home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520629 views, last view: 09/30/2024 00:29

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:

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#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 :)

reply to this message

#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

reply to this message

#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.

reply to this message

#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.

reply to this message

#296: Re: ..

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

lol =D

reply to this message

#297: Re: ..

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

yes but it shouldn't!

reply to this message

#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

reply to this message

#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.

reply to this message

#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.

reply to this message

#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.

reply to this message

#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

reply to this message

#303: Re: Single Player Enemy Death Glitches

by CC_machine2 on 09/04/2005 00:06, refers to #302

Sigh. This is the new "animation interpolation" feature bug in the new sauer. The bug is that when a monster changes their animation some other monsters will also change their animation to that one (so if a monster dies some other monsters use the die animation and move around and shoot you as corpses)

Your other example: More than one monster sees you and runs toward you, you kill one of them and so the dead one changes animation.

P.S. It's your imagination that the corpses are faster than the normal monsters.

reply to this message

#304: ..

by makkE on 09/04/2005 01:26

CC, the engine is in developement, this is really just a minor bug, and it´s been said 3 times that it´s gonna be fixed..

reply to this message

#305: Re: Single Player Enemy Death Glitches

by Aardappel_ on 09/04/2005 02:32, refers to #303

this has just been fixed. was a very stupid bug. sorry.

Might make another release in a bit.

reply to this message

#306: Bug Report

by pushplay on 09/21/2005 05:14

Version in dev cvs as of right now. I don't know if this is a new bug or I just haven't seen it until now.

I gave up trying to describe this. Get this map and jump onto the slope against the wall.
http://www.cursesandepithets.com/bug.ogz
You'll vibrate violently.

reply to this message

#307: bug report

by rootnis on 09/21/2005 16:42

i can walk and shoot through this
http://img359.imageshack.us/img359/72/screenshot4862931vl.jpg
wall in demomap

reply to this message

#308: physics problem

by >driAn<. on 09/21/2005 18:36

The last weeks I had a broken nvidia driver installation on my debian box. When I started sauer i got the "no framebuffer extension" warning message and got only ~80fps. Now I just installed an older version of the driver to get the card to work. I get now ~900fps but the player moves a lot slower (smooth though) and i cant jump that high anymore.
Has this different physics anything to do with the broken framebuffer extension?
Broken driver: 1.0-7676
Current driver: 1.0-7174

reply to this message

#309: Re: texture bug (?)

by greensweater on 10/04/2005 19:49, refers to #294

textures are wierd... you have to lower the output by (roughly) half in order to get the complete color range (was this intended to kill shadows in the light mapper, I wonder?)
... therefore, set up the image the way you want it in your favorite image editor, then cut the white output in half.

Photoshop: use levels and drop the white output level to 128

Gimp: use tools->color->levels and drop the white output level to 128.

(in other words, 50% gray textures show up as white.)

To test the color range, try making a gradient from white to black and importing it. You can see that the gray doesn't appear until around halfway. (I have only tried this with the default gamma settings)

BTW the texture map for the smallest cube size is 32x32 px.

Also try adding a little noise (2-4% uniform) to enhance delicate textures.

reply to this message

#310: PNG support

by greensweater on 10/04/2005 19:52

PNG textures do work and they look a lot better than JPGs on my machine... subtle color transitions are a lot cleaner on PNG. However PNG doesn't work with skymaps... yet!

reply to this message

#311: ..

by tentus on 10/05/2005 06:16

version 1.118 fixed the blue explosion issue, for me at least.

however, there is still the bug where ascending (but not descending) stairs causes hudgun to flicker. i'm not sure if this bug has been described or not, so:

-any hudgun will flicker if you run up, strafe up, and sometimes (more rarely) back up stairs or ladder, etc.

-it seems to be worse if there's a lighting change across the stairs.

-can happen on gradient, but far more rare.


postulation- somehow the vertical lighting change is affecting whether the hudgun is rendered properly. is HUD lighting up to date?

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
56837367 visitors requested 74766783 pages
page created in 0.065 seconds using 10 queries
hosted by Boost Digital