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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 505058 views, last view: 07/03/2024 07:22

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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#547: screenie

by Scovin on 05/30/2007 12:30

sorry, forgot:
http://img262.imageshack.us/img262/9593/windoweffectba4.jpg

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#548: Re: screenie

by eihrul on 05/30/2007 12:39, refers to #547

You need to place an envmap entity nearby (then do a "recalc" or reload map), otherwise it will just use the skybox as the reflection.

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#549: maxparticles slider crash

by demosthenes on 06/06/2007 06:44

I have a custom menu setup for the game options, and my performance options menu has a tab which I was trying different things out with. If I make a guislider using the maxparticles variable ( "guislider maxparticles" ), it crashes Sauerbraten as soon as that tab would be displayed. An otherwise identical menu tab without that slider does not cause the crash.

Athlon 64 X2 4200+
1 GB DDR2 800 (PQI)
2x eVGA 7600GT in SLI Alternate Frame Rendering mode.

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#550: Re: maxparticles slider crash

by demosthenes on 06/06/2007 06:45, refers to #549

So I forget to link to the image, of course:

http://img81.imageshack.us/img81/3127/crashms5.png

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#551: Re: maxparticles slider crash

by a baby rabbit on 06/06/2007 12:00, refers to #550

google suggests the win exception means divide by zero, so I'd hazzard a guess that you're not providing sensible min and max values - either do this when you define your variable, or when you create the gui slider.

Meanwhile, I've no idea what the maxparticles variable is... maybe if you post your script we can say more?

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#552: ..

by demosthenes on 06/08/2007 07:25

Maxparticles is used by the game itself:

http://sauerbraten.org/docs/config.html#maxparticles

As I said, it's a simple menu option to change the value of that variable. It's simply "guislider maxparticles", which takes the min/max values from the variable itself. The variable's min/max values should be defined by the engine.

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#553: Re: ..

by a baby rabbit on 06/08/2007 11:41, refers to #552

I suspect the docs are way out of date - as thats not available in the currrent version... Check that it works from the console?

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#554: Different maps on linux/win version

by foobar on 06/08/2007 15:39

Linux version from getdeb.net:http://m1.freeshare.us/view/?150fs153322.jpg
Windows version: http://m1.freeshare.us/view/?150fs153464.jpg

The maps look different. Did you update the maps when you made the update, or does the maps just look different on different versions.

In this case it makes it possible if i have the linux version, too shot someone but the person that runs the windows version thinks he hides behind a tree.

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#555: Re: Different maps on linux/win version

by Passa on 06/08/2007 16:18, refers to #554

It looks like the rendering on your Linux version is messed..

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#556: ..

by absinth on 06/08/2007 16:41

so this is messed too?

http://m1.freeshare.us/150fs220087.jpg
(screenshot from mac os x version)

thought this is how it is supposed to look...

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#557: ..

by Quin on 06/25/2007 06:22

Maybe not a bug report, seeing as it seems localised to me, but any help would be appreciated (I don't know if anyone else experiences this problem).

In the most recent versions of CVS, I have noticed a problem with model animations. In some instances, the animation gets stuck on one frame and hangs there for a while.

Example, walking backward from the boxes up the stairs (this gives the player the falling anim, which is not reset):

http://qreeves.googlepages.com/sauerbraten_modelanim.jpg

This is noticeable on both the player and monster models and easily reproducible for me, but I can't for the life of me figure out where the problem is coming from.

Note that I am compiling my own with CodeBlocks 1.0 under Windows -- the binaries in CVS work fine.

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#558: ..

by makkE on 06/25/2007 14:46

Events are somehow being carried over to spawns. Most notably the death sound. Someone dies, respawns fast, and the death sound teleports with him to his new location, giving that away. (especially in instagib, this is a problem).

Also, I noticed I once was shot during a riflejump, and when I spawned ,some upwards movement was carried over as well.

Maybe there also lies the cause for the wrong orientations at spawn that happen sometimes?

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#559: Big mastermode glitch

by Max of S2D [Fr] on 06/26/2007 11:05

What: A mastermode glitch

How: Be the master and use this command : /bind *your personal key* [spectator 1; spectator 0; showscores;]

When: Spring Edition + its patch

Detail: http://www.dailymotion.com/Max_of_S2D/video/x2dmii_sauerbraten-mastermode-respawn-glit

i did a video for it...

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#560: Re: Big mastermode glitch

by Grinch on 06/26/2007 20:01, refers to #560

You didn't watch the vid...the glitch is in the respawning. In capture mode, it allows you to bypass the 10 second re spawn wait. In other modes, it just spawns you in the same place you died.

reply to this message

#561: Re: Big mastermode glitch

by Grinch on 06/26/2007 21:01, refers to #561

It's a loophole, how is this not a glitch? Setmaster is open to the first player to grab it, not every master will act responsibly. It maybe a low priority bug, but you can't be expected to leave it in.

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#562: Re: Big mastermode glitch

by rock.n.rol on 06/26/2007 23:01, refers to #561

If you ever see a master doing this, just leave the server then ;)

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#563: ..

by theW4, finally can post again on 06/27/2007 03:46

You need opengl audio and sound placments to avoid this. Or just have a code to cut off all sounds. But the first one solves many other problems.

reply to this message

#564: ..

by Max of S2D [Fr] on 06/27/2007 10:43

There is a solution : if you switch to spectator, you have to wait ten seconds for disable the spectator mode.

reply to this message

#565: Re: ..

by windows_sux|mac_sux|linux_sux|bsd_sux on 06/27/2007 18:30, refers to #564

Why not make them spawn at a spawnpoint instead of dropping them wherever their spectator camera was?

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#566: ..

by Max of S2D [Fr] on 06/27/2007 19:27

Well, i propose those two ideas so :o

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