Bug Reports |
by eihrul
on 09/03/2008 01:41, 1171 messages, last message: 08/15/2021 02:13, 713213 views, last view: 12/09/2021 01:20 |
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Please post your bug reports in here.
With your bug report, please submit the following information:
1) OS: Your operating system, i.e. Linux, Windows, or otherwise and what version you are using.
2) 3D card: The 3D card you are using. If you do not know, this is printed on the "Renderer:" line in the console when Sauerbraten starts up.
3) The edition of Sauerbraten you are using, i.e. Assassin edition, CVS as of a particular date, or otherwise.
4) Error information: If you are on Windows, a pop-up message showing filenames and line numbers should show up when Sauerbraten crashes; if possible, post a screenshot or a copy/paste of this. If on Linux, post a log of the startup info from the console, including relevant errors or any info you might have discovered. If on MacOS X, please post the crash log if applicable.
5) A description of the problem and how to reproduce it. Please give as much detail as possible on how someone can recreate the problem, in as certain terms as you can. If someone else can't reproduce the problem, it is unlikely he can fix it or tell you what is wrong.
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Board Index

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#12: crash on win xp sp2 |
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by CrashTester
on 10/07/2008 16:45
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Installed the Sauerbraten on my laptop Dell Vostro 1700 with WinXP SP2 (32 bit) with 3Gb RAM and Mobile Intel 965 Express video chipset (driver 6.14.10.4864). The game starts just fine with default configs, I can change video settings, but when I make 4-5 steps on the map (with or without video changes) - the game stops responding and freezes without crash report, but OS is still going without a crash. I have the latest video driver that Intel offers for this laptop.
This is console output:
D:\\\\Demos\\\\Sauerbraten>bin\\\\sauerbraten.exe -r
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: Intel 965/963 Graphics Media Accelerator (Intel)
Driver: 1.5.0 - Build 6.14.10.4864
WARNING: No framebuffer object support. (reflective water may be slow)
WARNING: No texture rectangle support. (no full screen shaders)
WARNING: Non-power-of-two textures not supported!
WARNING: Disabling shaders for extra performance. (use \\\"/shaders 1\\\" to enable sh
aders if desired)
Rendering using the OpenGL 1.5 fixed-function path.
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\\\\base\\\\metl4.ogz (0.4 seconds)
Mining Station by metlslime
game mode is ffa/default
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#14: Re: crash on win xp sp2 |
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by J.C. Denton
on 10/08/2008 01:29, refers to #12
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The driver for your Intel IGC is not up to date.
Download the new one from here:
http://downloadcenter.intel.com/filter_results.aspx?strTypes=all&ProductID=2800&OSFullName=Windows*+XP+Professional&lang=eng&strOSs=44&submit=Go!
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#15: .. |
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by NIm
on 10/13/2008 06:03
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So I'm running linux, and I download ctf sauer for linux. But most of the content is missing. I think some directories are missing, including bin_unix. src exists, and I've compiled and run fine, but all the sound, and some of the maps are missing, including the default map.
Did somebody corrupt the archive before upload?
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#16: Re: .. |
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by jbuk2k7s cookie has gone
on 10/13/2008 11:08, refers to #15
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Make sure to download the whole thing, not just the patch for the main install.
http://downloads.sourceforge.net/sauerbraten/sauerbraten_2008_06_20_ctf_edition_linux.tar.bz2?modtime=1214027432&big_mirror=0
http://downloads.sourceforge.net/sauerbraten/patch_2008_07_11_linux.tar.bz2?modtime=1215808509&big_mirror=0
So both of those are needed.
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#17: thanks, i got it |
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by NIm
on 10/15/2008 01:53
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I had a retarded package manager. It was trying to read the .bz2 as a .gz Didn\'t figure those formats for ebing that compatible!
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#18: Glibc |
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by baby_1
on 10/16/2008 16:16
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Please see this link you know whats my problem
http://www.g4g.it/forum/viewtopic.php?f=2&t=2112
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#19: Re: Glibc |
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by SheeEttin
on 10/16/2008 22:34, refers to #18
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No, we don't know your problem. Especially because the forum you linked to isn't working right now.
Please read the topic post and try again.
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#20: Glibc |
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by baby_1
on 10/17/2008 15:28
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yesterday when i use this game in single mode it taked few minutes and i restarted my computer manualy , after that when i wanta to play this game in single mode this game show me this error(before yesterday this game work properly)
new Link(picture included)
http://i38.tinypic.com/2yotq3o.jpg
i remove and install game and the libraries( game and linux rpms) but it dosen't work agian(when this error hapen my mouse doesn't work too)
please hep me
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#21: Intel GMA 3100 |
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by onanymous
on 10/17/2008 17:15
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OS: Linux 2.6.24-19 (Ubuntu Hardy)
3D Card: Intel GMA 3100
Edition of Sauer: CTF
The problem is that when I look onto wall, my VCard probably renders all the objects behind the wall, what causes slowdown. I can't see those objs, but slowdowns are the same as slowdowns, when I look onto those objects:
(I)
=========wall===========
object1 object3
object2 object4
~8fps
(I)
object1 object3
object2 object4
~8fps
What can I do to prevent it? Is it only Ubuntu bug or it's bug in Sauer engine or my graphics driver? If so, what can I do to prevent it?
Thx in advice
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#22: Re: Intel GMA 3100 |
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by jbuk2k7s cookie has gone
on 10/17/2008 17:32, refers to #21
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/genpvs
That will take a *very* long time, mind.
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#23: Re: Glibc |
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by eihrul
on 10/17/2008 18:20, refers to #20
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You do not appear to have any hardware acceleration at all installed for your 3D card (if you have one).
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#24: Re: Re: Intel GMA 3100 |
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by onanymous
on 10/18/2008 13:22
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Thx a lot, I'll read manuals before potsing here in future.
I'M AN IDIOT!!!11ONEONE
KILL ME SOMEBODY!1!11ONE
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#25: Remip problem with clip material |
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by Pointer
on 11/01/2008 19:28
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I wanted to create a ladder for a SP map, using the usual clip stairs trick, but I wanted to make each step 16 units tall and 1 unit deep, so the player has to jump while moving forward to climb the ladder, simply to be able to create higher ladders.
Now I have encountered the following problem: after creating the steps from clip material, they work just fine. But as soon as I do a remip, each second step ceases to function.
It seems as the clip volumes are mipped too much, so the 1 unit deep steps can no longer be represented, resulting in steps that are twice as tall and deep.
The volumes are still displayed correctly in edit mode, however.
Is this a known problem? Does anyone know of a workaround?
~Pointer
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#26: Re: Remip problem with clip material |
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by SheeEttin
on 11/01/2008 22:46, refers to #25
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I'm not sure what you mean...
I just tried what you described, and it worked fine.
Here's a screenshot: http://i33.tinypic.com/24mg5g9.png
Not really sure why you'd be using clip, either...
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#27: Re: Remip problem with clip material |
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by Pointer
on 11/02/2008 10:00, refers to #26
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You need to make the steps out of clip material. With normal geometry it works, that's true.
Sorry if I didn't make this clear enough.
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#28: Re: Remip problem with clip material |
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by Pointer
on 11/02/2008 10:11, refers to #27
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(sorry for double post)
I forgot to mention that the stairs you built are exactly how they should be.
Just make the same shape out of clip material. At first they work, but once you do a remip, only every second step works. But the volumes still look fine in edit mde.
Oh, and thanks for your efforts.
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#29: Re: Remip problem with clip material |
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by Pointer
on 11/02/2008 10:58, refers to #28
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I just uploaded a screenshot myself. Here it is:
http://www.picolodia.com/store/31qw4k.jpg
I hope this link works, as I have just created an account at picolodia to upload this.
(note to self: makes it a triple post. Better think before posting next time.)
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#30: Re: Remip problem with clip material |
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by Quin
on 11/02/2008 15:37, refers to #29
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Well the short answer would be that clip material was not intended to be used this way, it is more for filling in parts that a player can't access or a supplement to collision with an oddly shaped object - not as a general geometry replacement.
Collision with these in terms of physics just isn't the same because there is no surface normal (the vector which represents the angle/orientation of a surface) to get the current direction from. They are "empty space" materials, you need geometry.
You could possibly use skybox textured geometry to fake it - seeing as you're colliding with something and all you won't exactly be going through to the other side?
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#31: Re: Remip problem with clip material |
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by Pointer
on 11/02/2008 19:49, refers to #30
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I don't want to use clip for creating something like invisible stairs. Just imagine a ladder behind the clip volumes. I just kept it out of the screenshot for simplicity.
Sky with skytexture 0 is not an option for me, as it casts shadows This would severely hurt the lighting of the ladder and the area around it. Or is there a way to prevent sky cubes from casting shadows?
What I need is just the usual trick for ladders, with the only difference that I wanted to create higher ladders, hence I need these large steps, or otherwise the player is kept too far away from the ladder by a very thick invisible clip volume at its lower end.
In fact I also experimented with a combination of noclip and clip, so the player can go some distance into the ladder at its upper end (just as far as possible without visible near-plane clipping), as to further reduce the thickness of the clip volume at the lower end. This also works fine, unless I remip the map (or calclight).
I am currently experimenting with some workarounds. If I find something that works, I'll post it. If not, it just means that I'll have to restructure a portion of my map. Maybe I can angle the ladder, so that it is no longer straight vertical. It just wouldn't look as good any more, as it is intended to be a maintenance ladder in an elevator shaft.
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#32: Re: Remip problem with clip material |
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by a~baby~rabbit
on 11/03/2008 00:00, refers to #31
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Hmm.. can't replicate your bug when using clip rather than solid - though I think ehirul fixed something material wise in CVS some time back.
Note: Using solid cubes you can push the faces, thus you can actually make a slope 8x steeper than if you were using just clip alone. In your first post you specified a slope of 16:1, well - 128:1 is pretty damn near vertical steep.
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