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Sauerbraten - Bug reports

by Gilt on 11/28/2004 19:49, 574 messages, last message: 06/30/2007 22:00, 520902 views, last view: 09/30/2024 18:28

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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#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

reply to this message

#81: ..

by Gilt on 04/25/2005 05:03

the lighting problems... are you sure you're not subdividing the cubes when you're changing the light levels? _all_ commands that affect cubes have the possibility of subdividing the cubes(ie: splitting a larger cube into smaller cubes) if the gridsize is smaller then the cube. check the cube HUD stat for differences in count.

#78: i'm not sure what I should be looking at... is it the "on/off" thing that happens at second 6?

and you can get a new version of the ball map from the cvs that isn't jagged if you want.

reply to this message

#82: ..

by staffy2005 on 04/25/2005 14:49

1.that is what was happening.

2. when you load new textures sometimes you get a black flash.

3. :)

reply to this message

#83: ..

by staffy2005 on 05/08/2005 13:58

bump.

reply to this message

#84: Fog bug

by TOGoS_213y187y on 05/19/2005 19:57

Here is the fog bug illustrated. I am on the floor of the default map, standing in the same position but looking different directions for the 3 pictures: http://photobucket.com/albums/y85/TOGoS/Sauerbraten/Dumbness/

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#85: Re: Fog bug

by staffy2005 on 05/20/2005 08:12, refers to #84

Is this with the latest sauer version?
what graphics card and video card drivers do you have?

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#86: ..

by TOGoS_213y187y on 05/22/2005 22:29

radeon9800, omega drivers 2.5.58

I think i'm going to try the regular drivers, as other people don't seem to have the same problems as I do...

reply to this message

#87: ..

by TOGoS_213y187y on 05/23/2005 01:18

:P Regular drivers don't work at all. No texture_env_combine extension?

reply to this message

#88: ..

by TOGoS_213y187y on 05/23/2005 01:31

Oh, and the near clipping plane seems to be too close in 1.20. Walking up to a wall results in me looking right through it.

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#89: Drivers and fog

by TOGoS_1u2kuhbui on 05/23/2005 05:26

(Finally, after hours of re-installing Windows 2000...)

Updating to a newer version of the Omega drivers fixes the weird fog problem, but I still see concave cubes.

That planar fog still looks pretty silly up close. Is there no way to make spherical fog in OpenGL?

reply to this message

#90: ..

by >driAn<. on 05/24/2005 12:18

What: wrong lighting (shadows)

When: current cvs (whats the command to get the version number?)

Detail: kiney.homelinux.org/sambaweb/ftp/drian/sauerbug.png

reply to this message

#91: ..

by >driAn<. on 05/24/2005 12:20

oh..btw
Debian Sarge
nvidia 6600 gt (driver:1.0-7174)

reply to this message

#92: ..

by hallibaby on 05/24/2005 12:51

I looked at the screenshots to see how the light & shadow stuff looks like. I was impressed so I decided to grab the latest CVS code. Yesterday I downloaded and compiled the CVS code and launched the client.

Nice maps :D Even the lightning is really good [huh 8) :)]. But it is normal that the lightmap looks like stairs? It looks like one cube side is darkened entirely 8(

Looking at the screenshots it seems more fluently. Please correct me! ;)

And please keep being nice to me. It's hard to discribe this in english if english is not yours native language ;)

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#93: bugs...

by Aardappel_ on 05/25/2005 01:20

ok, working with the engine a lot the last few days, I came across some bugs, some of which may require the other programmers to fix something:

First, there are 2 crashes, both on exit. The first is in the ATI openg DLLs when called from SDL_Exit(). This presumably means that some OpenGL resources got "mistreated" during the run of the engine. I am not sure where this crept in, but the biggest amount of OpenGL changes is the VBO stuff, so maybe Jerry can look at this?

Second crash is a "memory accessed after being freed". Can people check their new/delete's please.

There are still some physics bugs (Gilt?). Most noticably when you play DMSP monsters start to get stuck on the walls (and eachother), and even sink into the floor. If you are among a group of monsters they can even push you into the wall if you get stuck among them.

Also, if you walk into a wedge (like a slope going up towards a flat ceiling), its still possible to get terminally stuck.

Physics is also very slow... throw a lot of DMSP monsters into "fortress" for example, and watch the fps go down. Maybe you can profile it. Maybe for the clip planes we have to make a cache, where you store a pointer to the clip stuff in the cube, and generate them as needed when doing physics, and delete those objects who have not been used for the longest time.

reply to this message

#94: ..

by staffy2005 on 05/25/2005 08:32

With the new lighting memory usage can get as high as 260mb. That isn't really a problem, but when it gets this high I get kicked out of sauer (goes to desktop) and when I go back into it the video is corrupted and I can't save the map...

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#95: Re: ..

by Aardappel_ on 05/25/2005 09:16, refers to #94

yup memory usage is an issue, and we need to work on that. I don't think its the lighting though, as 5-6 lightmaps (way above average) takes up only 1 meg of memory. The bulk of memory is temporary physics datastructures, as far as I can tell, and is relative to the amount of octa nodes.

reply to this message

#96: ..

by staffy2005 on 05/25/2005 10:08

oops I should have said that it was at 260 mb when compiling the new lighting, sorry....


reply to this message

#97: segmentation fault

by mikshaw on 05/25/2005 17:55

What: Fatal signal: Segmentation Fault (SDL Parachute Deployed)

How: startup

When: Suse Linux 9.0, 1.8ghz/256mb, nvidia gforce4, SDL 1.2, sauerbraten_2005_05_24 + linux_binaries

Details: ldd shows all necessary libs, Cube_2004_05_22 works perfectly on same machine

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