Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520693 views, last view: 09/30/2024 06:22 |
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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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#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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#205: .. |
by makkE
on 06/16/2005 13:04
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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
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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.
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#207: Re: antilights fixed |
by Rugen
on 06/16/2005 19:46, refers to #206
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No jean pierre anti-lights are meant to burn your ass.
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#208: Bug report |
by Marotte
on 06/17/2005 16:26
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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.
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#209: Re: Bug report |
by jean pierre
on 06/17/2005 16:45, refers to #208
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Are you sure you're not in edit mode?
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#210: Jump Pads |
by HopFrog
on 06/17/2005 16:47
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in the latest anonymous cvs build, some of the jump pads on the space map are broken.
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#211: Skywalking |
by HopFrog
on 06/17/2005 17:04
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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.
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#212: Re: Skywalking |
by jean pierre
on 06/17/2005 18:11, refers to #211
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How did you got a random fists ammo its not 1 the fist ammo.....very wierd.
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#213: Re: Skywalking |
by shadow516
on 06/17/2005 20:02, refers to #211
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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).
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#214: Physics |
by eihrul
on 06/17/2005 20:52
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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.
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#215: Re: .. |
by Gilt
on 06/18/2005 00:35, refers to #215
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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.
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#216: .. |
by Sparr
on 06/18/2005 21:09
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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.
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#217: Re: .. |
by CC_Machine2
on 06/18/2005 23:16, refers to #216
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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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#218: Re: .. |
by tentus
on 06/18/2005 23:28, refers to #217
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dude... you wouldn't move the ship at all, gravity and such wouldn't need to change at all. The ship would be static, just make the illusion of warp speed by putting it in a black box and make little "stars" fly by (check out Hyperblast from Unreal Tournament to see a great example of this).
That's probably the worst arguement you could have made. Something like a airplane dogfight would have made more sense. But your comment still doesn't make much sense, CC_Machine
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#219: .. |
by CC_machine
on 06/19/2005 00:47
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ok never mind then
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#220: Re: .. |
by CC_Machine2
on 06/19/2005 12:55, refers to #220
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i agree with morgaine. the 'default' physics could be hardcoded into the engine, but with the option to use custom physics. (much like the skybox - can be changed or left as default)
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#221: sky & water rendering |
by ssdd_darkstar
on 06/19/2005 16:13
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What: sky, water, smoke, explosion rendered in incorrect order
how:
1. take the rocketlan. shoot ata cube in a way that the explosion and the sky overlap. see screenshot
or 2. take the rocketlan or the rifle and shoot at water
when: release 2005-06-12
details:
sky is rendered in front of explosion (i beleive this wa already filed)
water is rendered in front of explosion and smoke
http://img166.echo.cx/img166/8387/screenshot29005713zk.png
http://img190.echo.cx/img190/7447/screenshot29250267zr.png
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#222: Re: sky & water rendering |
by eihrul
on 06/19/2005 17:13, refers to #221
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Both of those are already fixed.
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#223: Changing Textures |
by shadow516
on 06/19/2005 22:57
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What: Changing texture can affect geometry.
When: 6-12-05 release
Detail: While trying to create a "smooth" arch, i noticed that changing the texture on the front changes the geometry significantly. Note that this doesn't happen with the smaller arch next to it.
http://img151.echo.cx/img151/2233/textureerror18ml.jpg
http://img144.echo.cx/img144/5953/textureerror29on.jpg
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