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Cube & Cube 2 FORUM
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Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 527850 views, last view: 11/05/2024 19:47 |
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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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#479: .. |
by makkE
on 08/02/2006 09:33
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I really couldn´t think of a map where that would happen. There´s also clip.
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#480: Message censored by administrator |
by Joye
on 08/27/2006 18:03
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#481: .. |
by SanHolo
on 08/28/2006 00:57
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I was just in a game where one player had a name consisting of about a thousand spaces. That made the playerlist too wide to fit on my display, I just saw the top and bottom border.
Besides this, he had a shotgun and rockets even during instagib, which had like a repeat-mode so he could fire with a _very_ high rate. Oh yeah, he was IDDQD, too.
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#482: .. |
by Max of S2D [Fr]
on 08/29/2006 11:57
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IDDQD ?
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#483: IDDQD |
by MeatROme
on 08/29/2006 14:01, refers to #482
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cheat for DOOM - made you invincible - i.e. god-mode : ON
;-)
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#484: Fragment Program Exceeded Native Resources |
by Quin
on 03/18/2007 04:17
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Sauerbraten gives me this error on startup, the game still runs, but it is very disconcerting [annoying] (enough to ask for it to be fixed before the next release). I realise I can just remove the steepworld shader, but I'd rather not edit a core cfg while working with CVS.
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Renderer: RADEON 9550 x86/SSE2 (ATI Technologies Inc.)
Driver: 2.0.6287 WinXP Release
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COMPILE ERROR (PS:steepworld) - Fragment program exceeded native resources:
Temporaries - 1
Parameters - 7
Attributes - 3
ALU instructions - 43
Texture instructions - 11
Texture indirections - 0
!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
OPTION ARB_fog_linear;
ATTRIB htc = fragment.texcoord[0];
ATTRIB lmtc = fragment.texcoord[2];
ATTRIB cam = fragment.texcoord[1];
TEMP diffuse, lmc, lmlv, bump, camvts, he, height, light, normal;
TEX lmc, lmtc, texture[1], 2D;
TEX lmlv, lmtc, texture[2], 2D;
MAD lmlv, lmlv, 2, -1;
DP3 camvts.w, cam, cam;
RSQ camvts.w, camvts.w;
MUL camvts.xyz, camvts.w, cam;
PARAM step = -0.142857142857143;
TEMP duv, dtc, cc;
RCP duv, camvts.z;
MUL duv, duv, camvts;
MUL duv, duv, step;
MUL duv, duv, program.env[12].x;
MOV height, 1.0;
MAD dtc, duv, program.env[12].y, htc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D;
SLT cc, bump.w, height;
MAD height, step, cc, height;
MAD dtc, duv, cc, dtc;
TEX bump, dtc, texture[3], 2D
TEX diffuse, dtc, texture[0], 2D;
MAD bump.xyz, bump, 2, -1;
DP3_SAT bump, bump, lmlv;
MUL light, lmc, bump;
MAX light, light, program.env[5];
MUL diffuse.xyz, diffuse, 2;
MUL result.color, light, diffuse;
END
<<HERE>>
---
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#485: "Improved" Entity Editing Problems |
by Quin
on 03/18/2007 04:33
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The new entity editing features in current CVS now leave alot to be desired. Here is a short summary of the problems:
* Entities align to according to their bounding box when using "entselsnap 1" instead of the current gridsize.
* Moving entities along any axis does not always yield the expected result.
Some screenshots to demonstrate:
* http://qreeves.googlepages.com/sb02.jpg - Demonstrates bounding box alignment, and current selection ready for being moved.
* http://qreeves.googlepages.com/sb03.jpg - Shows the result of attempting to move the entity one interation along the X axis.
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#486: Mapmodel problems |
by kurtis84
on 03/18/2007 14:29, refers to #485
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The current cvs, and maybe previous ones, have a problem of mapmodels vanishing after a calclight. The entity is still in the map, but the model doesn't render, and they do not cast shadows. Savemap then loadmap and they render again, but there is no shadows.
I want to say this has something to do with the entity selection, since it happens on ents I've moved recently.
Also, the ability to modify a heightmap while it's selected is not working. I can still make a heightmap, and use smoothmap, but there is no modifying it with the scroll.
About the ent selection, I thought it works well, the way it highlights which side of the model we select on. All we have to do, is aim before clicking to use it properly. I have had no troubles with this so far.
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#487: crackly sound |
by {LiD}CC_machine_ThatLinuxNewb_newathlondualcorebox;)
on 04/01/2007 15:24
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what: my sound is crackly in sauerbraten, esp. when playing music
how: run sauerbraten or cube, it always happens
environment:
-xubuntu Linux (ubuntu with xfce instead of GNOME) 7.04 (feisty beta ;),
-amd athlon dualcore 4200 am2, geforce 6600 with latest nvidia drivers, 512mb of ddr2ram, asus m2n-e motherboard with \"nForce 570 Ultra\" chipset (though it isn\'t integrated graphics lol).
I\'ve built this system myself so i don\'t know if it\'s my fault or not...
notes: also happens with cube and EDM(source mod/fork of sauerbraten.)
-I have tried fiddling with soundbufferlen and sound/musicvol commands, no luck.
-Tried default sound drivers/device and \"HDA NVidia\" in the sound mixer, no difference.
-This doesn\'t happen with my music apps or anything else, only sauerbraten, cube and mods.
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#488: soz 1 more thing |
by {LiD}CC_machine_newathlondualcorebox;)
on 04/01/2007 15:47
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oh and
-it's running inside beryl connected to the nvidia driver support on 7.04
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#489: heightfield troubles |
by kurtis84
on 04/01/2007 16:18, refers to #488
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Gilt: I'm getting crashes while editing heightfields. I'm not sure how I can help to point out a cause, since it's not really consistant...any ideas?
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#490: Re: heightfield troubles |
by kurtis84
on 04/01/2007 17:05, refers to #489
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Ok, it's not the heightfield mode, it's just crashing while in edit mode...not getting a message either.
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#491: Re: crackly sound |
by Passa
on 04/02/2007 08:28, refers to #487
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I get the exact same problem with crackly sound:
Ubuntu 6.10 Edgy with 87XX Nvidia drivers (latest ones from the repository).
I have a Pentium 4 3.2GHz, 2GB RAM, GeForce 7800GT, Gigabyte 8I-915P Duo Pro motherboard with integrated sound.
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#492: Re: heightfield troubles |
by Aardappel_
on 04/02/2007 08:29, refers to #490
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if you are not getting any stacktrace when sauer crashes, that usually means the crash was not happening inside sauer code, i.e. in a driver.
unless you have case where we can reproduce this... its going to be hard to track down. Did this start happening since the last release? Gilt, did you change anything editing related recently?
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#493: .. |
by {LiD}CC_machine_newathlondualcorebox;)
on 04/02/2007 10:21
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if i turn the volume RIGHT DOWN in my system mixer and right up on my speakers it seems to be fixed but it's too quiet for my taste and loud(close) rocket explosions are still crackly :(
note: happens with and without beryl running aswell :(
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#494: Re: crackly sound |
by hampus_
on 04/02/2007 16:10, refers to #487
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Start alsamixer and lower PCM to half, or lower if you need to, and then raise Master.
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#495: .. |
by marvin2k
on 04/02/2007 19:43
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me crash too sometimes, win32exception, and custom crosshair dosen,t work transparency. i don,t change anything on my computer.
works on ATI Radeon 600x, WIN xP
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#496: Re: heightfield troubles |
by baby rabbit
on 04/02/2007 22:16, refers to #492
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There seems to be a general bug... basically to repeat do a /newmap 17 then start deleting big cubes, especially those that are fogged in the distance.
Eventually I get a:
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000010
Thread 0 Crashed:
0 <<00000000>> 0x01fb3e94 0 + 33242772
1 GLEngine 0x15898088 gleDrawArraysOrElements_VBO_Exec + 1704
2 sauerbraten 0x0007c3c0 renderva(renderstate&, vtxarray*, lodlevel&, bool) + 2060 (renderva.cpp:844)
3 sauerbraten 0x0007de14 rendergeom() + 1660 (renderva.cpp:1158)
4 sauerbraten 0x00047630 gl_drawframe(int, int, float) + 1224 (rendergl.cpp:660)
I'm digging around but nothing obvious yet. I note if I disable destroyvbo(..) then the bug seems to go away - but thats not a fix ;-)
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#497: Re: heightfield troubles |
by Aardappel_
on 04/03/2007 00:48, refers to #496
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Is this on an older ATI card perchance? Those drivers use to have a bug related to deleting VBOs which used to make sauer crash on exit... but I suppose with editing this is now worse.
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#498: Re: heightfield troubles |
by baby rabbit
on 04/03/2007 01:28, refers to #497
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x800XT on a PPC G5 - obsolete architecture true, but card not that old, drivers are up to date by Apple's standards...
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