Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520700 views, last view: 09/30/2024 06:29 |
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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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#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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#224: Re: Changing Textures |
by shadow516
on 06/19/2005 22:58, refers to #223
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Reloading the map before changing the textures seems to have fixed this.
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#225: .. |
by makkE
on 06/20/2005 03:40
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Omg :) Screenshot : F12 by default XD
Funny how many people actually type it :D
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#226: Re: .. |
by shadow516
on 06/20/2005 05:28, refers to #225
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I already knew about F12, but I still always type it out. Go figure.
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#227: ATI lockups |
by thepacz
on 06/20/2005 06:10
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Is there any way yet to fix the random lockups that happen with ATI cards? It's not just cube/sauerbraten, but I can't find any help anywhere else.
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#228: Some Textures |
by jean pierre
on 06/20/2005 12:56, refers to #226
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This bug is small but it gets annoying
Bug:I did lightning and recalculated as well and then i change textures and some textures lose the light which they are already in the light and then i recalc again and gets normal but annoying especially if you are doing a mega light level.
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#229: Re: ATI lockups |
by tentus
on 06/20/2005 15:37, refers to #227
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did you get this card recently? i got an All-In-Wonder not long ago, only to find out that
a) AIWs don't like my Audigy sound card
b) My Soyo motherboard has issues with cards that use over 150V.
so i had to buy a cheap XFX card to use until i can get a new motherboard. i hate the way those crucial little incompatabilities are squirreled away where you have to be searching for them specifically if you want to know.
of course, yours may be a completely different issue, if so sorry about my little rant there.
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#230: Re: ATI lockups |
by tentus
on 06/20/2005 17:13, refers to #230
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sounds like you have some beef with ATI there Morgaine :) funny how getting an ATI card has made me even more an nVidia fan
just out of curiosity, does anyone have any advice on getting a mid-range mb/processor? i'm looking at this one
http://www.tigerdirect.com/applications/SearchTools/item-details.asp?EdpNo=1121425&CatId=0
because i'm in the market for an approximately $400 US mb/processor combo. any advice on this would be great.
on sauerbraten:
What: psycodelically colored skyboxes
When: 6-12-05 release (onboard video :/ )
Details:
i do a lot of testing on the family computer, which has onboard video. hence, craptastic with plenty of visual bugs. one of these, common to both cube and sauer, is that often the skybox will be psycodelically colored when the game is first load: this is fixed by simply loading a new map. however, in the newest sauer release, ALL the skyboxes are colored crazy, dispite many reloads and map changes. this is probably something specific to the onboard vido, but i thought it was interesting that there was an inconsistency.
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#231: Re: ATI lockups |
by thepacz
on 06/20/2005 18:55, refers to #230
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hehe thanks guys =)
I'm getting a new computer soon anyway... and it WILL NOT have an ATI card.
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