Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520706 views, last view: 09/30/2024 06:32 |
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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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#185: Re: Gilt: remip/lighting bugs |
by Gilt
on 06/14/2005 05:37, refers to #173
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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...
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#186: .. |
by Zer0
on 06/14/2005 09:16
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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.
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#187: Re: .. |
by jean pierre
on 06/14/2005 12:18, refers to #186
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Any screenshot's
By typing /screenshot and then use www.imageshack.us and upload it there then give us the link.
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#188: Re: in the new release |
by rootnis
on 06/14/2005 12:38, refers to #184
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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!
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#189: Re: in the new release |
by Aardappel_
on 06/15/2005 01:33, refers to #188
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a cube surface should normally be flat. If you make it non-flat, you succumb to whatever direction OpenGL decides to fold it.
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#190: .. |
by TOGoS_1u2kuhbui
on 06/15/2005 02:01
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Oh. That explains a lot :)
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#191: Anti-lights |
by pushplay
on 06/15/2005 03:00
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Anti-lights are typically a feature. The question isn't why is it possible, the question is why are the results so weird? :)
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#192: Re: Anti-lights |
by shadow516
on 06/15/2005 04:19, refers to #191
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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
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#193: Re: Anti-lights |
by jean pierre
on 06/15/2005 07:47, refers to #192
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Wow the second screenshot is cool :O
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#194: folding cubes surface |
by rootnis
on 06/15/2005 14:19
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>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.
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#195: Those Anti-Lights... |
by HopFrog
on 06/15/2005 14:28
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are kinda nifty!
Can we keep em?
:P
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#196: Re: Those Anti-Lights... |
by jean pierre
on 06/15/2005 15:17, refers to #195
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Problem is
You require knowledge of setting the volume/sounde/tune and etc....
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#197: Re: Anti-lights |
by shadow516
on 06/15/2005 22:43, refers to #191
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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...)
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#198: .. |
by RealNitro
on 06/15/2005 22:53
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>(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?
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#199: antilights fixed |
by eihrul
on 06/15/2005 23:02
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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. :)
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#200: Re: antilights fixed |
by shadow516
on 06/15/2005 23:29, refers to #199
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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...
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#201: .. |
by Rick|
on 06/16/2005 01:12
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Heh like beserk mode in doom ;)
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#202: Re: antilights fixed |
by tentus
on 06/16/2005 05:26, refers to #200
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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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#203: Re: antilights fixed |
by jean pierre
on 06/16/2005 06:52, refers to #200
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Actually i like that idea how did you did the screen to become blue?
It is a very cool effect for ice caves.
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#204: Re: antilights fixed |
by makkE
on 06/16/2005 12:58, refers to #203
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Good they are fixed :)
Looked kinda intresting, yes, but no practical use at all.
Jean Pierre: He inverted the colours of that image with an image manipulation program.
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