Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520766 views, last view: 09/30/2024 10:33 |
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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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#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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#177: Re: .. |
by jean pierre
on 06/13/2005 17:35, refers to #175
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The explosion bug happens to me also
I thaught becouse the explosion has very big Alpha but that screenshot proves it.
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#178: Re: .. |
by eihrul
on 06/13/2005 18:14, refers to #175
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That was indeed what was happening. I think I have that fixed in CVS now.
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#179: in the new release |
by rootnis
on 06/13/2005 19:52
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no problems with mapmodels in new sauer release =) although, why this?:
menuitem "plant2" "newent mapmodel 14"
menuitem "leafs" "newent mapmodel 14"
menuitem "pipe/valve(ind)""newent mapmodel 15"
menuitem "valve(ind)" "newent mapmodel 15"
not a bug, but i think this is unnecessary.
another, more serious, thing i wanted to report:
editing. gridpower 4 or higher.
with Q and wheel make crater like this:
http://img232.echo.cx/img232/7769/screenshot2248937kt.jpg
now change textures and sauer does things like this:
http://img232.echo.cx/img232/7769/screenshot2248937kt.jpg
wierd...
besides: press e to exit editing mode and go into the very center of the crater - you cant move anymore, not even jump. :(
ok that`s all or now
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#180: concave! |
by TOGoS_1u2kuhbui
on 06/13/2005 20:42
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Hey, your cubes are concave, too! Is this just something that happens on ATI cards?
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#181: .. |
by Sparr
on 06/13/2005 21:49
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very good question togos_1u2kuhbui. if i understand aard correctly that should not happen, and is going to break lighting and collision in interesting ways
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#182: Critical Bug! |
by pushplay
on 06/14/2005 01:36
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In aard3 the skybox has the sun at one angle but the lighting is sourced to another! tsk tsk tsk
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#183: .. |
by Sparr
on 06/14/2005 02:15
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last i saw the lighting in aard3 was accurate... for a very small section of the map. the problem is that the light needs to be *REALLY* far away for the angle to appear correct over even a small map like Aard3. it has to be bounds-of-int-datatype far away for a large map. thank god for /entmove :)
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