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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520615 views, last view: 09/29/2024 22:26

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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#283: the nothing crash

by shadow.516 on 07/20/2005 00:52

In the lates CVS, if you remove all the cubes from the map (so that all that is left is the skybox), the game crashes.

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#284: Re: the nothing crash

by shadow.516 on 07/20/2005 00:56, refers to #283

in addition, it doesn't matter if there are other materials left on the map - as long as there are no solids, a crash is inevitable.

I came across this bug while trying to make a map entirely out of glass.

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#285: gun vanish

by da(5)id on 07/23/2005 07:18

i've noticed that when i go up stairs the gun flickers in and out of exsistance.
this doesn't happen with the character model in the thirdperson mode. weird huh?

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#286: Re: CVS Sauer bugs on x86_64 -- out of world ents

by kurtis84 on 07/23/2005 15:07, refers to #285

just for the record, there are no ents outside of ksauer1. I do have a clue why you're getting that message though. There are several cubes I pulled back 1 or 2 units, then I set ents in that pulled back space...is it not properly calculating those small spaces like that?

I cannot help but wonder Morgaine2, have you done anything to find the source of this 64bit problem, or are you just posting everything you see wrong with it on a 64bit system? AFAIK, nobody working on Sauer has a 64bit system, so I would think these problems aren't going to be fixed unless you, or someone with a 64bit system does it themselves ;)

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#287: Re: CVS Sauer bugs on x86_64 -- out of world ents

by shadow.516 on 07/24/2005 03:54, refers to #287

Actually, there are out of map coordinates for 32-bit. But for some reason the code doesn't hang.

Here's what I get with ksauer1:

init: video: mode
init: video: misc
init: gl
Using GL_ARB_vertex_buffer_object extensions
init: world
game mode is ffa/default
init: basetex
init: sound
init: cfg
unknown command: and
init: localconnect
init: mainloop
read map packages\base\aard3.ogz (3893 milliseconds)

game mode is ffa/default
warning: ent outside of world: enttype[11] index 14
warning: ent outside of world: enttype[11] index 15
warning: ent outside of world: enttype[3] index 16
warning: ent outside of world: enttype[3] index 17
warning: ent outside of world: enttype[3] index 18
warning: ent outside of world: enttype[5] index 19
warning: ent outside of world: enttype[8] index 20
warning: ent outside of world: enttype[9] index 22
warning: ent outside of world: enttype[11] index 25
warning: ent outside of world: enttype[4] index 28
warning: ent outside of world: enttype[10] index 34
warning: ent outside of world: enttype[5] index 60
warning: ent outside of world: enttype[4] index 61
warning: ent outside of world: enttype[6] index 64
read map packages\base\ksauer1.ogz (4062 milliseconds)
3Dimentia_1
game mode is ffa/default

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#288: Re: CVS Sauer bugs on x86_64 -- out of world ents

by kurtis84 on 07/24/2005 19:02, refers to #288

So, let me get this straight. Is there something wrong with my map thats causing this, or is it in the method the engine is loading the map?

If it's something wrong with my map, I would like to hear someone say exactly what it is about ksauer1 thats causing this...does anyone know yet?

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#289: Re: CVS Sauer bugs on x86_64 -- out of world ents

by Aardappel_ on 07/25/2005 23:06, refers to #289

that's because it doesn't solve the problem, only hides it. Other maps have entities outside the world which are legal, such as sunlights.

Some coordinates of some entities are clearly corrupted, they show up as big numbers or NaN even on win32 (so this is not a 64bit portability issue, it just crashes harder on 64bit linux).

I can easily "fix" this map, but I would rather first know how they got corrupted in the first place. You can't really tamper or corrupt a .ogz externally, as it would show up as a zlib crc error. So somehow, some version of sauer must have corrupted this itself.

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#290: hmm

by Pxtl on 07/26/2005 14:55

It does seem that it should at least make a warning about such violations, at least where appropriate (as Aard mentioned, some entities should be outside).

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#291: Re: CVS Sauer bugs on x86_64 -- out of world ents

by >driAn<. on 07/26/2005 20:19, refers to #290

Morgaine2, no it doesn't solve the problem. A bug must be fixed on the root of the problem, else its a cheap hack.

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#292: Re: CVS Sauer bugs on x86_64 -- out of world ents

by kurtis84 on 07/27/2005 00:13, refers to #292

ksauer1 was built before we had a working "dropent" command. I did use the dropent on the map after it was implemented, but I think I remember there being some issues with that command.

Could this have caused these troubles?

At any rate, I think if theres any evidence that the newer versions of sauer do not create these "corrupted ents", I would like to fix the map and forget about this....it makes me nervous knowing theres a bug in my map :)

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#293: a new weapon

by rootnis on 08/13/2005 23:40

there is a new weapon in sauer called hidehud 1 and it looks like nuclear explosion ;). But if serious, then take a look at pictures taken few seconds after i execute hidehud 1 in console.
http://img101.imageshack.us/img101/3045/screenshot412824mp.jpg
http://img27.imageshack.us/img27/5602/screenshot421356er.jpg
http://img27.imageshack.us/img27/7016/screenshot431852pu.jpg

unfortunately it works self-destructive because you cant see a thing but game goes on he he. Luckily things can be undone by hidehud 0.

and yes, there is another thing - it doesn`t show hudicons any more. hmm

when: 1.98, ati radeon 7000, winxp

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#294: texture bug (?)

by CC_machine2 on 08/18/2005 00:21

ok, so i decided to make a little map in sauer. ive tried using custom textures but it didnt work (properly).

my texture (note i put in a chunk of another tex to help diagnose the problem):

http://www.hitech.clearcrystal.co.uk/mytex.PNG

screenshot of it in sauer (with the original tex that i took a bit from next to it):

http://www.hitech.clearcrystal.co.uk/screenshot_mytex.JPG

i know that my tex is totally CRAPPY but i just tried out a new tex to see if it worked and found this bug or whatever it is.

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#295: ..

by makkE on 08/18/2005 00:59

It´s not a bug. In cube and sauer, textures may appear overbright sometimes.
Adjust their brightness/contrast until they look ok in game. Also depends on lightning.

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#296: Re: ..

by rootnis on 08/18/2005 02:59, refers to #296

lol =D

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#297: Re: ..

by CC_machine2 on 08/18/2005 11:31, refers to #295

yes but it shouldn't!

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#298: problem with "screenshot"

by rootnis on 08/21/2005 15:33

"screenshot" when called from console writes an 1x13 pixel image and game crashes when F12 pressed.

when:1.107

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#299: Re: texture bug (?)

by TOGoS_1u2kuhbui on 08/23/2005 06:37, refers to #294

AFAIK, Sauer can only load jpegs as textures. So the bug isn't that your texture didn't show up, but rather that Sauer didn't emit a "corrupted jpeg" warning :)

It wouldn't be hard to add support for PNGs, but nobody's gotten around to adding it.

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#300: Why do you want lossless?

by Pxtl on 08/23/2005 15:10

Frankly, I am of the opinion that Sauer uses a lossy format for a very good reason (to save space, and you usually can't see the difference) and insisting that your textures must be lossless because every little detail is crucial (unlike every other texture in Sauer that looks just fine) is just hubris.

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#301: Re: Why do you want lossless?

by pushplay on 08/24/2005 02:30, refers to #300

PNG isn't lossless but it is compressed. In situations where jpeg is inappropriate, png looks great and can still have a smaller file size. Cube doesn't have many textures where that's apropriate though.

Having an alpha channel makes sense in Sauer, but I'm not aware of any lossy graphics file format which supports an alpha channel. And the textures we have are suited for photograph-optimized compression. I believe tgas are larger and faster to process than pngs but I don't know that for a fact.

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#302: Single Player Enemy Death Glitches

by PsychoLord13 on 08/29/2005 05:04

What: In some circumstances, when you kill an enemy on the default map, he'll become an unshootable ghost and run in place before dropping dead. In another, more severe, glitch, dead enemy corpses will "magically" drag themselves/float across the ground and shoot at you, causing you to have to shoot them a few more times to kill them, the corpses are actually faster than the live enemys

How: Just kill enemys on the first map in DMSP until it happens

When: Geforce series Video Card, Windows ME Operating System, Quakecon edition version

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