Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520688 views, last view: 09/30/2024 06:18 |
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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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#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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#259: Re: sauerbraten crashing |
by kurtis84
on 07/14/2005 23:55, refers to #256
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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
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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
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#261: Re: Gilt: cube subdivision doesn't work for complicated cas |
by enigma_0Z
on 07/14/2005 23:59, refers to #260
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Heh, It gets even worse with really complicated shapes... I might post a screenie later, if I feel like it...
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#262: Re: sauerbraten crashing |
by tresdogg
on 07/15/2005 01:22, refers to #259
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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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#263: Re: sauerbraten crashing |
by kurtis84
on 07/15/2005 02:22, refers to #262
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From what I could find about that chipset you mentioned, it looks like an integrated video chip on the motherboard....if this is the case, be sure what you've updated includes a video driver. I see driver updates talking about motherboards, and video separately...might be worth a look. If this is'nt the cause, then I cannot help. Maybe someone else here can...sorry.
Kurt
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#264: Re: Gilt: cube subdivision doesn't work for complicated cas |
by Aardappel_
on 07/15/2005 02:58, refers to #257
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I am sorry, there is nothing wrong with that screenshot per se. There isn't always a perfect way to subdivide. Sure maybe it can be done better, but it is not a bug at least. There used to be a bug with completely random gaps being generated in unrelated spots, that has been fixed.
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#265: Re: Gilt: cube subdivision doesn't work for complicated cas |
by enigma_0Z
on 07/15/2005 03:33, refers to #264
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Oh yeah, I remember that one! That was funny... heh.
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#266: Re: CVS Sauer on x86_64 hangs in intermission |
by Aardappel_
on 07/15/2005 03:55, refers to #256
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I just fixed the spawning code somewhat, and now no monsters spawn up in the air anymore.
DMSP requires roomy spawnpoints for the larger monsters, and ksauer1 has only few spawnpoints, most in narrow spots. This is where sauer's emergency spawning routine kicks in, randomly trying to find a spot close by. It does a better job now :)
Looking at the code for lightreaching(), I can't see how part of ray can be NaN. it just computes the distance between a light entity, and a monster in this case. That should be valid even if the monster is way above the level. Eihrul?
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