watercolour
COMMAND: while
COMMAND: writecfg
COMMAND: writeobj
COMMAND: ||
VAR: aaenvmap
VAR: adaptivesample
VAR: allfaces
VAR: ambient
VAR: animationinterpolationtime
VAR: ati_oq_bug
VAR: ati_skybox_bug
VAR: ati_texgen_bug
VAR: brushx
VAR: brushy
VAR: bumperror
VAR: causticmillis
VAR: caustics
VAR: causticscale
VAR: convertlms
VAR: crosshairfx
VAR: crosshairsize
VAR: cursorsize
VAR: damageblendfactor
VAR: damagespherefactor
VAR: dbgts
VAR: dragging
VAR: dtoutline
VAR: dynentsize
VAR: edgetolerance
VAR: editing
VAR: emitfps
VAR: entdrop
VAR: entmoving
VAR: entselradius
VAR: entselsnap
VAR: envmapradius
VAR: envmapsize
VAR: floatvtx
VAR: fog
VAR: fogcolour
VAR: fov
VAR: fullbright
VAR: fullscreen
VAR: gamespeed
VAR: gamma
VAR: glassenv
VAR: grassanimdist
VAR: grassdist
VAR: grassfalloff
VAR: grassgrid
VAR: grassheight
VAR: grasspopup
VAR: grasssamples
VAR: grasstest
VAR: grasswidth
VAR: gridpower
VAR: guiautotab
VAR: hidehud
VAR: hidestats
VAR: hudgunfov
VAR: id
VAR: id
VAR: id
VAR: id
VAR: id
VAR: importcuberemip
VAR: invalidcubeguard
VAR: invmouse
VAR: lerpangle
VAR: lerpsubdiv
VAR: lerpsubdivsize
VAR: lightcachesize
VAR: lightcompress
VAR: lighterror
VAR: lightlod
VAR: lightprecision
VAR: loddistance
VAR: lodsize
VAR: maskreflect
VAR: maxfps
VAR: maxmerge
VAR: maxmodelradiusdistance
VAR: maxparticledistance
VAR: maxreflect
VAR: maxroll
VAR: maxtexsize
VAR: menudistance
VAR: minface
VAR: minframetime
VAR: mintexcompresssize
VAR: mipvis
VAR: moving
VAR: musicvol
VAR: numargs
VAR: nvidia_texgen_bug
VAR: octaentsize
VAR: optmats
VAR: oqdist
VAR: oqfrags
VAR: oqmm
VAR: oqreflect
VAR: oqwater
VAR: outline
VAR: particlesize
VAR: particletext
VAR: passthroughcube
VAR: passthroughsel
VAR: patchnormals
VAR: paused
VAR: printvbo
VAR: rate
VAR: reflectclip
VAR: reflectdist
VAR: reflectfps
VAR: reflectmms
VAR: reflectsize
VAR: savebak
VAR: selectcorners
VAR: sensitivity
VAR: sensitivityscale
VAR: shaderdetail
VAR: shaderprecision
VAR: showboundingbox
VAR: showcstats
VAR: showmat
VAR: showsky
VAR: showva
VAR: soundbufferlen
VAR: soundvol
VAR: sparklyfix
VAR: stereo
VAR: thirdperson
VAR: thirdpersondistance
VAR: throttle_accel
VAR: throttle_decel
VAR: throttle_interval
VAR: triggerstate
VAR: tsswap
VAR: undomegs
VAR: vacubemax
VAR: vacubemin
VAR: vacubesize
VAR: vbosize
VAR: waterfog
VAR: waterlod
VAR: waterreflect
VAR: waterrefract
VAR: waterspec
VAR: watersubdiv
VAR: wireframe
VAR: worldlod
VAR: zpass
[found a total of 311 commands/vars]
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#21: Program crash (VC++ runtime error) on startup |
by UliBär
on 10/08/2006 22:50 in General Thread
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E:\Programme\Sauerbraten>sauerbraten.bat
E:\Programme\Sauerbraten>bin\sauerbraten.exe -w1024 -h768
init: sdl
init: enet
init: video: mode
init: video: misc
init: console
init: gl
Renderer: GeForce2 GTS/AGP/3DNOW! (NVIDIA Corporation)
Driver: 1.4.0
Using GL_ARB_vertex_buffer_object extension.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for
you)
WARNING: Using NVIDIA texgen bug workaround. (use "/nvidia_texgen_bug 0" to disa
ble if unnecessary)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\base\metl4.ogz (0.5 seconds)
Mining Station by metlslime
♀2game mode is ffa/default
E:\Programme\Sauerbraten>
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#22: Can't start Sauerbraten |
by Landei
on 10/07/2006 20:21 in General Thread
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When I start Sauerbraten, it loads some time, then something flickers in the lower left part of the screen, and after that I get a Runtime Error ("abnormal program termination").
The background window looks like this:
D:\Spiele\Sauerbraten>bin\sauerbraten.exe -w640 -h480 -f0 -a0
init: sdl
init: enet
init: video: mode
init: video: misc
init: console
init: gl
Renderer: GeForce4 MX 460/AGP/SSE2 (NVIDIA Corporation)
Driver: 1.4.0
Using GL_ARB_vertex_buffer_object extension.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals fo
you)
WARNING: Using NVIDIA texgen bug workaround. (use "/nvidia_texgen_bug 0" to dis
ble if unnecessary)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
init: world
init: sound
init: cfg
Could not set gamma (card/driver doesn't support it?)
sdl:
init: localconnect
init: mainloop
read map packages\base\metl4.ogz (0.4 seconds)
Mining Station by metlslime
Š2game mode is ffa/default
I have a computer with a NVidia GeForce MX 460 (driver version 4.5.2.3), 2Ghz and 768 MB RAM.
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#23: SegFault - some maps on Sauerbraten |
by flatwombat
on 08/17/2006 03:26 in General Thread
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I'm running an Asus K8V-MX mobo (in 32 bit) with 512meg DDR, a Semperon 2600 chip and an older Nvidia Geforce4 MX-420 graphics card. OS is FC-5 and Ubuntu 6.06.
While CUBE has never had a single problem, Sauerbraten has many maps that will cause a segfault. Here\\\\\\\'s the responses, first from a segfault and then from a similar map that runs perfectly:
[bob@localhost sauerbraten]$ ./sauerbraten_unix
init: sdl
init: enet
init: video: sdl
init: video: mode
init: video: misc
init: console
init: gl
Using GL_ARB_vertex_buffer_object extensions.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for
you)
WARNING: Using NVIDIA texgen bug workaround. (use \\\\\\\"/nvidia_texgen_bug 0\\\\\\\" to disa
ble)
WARNING: No occlusion query support! (large maps may be SLOW)
init: world
game mode is ffa/default
init: sound
init: cfg
could not read \\\\\\\"autoexec.cfg\\\\\\\"
init: localconnect
init: mainloop
read map packages/base/curvedm.ogz (0.2 seconds)
Curves_That_Kill
game mode is ffa/default
read map packages/base/oasis.ogz (0.1 seconds)
The_Oasis
game mode is DMSP
Segmentation fault
[bob@localhost sauerbraten]$ ./sauerbraten_unix
init: sdl
init: enet
init: video: sdl
init: video: mode
init: video: misc
init: console
init: gl
Using GL_ARB_vertex_buffer_object extensions.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for you)
WARNING: Using NVIDIA texgen bug workaround. (use \\\\\\\"/nvidia_texgen_bug 0\\\\\\\" to disa ble)
WARNING: No occlusion query support! (large maps may be SLOW)
init: world
game mode is ffa/default
init: sound
init: cfg
could not read \\\\\\\"autoexec.cfg\\\\\\\"
init: localconnect
init: mainloop
read map packages/base/curvedm.ogz (0.2 seconds)
Curves_That_Kill
game mode is ffa/default
read map packages/base/metl3.ogz (0.1 seconds)
Cyclops by metlslime
game mode is DMSP
[bob@localhost sauerbraten]$
Just wondering if anyone can give me a clue about the underlying cause? All the libs and updates are current for both OS\\\\\\\'s and failures occur at the same points with both.
Thanks, in advance.
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#24: What is this nvidia_texgen_bug about? |
by CrazyTB
on 08/11/2006 00:45 in /nvidia_texgen_bug ??
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What is this nvidia_texgen_bug about? Could someone please write here a good explanation? What does it affect the display? (screenshots anyone?)
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#25: HOM |
by jengelh2
on 06/20/2006 17:39 in Sauerbraten release 2006-06-11 out!
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I get Hall of mirrors everywhere. Not limited to this release, I have tried all past version, same problem. Is this normal? Any ideas on how to resolve this?
I have an NVIDIA GF2 MX400 (chip NV11 - yes, one of those which sets /nvidia_texgen_bug in Sauerbraten), running it under Linux 2.6.17 with NVIDIA 1.0-8756, xorg 6.9.0, SDL 1.2.9.
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#26: Re: .. |
by kurtis84
on 06/13/2006 18:14 in Sauerbraten -> Help
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The command ati_texgen_bug 1 does not work, or do you mean it does not help you any?
I'm thinking if that command didn't help you, theres nothing else that will. Read the docs, all of this info IS IN THERE! If all the commands that disable things don't help you, then stick with cube or buy a new video card...I suggest NOT an ATI if you expect to run true openGL games, and/or you are running linux.
It's quite common knowledge that ATI driver support is sub-par to Nvidia ( especially linux support ), and I think the Sauerbraten game has proven this by using standardized openGL features that certain ATI cards have trouble with.
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#27: .. |
by ticko88
on 06/12/2006 20:39 in Sauerbraten release 2006-06-11 out!
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i need it to stop being slow when i open it up!!!! someone help, i typed in the ati_texgen_bug 0 code
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#28: .. |
by ticko88
on 06/12/2006 18:39 in Sauerbraten release 2006-06-11 out!
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i tried
/ati_texgen_bug 0
it doesn't work, is therre a specific place where i type it?
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#29: Re: .. |
by Passa
on 06/10/2006 09:29 in Sauerbraten -> Help
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Just mentioned?
ati_texgen_bug 1
Press the ~ button and enter that command, then press enter.
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#30: Ugh! |
by BruteDux
on 06/10/2006 01:40 in Sauerbraten -> Help
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ati_texgen_bug 1
Thats what I tried... But it was an Unknow Command!
Plz help... I too use an Ati Radeon 9250!
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#31: where ... |
by tomex
on 06/05/2006 18:49 in Sauerbraten -> Help
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@passa
Where in the doc did you find that?
It works, but I want to know where I didn\' t search, even if I google ati_texgen_bug I will find nothing
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#32: ati fix.. |
by Passa_otherpc
on 05/28/2006 08:57 in General Thread
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DT, just thought id let you know, that ati_texgen_bug 0 in the console will fix that problem with the 9250 card. I just had to do it on the pc im using, which also has a 9250. Works like a charm :)
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#33: Re: slooowww |
by fun
on 05/22/2006 07:00 in General Thread
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entering "/ati_texgen_bug 0" fixes the problem. is there any way to have this automatically entered so i dont have to enter it every time i load game? thanks!
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#34: Re: slooowww |
by fun
on 05/22/2006 06:30 in General Thread
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ok, when i load the game it gives me a warning message in the dos box telling me to: use these: /floatvtx 0 /ati_texgen_bug 0
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#35: Re: .. |
by Passa
on 05/15/2006 08:19 in Sauerbraten -> Help
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Yes ive explained to you the problem, and the command is IN the documentation.
ati_texgen_bug 1
ati_texgen_bug 0
I think thats it.
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#36: Re: More shader problems |
by enigma_0Z
on 04/26/2006 18:21 in Sauerbraten - Bug reports
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Eihrul,
Occlusion edition:
You were talking about this line, right?
--code (rendergl.cpp)--
// if(strstr(vendor, "ATI")) ati_texgen_bug = 1;
--code--
Commenting borked the compile (because of the else if below), so I changed the 1 to a 0
... it's compiling now ...
FIXED IT!!!!!
So... does that help any?
So what significance does that have?
What does "ati_texgen_bug" control exactally, assuming that nonzero is "on"
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#37: A few few more details |
by enigma_0Z
on 04/26/2006 18:11 in Sauerbraten - Bug reports
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Sorry for the triple post, but I keep remembering details that need to be remembered....
eihrul:
Linux is your forte, right? I compiled and installed the enet libs, but for some reason, I can't find ati_texgen_bug in any of the files:
-code-
$ pwd
/games/sauerbraten_shader_ed/src/engine
$ grep ati_texgen *
$ grep bug *
octarender.cpp: // KLUGE: workaround for buggy nvidia drivers
$ cd ../fpsgame
$ grep bug *
$
-code-
Am I just looking in the wrong spot?
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#38: Re: More shader problems |
by eihrul
on 04/26/2006 00:21 in Sauerbraten - Bug reports
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Line #9 means it DISABLED shaders, i.e. will make it run faster. The only thing that might be causing your slowdown is a hack would be put in to get around an ATI driver bug.
If you're proficient with source code, search for a variable "ati_texgen_bug" in rendergl.cpp. Try commenting out the "ati_texgen_bug = 1" line and tell us if that fixes it.
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