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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520797 views, last view: 09/30/2024 12:18

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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#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.

reply to this message

#203: Re: antilights fixed

by jean pierre on 06/16/2005 06:52, refers to #200

Actually i like that idea how did you did the screen to become blue?
It is a very cool effect for ice caves.

reply to this message

#204: Re: antilights fixed

by makkE on 06/16/2005 12:58, refers to #203

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.

reply to this message

#205: ..

by makkE on 06/16/2005 13:04

Ooops, I wanted to report on my z-fight problems:

My graphics card (gf fx5600) seems to be locked to 16-bit depth buffering when running 16bpp colour depth.

On 32bpp colour depth the z-fighting is gone,probably runs the z-buffer with 24bit then. Kills 30% or more of my fps :( oh well..

X runs on 24bit depth by default (afaik), so they didnĀ“t show up there in the first place.

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#206: Re: antilights fixed

by jean pierre on 06/16/2005 13:55, refers to #204

Oh how boring >:(
But yes :P Aard can possibly make magic lights that makes the screen looks like ice caves,lava caves,deep water places and alot of these i love this idea.

reply to this message

#207: Re: antilights fixed

by Rugen on 06/16/2005 19:46, refers to #206

No jean pierre anti-lights are meant to burn your ass.

reply to this message

#208: Bug report

by Marotte on 06/17/2005 16:26

Hello,

I tested the last sources version of sauerbraten :

In any maps, i can't pick up any items (weapons,armors,etc...)

In a map i've made before, some walls and some floor became transparent.


reply to this message

#209: Re: Bug report

by jean pierre on 06/17/2005 16:45, refers to #208

Are you sure you're not in edit mode?

reply to this message

#210: Jump Pads

by HopFrog on 06/17/2005 16:47

in the latest anonymous cvs build, some of the jump pads on the space map are broken.

reply to this message

#211: Skywalking

by HopFrog on 06/17/2005 17:04

Details: http://img26.echo.cx/img26/5421/screenshot865789vr.png

How: By walking backwards and to the side against the wall, I was able to achieve the effect of holding onto the wall.

Map: tartech

When: today's anonymous CVS.

reply to this message

#212: Re: Skywalking

by jean pierre on 06/17/2005 18:11, refers to #211

How did you got a random fists ammo its not 1 the fist ammo.....very wierd.

reply to this message

#213: Re: Skywalking

by shadow516 on 06/17/2005 20:02, refers to #211

I've noticed that in other builds too.

I don't think that needs to be fixed, because holding on to the wall when scrunched up into a corner is not all that unreasonable - it probably has to do with friction in the physics engine, and would happen in real life quite easily (assuming you were strong enough).

reply to this message

#214: Physics

by eihrul on 06/17/2005 20:52

I am still making some substantial changes to the physics code, so please don't report any bugs pertaining to it for the time being until I'm done toying with it.

reply to this message

#215: Re: ..

by Gilt on 06/18/2005 00:35, refers to #215

well, it's not really that physics is a never ending problem, so much as it was never finished in the first place...

and just FYI, getting stuck doesn't have anything to do with friction. the physics, as I believe someone already noted, is designed for effect, rather then cause. In other words it's not based on the science of real life since we tend to care more about the end player experience rather then pleasing newton, einstein and god.

reply to this message

#216: ..

by Sparr on 06/18/2005 21:09

the CONSTANTS should be changable in a plugin/map/whatever, but the actual algorithms for the physics (how gravity works, how friction works, how collisions work, etc) should definitely be hard coded.

reply to this message

#217: Re: ..

by CC_Machine2 on 06/18/2005 23:16, refers to #216

not neccaserily (i know that was spelt wrong somewhere)

say you have a space advednture game in sauer (VERY much in the future) similar to star trek (tv series). When the spaceship goes into warp (several times the speed of light for all that dont know what the hell im talking about) it will need to have something changed to the collision / friction / gravity code as it is moving so damn fast it may cause the game to crash or something

and i know this isnt to do with physics but the way the map is rendered sould be changeable as well; in my example above, you would need to compute the WHOLE of the universe that you are looking towards if looking in a certian direction which would lead to extremely low framerates

oh and dont waffle on about star trek, this thread is not for that

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