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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520819 views, last view: 09/30/2024 12:40

So yeah, since I don't feel like doing a whole lot of testing anymore, I may as well leverage my resources, and shove that responsibility to all of you. Hopefully, this will allow for more updates, and a less buggy engine.

The Format:
-----------
What: A *short* description of the bug / problem.

How: point form of relevant steps to reproduce the bug.

When: revision of exe. OS, video card... yeah I don't know, anything that might be relevant. keep it short.

Detail: any other stuff that might be relevant. like pics. http://www.imageshack.us/ if needed.
-----------

new releases here:
http://cvs.sourceforge.net/viewcvs.py/sauerbraten/sauerbraten/sauerbraten/bin/sauerbraten.exe?view=log

for each new version, I will list fixed bugs. you are then responsible to make sure that it really is fixed, and then confirming it in this thread.

!!! NOTE !!!: this thread is not for feature requests, design discussion, bitching, moaning, yadda yadda, etc. there are other threads for that. plus, a forum thread already does not afford great organization. please no garbage.

Keep reports short. I have a habit of skimming large blocks of text.

Focus on the WHAT, not the WHY. There is a tendancy in people to want to be too helpful. They try to diagnose the problem instead of very clearly describing what is wrong. at the very least, keep theories in the detail section.

some examples are below:

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#144: ..

by pushplay on 06/06/2005 02:19

Corrupt JPEG data: 1 extraneous bytes before marker 0xc4

Anyone else get that loading this map?

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#145: Re: ..

by jean pierre on 06/06/2005 07:42, refers to #144

That's my own created map ;)
Im working on another one too but it wont be short like this one is however due to the lack of no-tags and etc.....
I wont make door's

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#146: Re: ..

by CC_machine on 06/07/2005 23:19, refers to #138

1) ok then please implement it i want to coopedit in sauer (also a masterserver would be nice too)

2) yes i am in edit mode (scince when can you manipulate cubes out of edit??) note: i have downloaded the 05/06/05 version and i dont have this problem anymore :) but it still happens in cube :(

3) i have noticed entities are placed where you float rather than on the grid i am not an idiot

4)ok i have got the 05/06/05 version and this is fixed :)

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#147: Random problem with jumppads

by ZappaZ on 06/07/2005 23:43

What: Getting stuck and unstuck when
hitting a "diagonal" cube after using a jumppad.

How: This map: http://www.uploadtemple.com/view.php/1118180315.rar
155kb
It seems to be kind of random what happens.

When: 1.54

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#148: Re: ..

by makkE on 06/08/2005 00:04, refers to #146

cc_machine, read the text files included in the latest sauer-release.Especially the new_editing_features one.

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#149: Map Linking

by TOGoS_1u2kuhbui on 06/08/2005 01:50

With all this talk of octree-format models, I think I should bring up the issue of map linking again.

First, cubes can be named. This may be like in Cube where a set of map cells are given a tag number, or it may take the form of an actual text name. This is useful for obvious reasons: once a cube is named, you can reference it to script operations like 'copy the contents of cube 'fred' to cube 'george' for more dynamic maps.

Second, cubes can be marked as referencing external maps. For instance, you might select a cube and say to sauer "make this cube an instantiation of TOGoS/cool_pillar.ogz". Similarly, you could make the cube a portal rather than a simple instantiation. The difference being that when the player enters the cube, he is seamlessly teleported to the referenced map.

Now, instead of referencing an entire map, you could reference only a named part of a map. This way we avoid the problem of having a link to a map that has a link to us and ending up having an infinite number of our map within the linked to map :) (if you don't understand, think about it a bit. And look at the picture).

This diagram shows what I am talking about: http://i3.photobucket.com/albums/y85/TOGoS/Diagrams/sauerlink1b.png

Also as proposed by JerryBean a while back, I think having a linked list of name=>value attrivutes for each cube would be very helpful for this kind of thing. ("id"=>"foo", "object-url"=>"TOGoS/chair1.ogz", "portal-url"=>"TOGoS/maps/coolio.ogz#main" or somesuch (these attributes would not go together on a cube!)).

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#150: Re: Map Linking

by shadow516 on 06/08/2005 02:01, refers to #149

Hmmm...

Good idea. That would make converting sauer into an RPG much easier, and maybe even a MMORPG!

We could have really cool city maps - you could even own property, and if someone tries to go onto your property, you could be asked whether to let them in - but that's WAY in the future...

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#151: ..

by TOGoS_1u2kuhbui on 06/08/2005 02:15

Ergh. Sorry I wasn't more clear in my post. I don't want to preview because I am afraid of the magic quote demons.

Anyway, what I forgot to mention was that eventually, you could link not only to foo.ogz, but to http://superdupersauerwebsite/maps/foo.ogz. Link things together like this and you've got a practically infinite world.

Note that downloading maps from remote servers is quite a different issue than playing multiplayer games. Once these maps have been downloaded they would be cached on the disk and probably look just like any other map.

And while I'm talking, I still want to be able to rotate textures (1 or 2 bits per face! It's a bargain!) so that we don't need to waste texture space with 2 versions of each beam.

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#152: Oops

by TOGoS_1u2kuhbui on 06/08/2005 02:18

I'm really dumb tonight. I thought this was the engine development thread :P

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#153: ..

by ssdd_darkstar on 06/10/2005 11:22

What: rifle smoke starts at a distance from player when shooting at the sky

How:
1. pick up the rifle
2. shoot at the sky

When: sauerbraten_2005_06_05.zip, linux/x86, geforce fx5200

Detail: When you shoot at the sky with the rifle, the smoke is rendered correctly for a very short period, after that, the smoke starts from about the distance of 1 default gridsize

reply to this message

#154: ..

by ssdd_darkstar on 06/10/2005 11:32

What: framerate drops drastically when shooting with rifle and zoomed in

How:
1. get the rifle
2. /fov 10
3. shoot

When: sauerbraten_2005_06_05.zip, linux/x86, geforce fx5200, celeron 466.

Details: maybe it's my proc. but i haven't seen anything else in sauer drop the framerate to 2-3 fps (estimate, it doesn't show up on the counter because it's for a short time, until the smoke disappears).

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#155: Re: ..

by jean pierre on 06/10/2005 12:45, refers to #153

DarkStar has a point the Rifle smoke appear's from a far distance and im owning WinXP PRO.

Aard will fix that.

reply to this message

#156: ..

by makkE on 06/10/2005 13:01

It´s not really a bug. How long the displayed trail is is depending on two things:
maxparticles and the distance they have to "travel".
Now in sauer the rifle just uses way more particles than in cube. I don´t know if that´s a relict from the 2002 source or has been added lately.

I´d prefer to see it like in cube, looked better imho (the trail would still be all the way through in most cases even on maxparticles 100 and it looked especially nice on particlesize 20, more "piercing")

reply to this message

#157: Re: ..

by Aardappel_ on 06/10/2005 20:31, refers to #154

as you all might know, for sauerbraten I changed the world scale, i.e. 4 sauer units = 1 cube units (= 32 texture units = 16 quake units). This scale change meant that many parts of the code that deal with sizes in world space had to be changed. I am guessing the rifle outputs 4x as many particles as before because of this. Easy fix.

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#158: No! Don't fix! plz!

by Pxtl on 06/10/2005 20:50

The newer, denser rifle particle system is gorgeous! Or make it a configurable parameter. All I know is that the first thing I said when I tested out Sauer was "holy poop, the rifle looks cool".

reply to this message

#159: ..

by Sparr on 06/10/2005 21:00

aard, one thing id like to point out... if you had made one cube unit equal 8 sauer units you could have used integer math a lot more often (for ticks)

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#160: Re: Invincibility bug .. how to diagnose?

by Aardappel_ on 06/11/2005 00:10, refers to #160

unless you can reproduce it... no idea. I have heard of this bug occasionally from Cube, and have no idea how it occurs. I very much doubt it is a bug in the damage functions, its more likely that something is going wrong with client ids, i.e. that your opponent is sending "damamge" messages to a certain client id, and your client things he is not it. How that occurs, certainly half way a game, is a mistery to me.

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#161: Re: Invincibility bug .. how to diagnose?

by jean pierre on 06/11/2005 07:38, refers to #160

I had that in Cube and it is really fun one day

I was fighting and not even a rocket bet me even tough i had blue armor the weakest in Cube and i was in multiplayer network server challenge and vwoot i had fun :P happened unknowningly as i didnt activate any hacks that time.

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#162: ..

by shadow516 on 06/11/2005 22:04, refers to #161

That time?

What about the other times!?!?

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#163: ..

by rootnis on 06/11/2005 22:28

i am not sure if this bug already is reported, but anyway

what: sauerbraten.exe has encountered a problem and needs to close.
(standart Windos XP text)

how: in edit mode execute command "newent mapmodel 0"

when: rev.1.57, winXP, ati radeon 7000 and nvidia geforce fx 5600xt (other comp)

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