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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 527849 views, last view: 11/05/2024 19:44

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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#61: textures

by jorss_ on 02/06/2005 00:51

with my "new" video card all textures move with me. it seems like im standing when im moving
ati rage 128pci
win98se
256ram
PIII 500Mhz

reply to this message

#62: Copy paste hang crash

by TOGoS_uih12eh8912 on 03/03/2005 23:18

What: locks up and I have to re-boot.

How: /newmap 10, try to copy and paste one of the big (1/8 map) blocks.

When: 1.13

Also, if I remove one of the blocks, there\\\'s weirdness under it, as if there are some negative edges or inside-out cubes.

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#63: ..

by staffy2005 on 03/04/2005 11:14

what: tri and wvt display negative numbers

How:
- unsure

when: 1.13


what: Textures are not visible

How:
- Add custom textures to sauer and change the textures of some cubes.
(doesn't happen most of the time)

when: 1.13


what: Sauer locks up

How:
- Edit 1/2 or more of a 256 x 256 map in one go. (may be to do with undo buffer.)
(similar to bug above)

when: 1.13

reply to this message

#64: ..

by staffy2005 on 03/04/2005 11:16

I will post some more details when I figure out what is happening.

reply to this message

#65: ..

by Gilt on 03/04/2005 17:15

newversion 1.14
fixed #58, (#532 design),

Outstanding: #1, #26, (#537 design:small detail sel), (#515 design), #54, #57, #61, #62, #63
---------------------------------------

Some of the newer bugs that have been reported might also have been fixed, since I think they all come from the same problem. can I get those checked again? thanks.

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#66: 1.14 fix

by TOGoS_213y187y on 03/04/2005 21:32

1.14 seems to have fixed #62

wait. something looks different....

OMFG!!! the walls aren't sideways any more! yesssss!!!!! Now we just need a decent lighting model and I'm all set :)

reply to this message

#67: ..

by makkE on 03/05/2005 01:54

heh, nice to see improvement ! gj, gilt, keep it up!!
I´d involve more into bug tracking and stuff, but my 56k limits my time a lot... getting dsl in april, I´ll try to help out !!!

reply to this message

#68: Re: ..

by staffy2005 on 03/05/2005 03:04, refers to #65

Thanks for the new release. I haven't had any troubles with the new release, so the bugs I listed can be knocked off the list.

reply to this message

#69: Re: 1.14 fix

by Aardappel_ on 03/05/2005 08:11, refers to #66

yup I think the next big thing to make it viable will be lighting... I have spent quite a bit of time thinking about it, but I don't think either shadow volumes or shadow maps will work well. So it basically comes down to good old light maps.

reply to this message

#70: Re: 1.14 fix

by staffy2005 on 03/06/2005 00:09, refers to #69

I like the current lighting set up. In terms of selecting and changing the lights. I am not a big fan of how they look though.

reply to this message

#71: Re: 1.14 fix

by TOGoS_12hb3u12 on 03/06/2005 02:00, refers to #70

> I like the current lighting set up.
> In terms of selecting and changing
> the lights. I am not a big fan of how
> they look though.

Biggest problem with the current set up is that it's too coarse grained. You can't make a corner with a clean edge between light and dark, for instance.

> I like the current lighting set up.
> In terms of selecting and changing
> the lights. I am not a big fan of how
> they look though.

Disclaimer: I know very little about OpenGL, so I don't have any idea if this is viable or not :P

Is the difference between shadow maps and light maps that light maps are pre-calculated, whereas shadow maps are not? I always though that pre-calculating a set of lights that are visible from every pixel on a surface would be a good way to go, as then you don't need to calculate shadows at run time, but you still have enough information at run time to do fancy tricks like normal mapping and turning lights on and off. You would need one bit per pixel per light that is visible from anywhere on the light map, each light map having a header that specifies what light each bit represents.


reply to this message

#72: Re: 1.14 fix

by TOGoS_12hb3u12 on 03/06/2005 02:02, refers to #71

gosh darnit. that second quote was supposed to be referencing Aard talking about light maps vs shadow maps/volumes. And this whole thing probably belongs in the Sauerbraten Engine Development thread. Sorry.

reply to this message

#73: Re: 1.14 fix

by staffy2005 on 03/06/2005 03:04, refers to #71

I have noticed that the lighting really kills performance in sauer. I normally get 120fps but look at this:
http://img78.exs.cx/my.php?loc=img78&image=staffy5cc.jpg

reply to this message

#74: ..

by staffy2005 on 03/07/2005 07:59

What: cannot get into the console

How: when using a logitech 106 key itouch keyboard

When: all versions. win xp



These bugs can be removed:
#63 (Top and bottom problems)
#57

I think #61 is a bug in the ATI drivers. Does decreasing the fog distance help?
I am not able to reproduce #1 anymore.




and is there anyway to implement the semicircle skys rather than skyboxes?

reply to this message

#75: Re: 1.14 fix

by TOGoS_213y187y on 03/07/2005 22:53, refers to #66

And by 'not sideways' I of course mean that they're all upside-down. In any case, some texture rotation bits would be nice.

--- Anyway, here's the bug:

what: cubes appear to change shape (but don't really) when changing textures.

when: 1.14, a bunch of custom textures

Sometimes when I am scrolling through textures on a big (1/8 of size 10 map) cube, one corner of the cube will move way back into the cube and look strange. This seems to happen even more if that corner is already pushed in a little bit each way. Couldn't manage to reproduce this in 1.13 or 1.14 again.

--- Another one, not sure if it's really a bug:

what: scrolling to the end of the texture list gives either a blue line texture on all sides but 2 (right and left sides from the start point in x.ogz)

when: 1.14

That blue texture is kind of cool, but nobody likes transparent faces.

reply to this message

#76: video card a'splode

by TOGoS_213y187y on 03/08/2005 02:35

So I was playing around making a map and trying to simulate nice lighting with lots of little cubes and light levels when...

what: lots of little rectangular glitches on the screen, just a few at first but it got worse over the next few seconds. Then polygons started appearing in weird places, and a long pyramid started following the cursor around. So I went to the console to try to save my work but I only got as far as "/savem" and then the whole thing froze up

when: 1.14

guess: maybe my video card was just overheating. I finally managed to boot again after turning my computer off for about half an hour.

reply to this message

#77: Fog effects on large cubes

by TOGoS_213y187y on 03/13/2005 04:49

Not really a bug, but whatever causes it should probably be fixed.

what: if you are near the center of the face of a large cube, and the fog is set to a low value (like 500), the face will appear very foggy unless I am looking at it straight-on. As I get closer to the edges it gets better.

when: every sauer version I've ever used, win2k, radeon 9800 w/ omega 2.5.58 drivers

reply to this message

#78: ..

by staffy2005 on 03/20/2005 03:15

This movie show a stuttering/lighting bug in sauer. (it is not great quality though)
http://www.users.bigpond.com/nathanlyle/blah.avi

reply to this message

#79: ..

by staffy2005 on 03/23/2005 09:10

what: The lighting changes the shapes of sloped cubes. (really annoying)

when: 1.14


reply to this message

#80: ..

by staffy2005 on 04/06/2005 10:36

bump

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