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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520719 views, last view: 09/30/2024 08:14

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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#171: Gilt: remip/lighting bugs

by eihrul on 06/12/2005 20:35

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?

reply to this message

#172: ..

by Sparr on 06/12/2005 20:47

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

reply to this message

#173: Re: Gilt: remip/lighting bugs

by eihrul on 06/12/2005 21:46, refers to #171

Nevermind, this appears to be a bug in the lighting code itself, and your remip changes merely exposed it.

reply to this message

#174: Water shooting Bug

by CubeJacky on 06/13/2005 16:20

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

reply to this message

#175: ..

by nieb on 06/13/2005 16:23

http://www.snieb.com/hmm.JPG

seems like the skybox is being rendered on top of the explosion...

reply to this message

#176: Texture missing

by CubeJacky on 06/13/2005 16:33

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

reply to this message

#177: Re: ..

by jean pierre on 06/13/2005 17:35, refers to #175

The explosion bug happens to me also

I thaught becouse the explosion has very big Alpha but that screenshot proves it.

reply to this message

#178: Re: ..

by eihrul on 06/13/2005 18:14, refers to #175

That was indeed what was happening. I think I have that fixed in CVS now.

reply to this message

#179: in the new release

by rootnis on 06/13/2005 19:52

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

reply to this message

#180: concave!

by TOGoS_1u2kuhbui on 06/13/2005 20:42

Hey, your cubes are concave, too! Is this just something that happens on ATI cards?

reply to this message

#181: ..

by Sparr on 06/13/2005 21:49

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

reply to this message

#182: Critical Bug!

by pushplay on 06/14/2005 01:36

In aard3 the skybox has the sun at one angle but the lighting is sourced to another! tsk tsk tsk

reply to this message

#183: ..

by Sparr on 06/14/2005 02:15

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 :)

reply to this message

#184: Re: in the new release

by shadow516 on 06/14/2005 04:14, refers to #179

rootnis: Those links are to the same screenshot, but the concave cubes are definitely wrong.

reply to this message

#185: Re: Gilt: remip/lighting bugs

by Gilt on 06/14/2005 05:37, refers to #173


yeah, the raycube thing probably has problems... perhaps the lu/lusize variables are getting corrupted or something.. and yeah it might be the cause of the selection problem too...

reply to this message

#186: ..

by Zer0 on 06/14/2005 09:16

What: very wired anti-lighting =)

How: /newent light 1000 -100 -100 -100 [on aard3]

When: sauerbraten_2005_06_12

Detail: clamping negative lightmap values to 0 should solve this problem.

reply to this message

#187: Re: ..

by jean pierre on 06/14/2005 12:18, refers to #186

Any screenshot's

By typing /screenshot and then use www.imageshack.us and upload it there then give us the link.

reply to this message

#188: Re: in the new release

by rootnis on 06/14/2005 12:38, refers to #184

sorry... i guess it was late and my eyes didn`t show correctly =)
the other link is:
http://img232.echo.cx/img232/3889/screenshot3086950pr.jpg

see those corners!

reply to this message

#189: Re: in the new release

by Aardappel_ on 06/15/2005 01:33, refers to #188

a cube surface should normally be flat. If you make it non-flat, you succumb to whatever direction OpenGL decides to fold it.

reply to this message

#190: ..

by TOGoS_1u2kuhbui on 06/15/2005 02:01

Oh. That explains a lot :)

reply to this message

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