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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520711 views, last view: 09/30/2024 06:41

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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#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

#191: Anti-lights

by pushplay on 06/15/2005 03:00

Anti-lights are typically a feature. The question isn't why is it possible, the question is why are the results so weird? :)

reply to this message

#192: Re: Anti-lights

by shadow516 on 06/15/2005 04:19, refers to #191

The effect of anti-lights seem normal untill shadows are introduced:

Negative lights w/o shadows:

http://img295.echo.cx/img295/8700/noshadow0na.jpg

Negative lights with shadows:

http://img133.echo.cx/img133/6885/withshadow6pt.jpg

reply to this message

#193: Re: Anti-lights

by jean pierre on 06/15/2005 07:47, refers to #192

Wow the second screenshot is cool :O

reply to this message

#194: folding cubes surface

by rootnis on 06/15/2005 14:19

>If you make it non-flat, you succumb to whatever direction OpenGL decides to fold it.

although sometimes the surface looks "ATI style" (like in first pic) and look may vary randomly between thouse two, when moving pointer, physically it performs like in second one all the time.

reply to this message

#195: Those Anti-Lights...

by HopFrog on 06/15/2005 14:28

are kinda nifty!

Can we keep em?

:P

reply to this message

#196: Re: Those Anti-Lights...

by jean pierre on 06/15/2005 15:17, refers to #195

Problem is
You require knowledge of setting the volume/sounde/tune and etc....

reply to this message

#197: Re: Anti-lights

by shadow516 on 06/15/2005 22:43, refers to #191

I think I've found a use for Anti-Lights:

Abstract art!
http://img202.echo.cx/img202/9804/abstract0rn.jpg

(I wonder if a modern art museum would buy this...)

reply to this message

#198: ..

by RealNitro on 06/15/2005 22:53

>(I wonder if a modern art museum would buy this...)

[off topic, sry]

Why don't you create a level full of these views, like a virtual museum?

reply to this message

#199: antilights fixed

by eihrul on 06/15/2005 23:02

Sadly, antilights are now fixed so you won't be able to make abstract art anymore. All they do now is just subtract light. Sorry. :)

reply to this message

#200: Re: antilights fixed

by shadow516 on 06/15/2005 23:29, refers to #199

So, no more of this:

http://img244.echo.cx/img244/4601/negativelights6yr.jpg

Oh well.

That gives me an idea though. How about an effect that causes the entire screen to become negative?

http://img21.echo.cx/img21/598/negativesauer6xh.jpg

It would be a cool effect for teleporting and extreme damage...

reply to this message

#201: ..

by Rick| on 06/16/2005 01:12

Heh like beserk mode in doom ;)

reply to this message

#202: Re: antilights fixed

by tentus on 06/16/2005 05:26, refers to #200

also something that would be fun is intentional incorporation of the texturelless bug, as perhaps a visor or something (think metroid prime). there'd still be lighting but not textures. i remember someone accidentally did this somehow in cube and it looked really cool.

i did run across a bug a little while ago on an onboard video machine (biostar), which took the textures and turned it into brownish and yellowy patches. looked kinda cool, but ugly as sin. i have not been able to replicate the expirience, it may have been fixed in the newer version of sauer.

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