Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520798 views, last view: 09/30/2024 12:19 |
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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:
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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.
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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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Board Index
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#157: Re: .. |
by Aardappel_
on 06/10/2005 20:31, refers to #154
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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
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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".
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#159: .. |
by Sparr
on 06/10/2005 21:00
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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
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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
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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
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That time?
What about the other times!?!?
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#163: .. |
by rootnis
on 06/11/2005 22:28
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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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#164: Re: Random problem with jumppads |
by rootnis
on 06/11/2005 22:48, refers to #147
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instead of stucking i get nothing more than "unregistered sound: 50"
when: rev 1.57
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#165: Re: Random problem with jumppads |
by makkE
on 06/11/2005 23:06, refers to #164
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hmm yepp thereĀ“s something buggy about /newent mapmodel 0
if you use only /newent mapmodel it works (puts in mapmodel #0)
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#166: .. |
by makkE
on 06/11/2005 23:06
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oh I forgot.. switching to mapmodel -1 (via entproperty) crashes it too.
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#167: hm |
by rootnis
on 06/11/2005 23:11
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in sounds.cfg is not registred sound boing_x (jumping from jumppad), but the file is included. is it for some reason?
and that is my "unregistered sound: 50" - checked, added line (registered sound), works
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#168: newent mapmodel |
by rootnis
on 06/11/2005 23:19
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doesn`t work either - gives the same error
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#169: Re: .. |
by Sparr
on 06/12/2005 00:42, refers to #133
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I hate to bump... Gilt, any word on #133?
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#170: .. |
by arghvark
on 06/12/2005 00:53
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you are probably already aware of these, but here they are anyway
While testing mp we found
* The sounds mess up. It is like there are not enough of them or something. And you can away hear yourself but not the other players
* We where in coop edit (we couldn't see each others changes, but I'm sure you know about that bug). After switching to instagib one of the players reported they wehere still in edit mode until they hit 'e'
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#171: Gilt: remip/lighting bugs |
by eihrul
on 06/12/2005 20:35
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Standing in boo2 at the brown armour, and facing into the pit, if you then turn right, there is a wall that after remip refuses to light. This also appears in a few other maps.
I believe that this only popped up with your last batch of tweaks to remip. Could you please check it out and make sure those light again?
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#172: .. |
by Sparr
on 06/12/2005 20:47
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this lighting error could be associated with the selection error? i assume the light ray and selection ray code is shared, and thus a cube that the selection ray never intersects would also never be hit by a lighting ray
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#173: Re: Gilt: remip/lighting bugs |
by eihrul
on 06/12/2005 21:46, refers to #171
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Nevermind, this appears to be a bug in the lighting code itself, and your remip changes merely exposed it.
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#174: Water shooting Bug |
by CubeJacky
on 06/13/2005 16:20
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Hi,
theres another bug, if you swim in the water and shoot at the top of the water, it looks like the water isnt liquid. The bullet splits. But in water bullets usually dont split.
Jacky
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#175: .. |
by nieb
on 06/13/2005 16:23
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http://www.snieb.com/hmm.JPG
seems like the skybox is being rendered on top of the explosion...
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#176: Texture missing |
by CubeJacky
on 06/13/2005 16:33
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Hi again,
theres another bug at STDM2. The texture "packages/temple/1.jpg", 2.jpg 3.jpg --> 24.jpg are missing (version: sauerbraten_2005_06_12)!
Jacky
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