Sauerbraten - Bug reports |
by Gilt
on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 527848 views, last view: 11/05/2024 19:44 |
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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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#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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#499: .. |
by w4
on 04/03/2007 02:34
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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
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#500: Re: .. |
by kurtis84
on 04/03/2007 03:21, refers to #499
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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.
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#501: worldio.cpp:setnames() and package names |
by Quin
on 04/03/2007 14:40
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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'.
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#502: wordiocpp:load_world() and estartmap() |
by Quin
on 04/03/2007 14:53
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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).
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#503: Re: worldio.cpp:setnames() and package names |
by Aardappel_
on 04/03/2007 18:26, refers to #501
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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.
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#504: On Win32 Crash |
by antonni
on 04/04/2007 17:33, refers to #495
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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. :(
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#505: Holy Jumping Gameplay Batman! |
by Quin
on 04/05/2007 17:57
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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.
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#506: igameclient::startmap() and nextmap |
by Quin
on 04/06/2007 08:28
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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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#507: Hey, I can see right through you! |
by Quin
on 04/06/2007 18:24
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In the latest revision of CVS, some parts of water surfaces don't render in the fixedfunction pixel pipeline.
http://qreeves.googlepages.com/sauerbraten_fixedfunction_water.jpg
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#508: .. |
by w4
on 04/06/2007 20:20
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i get that too
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#509: Direct3D after Sauerbraten |
by Dunk King
on 04/08/2007 12:52
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After playing Sauerbraten, I am not able to start any DirectX game, I have to reboot. I tested this with WC3. Starting WC3 didn\'t work. But Starting WC3 with OpenGL (warcraft3.exe -opengl) works.
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#510: Entire X-server crashed when exciting the game |
by alpha645
on 04/08/2007 14:27
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I compiled the game myself with these library's and versions:
SDL-devel.i386 1.2.11-1.fc6
SDL_image-devel.i386 1.2.5-4.fc6
SDL_mixer-devel.i386 1.2.7-2.fc6
libpng-devel.i386 2:1.2.10-7
zlib-devel.i386 1.2.3-3
Everytime I quit the game, my X-server chrashes. I need to press the powerbutton once to do a restart. I don't see any error output from the game except 2 extra lines in the xorg.log:
(II) fglrx(0): [drm] removed 1 reserved context for kernel
(II) fglrx(0): [drm] unmapping 8192 bytes of SAREA 0x2000 at 0xb7eeb000
As you can see, I'm using the latest fglrx video driver, the game works sweet (except for this bravo :) ). More specs:
Os: Linux
Distro: Fedora Core 6 (kernel 20-1)
VGA: Ati Radeon X700 PRO advantage (Rev410)
I get this by simply starting the game with the default settings and then quitting. If you guys need more, ask :) .
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#511: Sauerbraten |
by Ben Kaufman
on 04/20/2007 21:09
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I load the game and it starts to load but gets to a part with somthing like
packages\\lunaran\\qcomp3_local
and then it kicks me out to my desktop with the CMD window and a sign saying
Sauerbraten Win32 Exception: 0xc0000005 [0x0]
This is all one line and all you can select is OK
After this it closes
i tracked the folder to C:\\Documents and Settings\\kauben\\Sauerbraten\\packages\\lunaran\\qcomp3_local
understand i belive this is a problem at the computer i am using because it is at my High School and i have to install it in the C:\\Documents and Settings and my username since there i have unlimited save space.
I have done similar to Cube and ActionCube but this never happend to them
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#512: Strange circular distortions: |
by demosthenes
on 04/21/2007 05:52
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I first noticed this today, not sure how long it's been going on: When looking at a wall in the map "river_c" included with Sauer's recent spring release (2007/4/15), a circular texture distortion is seen. Two shots next to each other to show that the distortion moves with me:
http://img481.imageshack.us/img481/1669/screenshot6466270uz4.png
http://img405.imageshack.us/img405/3714/screenshot6469218uq7.png
Those are pretty large images compared to the size of the distortion. :-/
It's near the middle, and just looks like a circle. Not a clue as to what causes it.
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#513: .. |
by mitto_mors
on 04/21/2007 05:59
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I have also come across this issue a few times with the cvs and the new release. I'm thinking maybe it's the shaders or sumtin. Either that or it's a transdimentional portal where the pixies of extreme torture come through to hunt us down.
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#514: Re: Strange circular distortions: |
by Drakas
on 04/21/2007 09:48, refers to #512
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It is a known thing. There is something to do with division by zero (from shaders), and the cost of removing this "bug" would be too high on the framerate.
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#515: Re: Strange circular distortions: |
by demosthenes
on 04/21/2007 20:12, refers to #514
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Oh, okay. Thanks for the information. It's really pretty small and you wouldn't notice it during gameplay, so I guess it's a trivial issue with a non-trivial solution.
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#516: Anger |
by rc the one
on 04/21/2007 20:29
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This new update is getting me mad. Ok here, I can run any map offline at 120 fps, but when I go online on a BLANK map, my max speed is 20 fps on ultra low detail, and if someone joins it crashes.
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