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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520635 views, last view: 09/30/2024 00:33

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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#243: Bouncy overhangs...

by enigma_0Z on 07/02/2005 04:38

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.

reply to this message

#244: 9

by 9 on 07/02/2005 08:06

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

reply to this message

#245: Re: 9

by enigma_0Z on 07/03/2005 16:40, refers to #244

It may be, I'll have to check... chances are though that if you can go thru one way you can go back thru...

reply to this message

#246: Re: Bouncy Jump...

by hungerburg on 07/06/2005 13:05, refers to #242

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

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

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

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

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

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

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..

reply to this message

#253: Re: Gilt: cube subdivision doesn't work for complicated cas

by Aardappel_ on 07/14/2005 05:34, refers to #252

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

solution: http://getfirefox.com

reply to this message

#255: oy...

by Pxtl on 07/14/2005 19:14

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

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 :(

reply to this message

#257: Re: Gilt: cube subdivision doesn't work for complicated cas

by kurtis84 on 07/14/2005 23:48, refers to #253

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

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?

reply to this message

#259: Re: sauerbraten crashing

by kurtis84 on 07/14/2005 23:55, refers to #256

Just to confirm, you did try this package-

http://prdownloads.sourceforge.net/sauerbraten/sauerbraten_2005_07_04_independence_edition.zip?download

and if you did, maybe try the newest .exe from cvs, it's here -

http://cvs.sourceforge.net/viewcvs.py/sauerbraten/sauerbraten/sauerbraten/bin/sauerbraten.exe?view=log

Kurt


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#260: Re: Gilt: cube subdivision doesn't work for complicated cas

by kurtis84 on 07/14/2005 23:58, refers to #258

Thats exactly what causes it...make a cube at a grid size, then drop down a size in grid, and try to edit or retexture...it almost never does it right.

Note that I said ALMOST. I don't know why, but every once in a while this does not happen.

Kurt

reply to this message

#261: Re: Gilt: cube subdivision doesn't work for complicated cas

by enigma_0Z on 07/14/2005 23:59, refers to #260

Heh, It gets even worse with really complicated shapes... I might post a screenie later, if I feel like it...

reply to this message

#262: Re: sauerbraten crashing

by tresdogg on 07/15/2005 01:22, refers to #259

i tried indepen but i still had 2 change the aard map to stop crashing on start up :( even with the 1.78 added..still no change.. crash when u load a map (it does let me create 1 now which is good) but i still would like 2 load other maps

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