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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520975 views, last view: 09/30/2024 22:38

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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#24: Re: Hang on exit

by jorss on 12/10/2004 17:42, refers to #18

it happens always & everywhere

reply to this message

#25: new version 1.11

by Gilt on 12/15/2004 00:17

newversion 1.11
fixed #6, #15

Outstanding: #1
backburner: 4, 7. 17
-----------------------------
I thought remember staffy mentioning the undo display saying something like "1.1 out of 1". well, that should be fine because the way it works is that it first counts all the undo mem being used, and then prints that number, and only then does it remove the old undo states until it gets below the limit. so it will hover around the limit. A problem would be if that value kept on rising and doesn't really come down.

jorss: it sounds like your comp is not powerful enough. however, there is still a lot that can be done to make it faster, so it might be playable in the future.

reply to this message

#26: Convex/Concave slopes

by TOGoS on 12/15/2004 16:51

If I move opposite vertices of a face of a cube in, that side is rendered as concave, while the collision detection thinks it's convex.

When: 1.11

How: Up the grid size, push in a single corner (or opposite corners) of the top of a cube. Then try to walk on it.

reply to this message

#27: Re: Convex/Concave slopes

by Gilt on 12/18/2004 02:43, refers to #26

the main problem here is the cubes being rendered as concave. but, while I know that it's possible using relatively complicated cube shapes, I can't seem to reproduce concave cubes with just the basic shapes like how you described..

I'd like to see some pics of the concave cube, making sure that the red reference gridbox is somewhere in the pic. not that I don't believe you :) I just need to know the orientations that are doing this. also what brand of video card do you have?

reply to this message

#28: Re: Convex/Concave slopes

by TOGoS@home on 12/19/2004 00:53

I\\\'ll post a picture as soon as I get back to my fancy ATI Radeon 9800 box :) What I would guess is happening is that a square is being sent to the video card instead of 2 triangles, so the video card is left to decide which way to split it, and it and the Sauerbraten physics engine disagree on which way that is. Then again, if that was the case you probably would have thought of it, and I know very little about interfacing with video cards ;P

reply to this message

#29: Re: Convex/Concave slopes

by TOGoS on 12/19/2004 22:36

And here is the screenshot you requested. As I said before, I am using an ATI Radeon 9800

http://www.uwplatt.edu/~stevenda/junk/sauerconcave.jpg

reply to this message

#30: bump

by staffy_ihatethecookies on 01/01/2005 10:31

i got some really crazy hom effects in nieb's new map.

reply to this message

#31: Re: bump

by nieb on 01/01/2005 12:19, refers to #30

what is "hom"

reply to this message

#32: ..

by makkE on 01/01/2005 15:10

hom = hall of mirrors, for example seen when corners are wrong in cube...

reply to this message

#33: Re: bump

by nieb on 01/01/2005 15:37, refers to #31

oh, thanks again makke...

ive never seem that (hom) in sauer before hmm... do you have any screenshots staffy?

reply to this message

#34: screen

by staffy_ihatethecookies on 01/03/2005 00:48

http://img105.exs.cx/my.php?loc=img105&image=blah4go.jpg

reply to this message

#35: Re: screen

by Jcdpc Mozilla_is_teh_cookie_monster on 01/03/2005 01:07, refers to #34

pretty map nieb. Even if this is the wrong thread for me to talk about in... :)

reply to this message

#36: Re: screen

by nieb on 01/03/2005 19:26, refers to #34

wow, that is crazy lol, dont know what that would be....im guessing it has something to do with your computer and setup, sence no one else has reported the same problem.
thanks, glad you liked it jcdpc :)

reply to this message

#37: ..

by e:n:i:g:m:a on 01/04/2005 03:20

Has anyone had any problems with the newmap command? I can't seem to make new maps, I've gotta go to precreated ones (such as tiny) and edit my own out of them...

reply to this message

#38: Re: ..

by jerrybean on 01/04/2005 05:41, refers to #37

enigma:
You have to be in edit mode to use newmap. You can also create new maps from the menu: editing > map operations > newmap ...

reply to this message

#39: Re: screen

by staffy_ihatethecookies on 01/04/2005 10:13, refers to #36

The strange thing is that it only happens with your map....

i do use the whole cube texture set though but that shouldn't matter.

reply to this message

#40: Re: ..

by e:n:i:g:m:a on 01/07/2005 20:09, refers to #38

I know that... It seems that sauerbraten doesn't prevent users from newmap'ing without being in edit mode or something... anyway I resolved it now.

Thanks

reply to this message

#41: ..

by Qton on 01/09/2005 11:56

Half-Life does the same thing when you fly out of the map or look at "emptyness" (no wall or sky present). Maybe the geometry is not loading properly? Have you tried /fixmap?

reply to this message

#42: Re: ..

by staffy_ihatethecookies on 01/09/2005 12:18, refers to #41

fixmap didn't help.

reply to this message

#43: Re: screen

by Gilt on 01/09/2005 20:07, refers to #34

staffy: can the hom happen right after you load a map, or do you have to do some editing. could you also write down a way to make it happen every time, step-by-step. or does it only happen sometimes?

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