Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520701 views, last view: 09/30/2024 06:30 |
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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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#239: Re: CVS Sauer on x86_64 hangs in intermission |
by Aardappel_
on 06/25/2005 09:41, refers to #239
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I'll make sauer 64bit clean.. not many changes required.
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#240: Re: CVS Sauer on x86_64 hangs in intermission |
by Pxtl
on 06/25/2005 15:58, refers to #240
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Ick. cout is your friend.
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#241: slides... |
by Wolf
on 06/30/2005 06:37
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its not a major bug or anything but its annoying for what i am trying to do. (maybe i just shouldnt do it lol)
i was trying to make a slide that the player slides down in my map. dont ask me why lol. in order for the character to slide and not be able to climb back up it must be one click over 45 degrees. so i made my slide and then slid down it. whenever u hit a division the size of the cube u edited the slide with u hit a bump. the geometry is smooth tho. just make a slide with an angle of more than 45 degree's and u will see what i mean.
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#242: Bouncy Jump... |
by enigma_0Z
on 07/02/2005 04:34
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What: If player jumps repeatidly, player gets higher jumps.
How: Jump, then jump as soon as you land. Repeat. You get more air to an extent with the more jumps you make. In aard3 there is a higher area near the central part of the map. You can't jump up there on your first jump but if you keep bouncing, you can get high enough to make it up there.
When: Version 1.67 . I believe it's the lastet? I downloaded it in linux using CVS.
Details: None aplicable that I can think of... perhaps this is caused by the same thing that makes you bounce higher on jumppads?
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#243: Bouncy overhangs... |
by enigma_0Z
on 07/02/2005 04:38
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What: When you get under ledges that are of a certain height you slip under them and then quickly bounce back out.
How: Make a ledge two squares wide by eight squares long that has (I believe) Three smallest cubes empty space below it. Then get underneath it and push it up (with the F key) I believe six times. Finally, place an area where you can't walk under after that ledge thingy. Walk underneath the ledge and you will "bounce" out.
When: Version 1.67 . I believe it's the latest? I downloaded it in linux using CVS
Deatails: This was in version 66 too, but instead of bouncing you got "stuck". Obviousally something has changed somewhere. If I knew more about sauer's player collision I would put more here.
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#244: 9 |
by 9
on 07/02/2005 08:06
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not sure if this is the same trick... but you can make windows that u can go thru only one way.. the window has to be ground level on one side and on the other side there has to be enough space to jump thru
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#245: Re: 9 |
by enigma_0Z
on 07/03/2005 16:40, refers to #244
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It may be, I'll have to check... chances are though that if you can go thru one way you can go back thru...
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#246: Re: Bouncy Jump... |
by hungerburg
on 07/06/2005 13:05, refers to #242
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hey, as a seasoned doom player I suggest that its a feature - a skilljump! easiest way to do it: hit the jump key shortly, hit it again but keep depressed, and voilĂ the second jump gets you higher - with no need for exact timing.
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#247: Re: CVS Sauer on x86_64 hangs in intermission |
by Aardappel_
on 07/06/2005 20:59, refers to #246
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well, without having a 64bit machine myself, I can't debug this... anyone with C++ skills can try. On visual studio I get no "64bit compatability warnings" anymore.
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#248: map loading timer and gamespeed |
by onthetweek
on 07/08/2005 05:53
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While working on a Cube mod I came across this little thing which seems to be the same in Sauer.
What: Map loading times show as negative.
How: If you increase the gamespeed, say 200, and then load a map it will show the map loading time to be negative.
Detail: In worldio.cpp, in function load_world(char* ) it prints SDL_GetTicks() -lastmillis after having loaded the map.
As a quick fix I set lastmillis =SDL_GetTicks() at the very start of the function. I'm sure a more informed solution could be found if needed.
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#249: Gilt: cube subdivision doesn't work for complicated cases |
by Aardappel_
on 07/09/2005 20:32
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what: cube subdivision doesn't work for complicated cases
how: take a full cube at a certain gridsize, edit the corners (Q) a bit on the top surface, go one gridsize down, edit a texture (to force subdivision): weird holes appear on the bottom of that cube or elsewhere.
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#250: Re: Bouncy overhangs (FIXED) |
by enigma_0Z
on 07/11/2005 18:21, refers to #243
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Bouncy overhangs has been fixed, for all who care. Just wanted to confirm the fix to the developers.
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#251: Re: Gilt: cube subdivision doesn't work for complicated cas |
by kurtis84
on 07/14/2005 03:30, refers to #249
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This is a tough one to work with from the mapping aspect. I create terrain at a certain grid, I'm forced to stick to that grid on the terrain areas for textures, and extra complex cube sizes/slopes.
A lot would benefit for figuring this one out.
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#252: Re: Gilt: cube subdivision doesn't work for complicated cas |
by Gilt
on 07/14/2005 04:01, refers to #251
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is it still a problem? hmm.. I thought I put in a fix to that a couple days ago.
now, of course it'll never be a perfect since it is physically impossible for many cases, but it should be pretty close now I hope..
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#253: Re: Gilt: cube subdivision doesn't work for complicated cas |
by Aardappel_
on 07/14/2005 05:34, refers to #252
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it seems to work now!
I checked in a new exe for it
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#254: Re: CVS Sauer on x86_64 hangs in intermission |
by Pxtl
on 07/14/2005 19:13, refers to #254
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solution: http://getfirefox.com
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#255: oy... |
by Pxtl
on 07/14/2005 19:14
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just discovered, even Firefox gets confused and doesn't restore text on this forum. Never mind. Very odd.
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#256: sauerbraten crashing |
by Tresdoggg
on 07/14/2005 22:09
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ok this is the prob..the only version of sauerbraten i cant get 2 workin is the 5-24-05 release..the others crash..if its not the newchar prob it crashes when u load a new map or just crashes on start.. :( cube never gave me problems but this new one is.
emachine
windows xp home
intel 82845g (updated 2 latest drivers)
P.s. i already have several hours in searching ... and there seems 2 be no answer :(
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#257: Re: Gilt: cube subdivision doesn't work for complicated cas |
by kurtis84
on 07/14/2005 23:48, refers to #253
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I just got home, tried the new EXE, and I'm still having trouble with this. Example -
http://www.fidnet.com/~kesler/pre_subdivision.jpg
http://www.fidnet.com/~kesler/post_subdivision.jpg
Am I wrong thinking this should work?
Kurt
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#258: Re: Gilt: cube subdivision doesn't work for complicated cas |
by enigma_0Z
on 07/14/2005 23:55, refers to #257
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Uhh, no you aren't... I had a similar issue on the roof of my lastest sauer map (I'll release all of them in a few days, I've got a third cooking now.)
Anyways, I had created my map all nice and good, and I decided I wanted to change the texture on the roof. No prob, right? Wrong. The surface was completely flat, I selected the whole thing and did the t+mouseup to select a texture and seemingly random patches of my roof were bent up just like your screenie there. In my situation, the selector _may_ have been smaller than the original roof size, but that shouldn't matter, right?
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