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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520751 views, last view: 09/30/2024 10:19

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:

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#218: Re: ..

by tentus on 06/18/2005 23:28, refers to #217

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

reply to this message

#219: ..

by CC_machine on 06/19/2005 00:47

ok never mind then

reply to this message

#220: Re: ..

by CC_Machine2 on 06/19/2005 12:55, refers to #220

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)

reply to this message

#221: sky & water rendering

by ssdd_darkstar on 06/19/2005 16:13

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

reply to this message

#222: Re: sky & water rendering

by eihrul on 06/19/2005 17:13, refers to #221

Both of those are already fixed.

reply to this message

#223: Changing Textures

by shadow516 on 06/19/2005 22:57

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

reply to this message

#224: Re: Changing Textures

by shadow516 on 06/19/2005 22:58, refers to #223

Reloading the map before changing the textures seems to have fixed this.

reply to this message

#225: ..

by makkE on 06/20/2005 03:40

Omg :) Screenshot : F12 by default XD
Funny how many people actually type it :D

reply to this message

#226: Re: ..

by shadow516 on 06/20/2005 05:28, refers to #225

I already knew about F12, but I still always type it out. Go figure.

reply to this message

#227: ATI lockups

by thepacz on 06/20/2005 06:10

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.

reply to this message

#228: Some Textures

by jean pierre on 06/20/2005 12:56, refers to #226

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.

reply to this message

#229: Re: ATI lockups

by tentus on 06/20/2005 15:37, refers to #227

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

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.

reply to this message

#231: Re: ATI lockups

by thepacz on 06/20/2005 18:55, refers to #230

hehe thanks guys =)

I'm getting a new computer soon anyway... and it WILL NOT have an ATI card.

reply to this message

#232: Re: ATI lockups

by CC_machine on 06/20/2005 19:27, refers to #230

funny, there MUST be something different with the new sauer, the newest sauer and the one before (12/6/05 and 5/06/05) my computer crashes at startup, but the versions before (29/05/05 and earlier) work properly (i think it is something to do with loading maps, i can make the newer sauers work by:

-renameing/deleting aard3.ogz in base folder

-not loading a map or changing weapons - i am stuck on a newmap :(

i think this is a driver problem but it is quite wierd.. you would think it would crash if it started on a newmap :\

also if i load a map then SOMETIMES it will load and work as normal.. even wierder

reply to this message

#233: MB/Processor combo

by shadow516 on 06/20/2005 19:36

If you want an AMD processor here's my suggestion:

http://www.newegg.com/Product/Product.asp?Item=N82E16813131498

http://www.newegg.com/Product/Product.asp?Item=N82E16819103486

reply to this message

#234: Funky sprites & explosions

by enigma_0Z on 06/22/2005 02:52

What:
Sprites such as smoke, weapon trails, etc. look funky when drawn over water.

How:
Look at water and fire the rocket launcher so the smoke goes over the water.

When:
Revision 1.66, Released: Wed Jun 15 01:57:13 UTC

Details:
I read this bug was "fixed" but it isn't in the latest CVS release, unless i'm looking in the wrong spot. ( http://cvs.sourceforge.net/viewcvs.py/sauerbraten/sauerbraten/sauerbraten/bin/sauerbraten.exe?view=log )

reply to this message

#235: New (large?) maps are pixelated

by enigma_0Z on 06/22/2005 03:00

What:
If I start up sauer and create a map with a command, the textures are pixelated, but not if I select it from the menu

How:
Type (in the console, in edit mode, without quotes) "/newmap 256" for example. When the map loads, the textures will be pixelated, but if you go into the editing menu and select a 256^3 cube map, the textures aren't pixelated.

When:
Revision 1.66, Released: Wed Jun 15 01:57:13 UTC

Details:
I've got an ATI graphics card, and am under Windows XP Pro. I looked in the menu config and the arguments to newmap are in the range of 10-16. Does this matter? Perhaps there should be an error message displayed if the argument is > than some reasonable number.

reply to this message

#236: Re: Changing Textures

by Gilt on 06/23/2005 04:17, refers to #223

all cube editing commands have the potential to subdivide cubes if the gridsize is smaller then the selected cubes. If you use a larger grid size to texture they wouldn't break like that...

that being said, it doesn't look like it is subdividing properly...

reply to this message

#237: Re: CVS Sauer on x86_64 hangs in intermission

by Aardappel_ on 06/23/2005 18:50, refers to #237

maybe it depends on which map gets loaded first? try modifying the source to load another startup map.

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