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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 504284 views, last view: 06/26/2024 09:32

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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#487: crackly sound

by {LiD}CC_machine_ThatLinuxNewb_newathlondualcorebox;) on 04/01/2007 15:24

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.

reply to this message

#488: soz 1 more thing

by {LiD}CC_machine_newathlondualcorebox;) on 04/01/2007 15:47

oh and
-it's running inside beryl connected to the nvidia driver support on 7.04

reply to this message

#489: heightfield troubles

by kurtis84 on 04/01/2007 16:18, refers to #488

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?

reply to this message

#490: Re: heightfield troubles

by kurtis84 on 04/01/2007 17:05, refers to #489

Ok, it's not the heightfield mode, it's just crashing while in edit mode...not getting a message either.

reply to this message

#491: Re: crackly sound

by Passa on 04/02/2007 08:28, refers to #487

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.

reply to this message

#492: Re: heightfield troubles

by Aardappel_ on 04/02/2007 08:29, refers to #490

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?

reply to this message

#493: ..

by {LiD}CC_machine_newathlondualcorebox;) on 04/02/2007 10:21

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 :(

reply to this message

#494: Re: crackly sound

by hampus_ on 04/02/2007 16:10, refers to #487

Start alsamixer and lower PCM to half, or lower if you need to, and then raise Master.

reply to this message

#495: ..

by marvin2k on 04/02/2007 19:43

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

reply to this message

#496: Re: heightfield troubles

by baby rabbit on 04/02/2007 22:16, refers to #492

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 ;-)

reply to this message

#497: Re: heightfield troubles

by Aardappel_ on 04/03/2007 00:48, refers to #496

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

x800XT on a PPC G5 - obsolete architecture true, but card not that old, drivers are up to date by Apple's standards...

reply to this message

#499: ..

by w4 on 04/03/2007 02:34

Fix the thing on a cube with 2 slants and a smaller block intersects it, the larger cube is transformed into a triangular mess. I dont know how to better descibe this but it is really annoying for natural mapping

reply to this message

#500: Re: ..

by kurtis84 on 04/03/2007 03:21, refers to #499

It's called subdivision, and you better learn to deal with that. Try using heightfields to break down the areas that you need at small grids. You will always end up with some seam in geometry that has to be worked. This is one of those things you have to plan for, or just deal the whole time you build.

On another note, just finished running with debugger in msvcpp, and never did get my crashing problem...it seems to have disappeared after a compile.

reply to this message

#501: worldio.cpp:setnames() and package names

by Quin on 04/03/2007 14:40

When loading a map that is contained in a 2nd level directory ('packages/base/blah/foo.ogz' as apposed to 'packages/base/foo.ogz') setnames() in worldio.cpp incorrectly assumes only 1st level directories are used (so package loading gives 'packages/base/package.cfg' instead of the expected 'packages/base/blah/package.cfg').

I have supplied a suggested unified diff patch, for ease, you can grab it at: http://qreeves.googlepages.com/worldio.diff

This is especially useful for me with SauerMod, to avoid adding files to the Sauerbraten CVS tree I source files as '../mod/data/*' (which as you can see has two '/' characters. I'd also assume this will be useful with 'base/sp_maps'.

reply to this message

#502: wordiocpp:load_world() and estartmap()

by Quin on 04/03/2007 14:53

Also of interest, if a game module tries to execute script commands from the map config in igameclient::startmap() it fails because estartmap() is called before the config is loaded. This would be best rectified by moving it to the bottom of the load_world() function (unless there's a good reason for it being where it is).

reply to this message

#503: Re: worldio.cpp:setnames() and package names

by Aardappel_ on 04/03/2007 18:26, refers to #501

this is the intended way of addressing. if you want to address that folder, you'd refer to it as base/blah/foo. This is because we want to make loading from base and from other package dirs as easy as possible.

reply to this message

#504: On Win32 Crash

by antonni on 04/04/2007 17:33, refers to #495

Whenever I play single player, it works at first, but after a few minutes, it goes back to the desktop with the \\\"Win32 exception 00000005X something like that.

I tried updating my video card driver to no avail. :(

reply to this message

#505: Holy Jumping Gameplay Batman!

by Quin on 04/05/2007 17:57

Bug: If the computer is chugging and stalls for a second as you approach a pickup, you go right through it without picking it up.

How to reproduce: use a cruddy ass computer (or in my cas laptop) and run around trying to pick things up as it stalls.

reply to this message

#506: igameclient::startmap() and nextmap

by Quin on 04/06/2007 08:28

When using the "nextmap" alias to go to the next level, the level loads but igameclient::startmap() is passed an invalid pointer for 'const char *name', resulting in the game module having a corrupted map name stored. This appears to affect the game module only, not the engine.

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