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Bug Reports

by eihrul on 09/03/2008 01:41, 1175 messages, last message: 12/31/2023 08:39, 923254 views, last view: 04/27/2024 12:50

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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#130: bugreports for cube2 svn?

by byte512 on 03/18/2009 17:34

Hi, i just wanted to ask where the right place for sauerbraten svn bugreports is.

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#131: Launcher on OS X

by shmutz on 03/18/2009 20:05

a bug for a_baby_rabbit:

all TC members who try to get the DEV version of sauer to run on OS X (Didda, Sanman and me) face the same problem: The launcher does not work. If started is sais: \"Cannot find gamedata folder within sauerbraten\". If you say ok to that and try to start sauer then, it sais: \"Can\'t start sauerbratenTry moving the game folder contain sauerbraten so that the path doesn\'t contain weird characters, or start sauerbraten manually.\"

The Launcher is where it always used to be.

and if we start it manually, a lot of warnings appear thet do not show up in the current version: WARNING: Using Apple GLSL depth bug workaround. (use \"/apple_glsldepth_bug 0\" to disable if unnecessary WARNING: Using Leopard ARB_position_invariant bug workaround. (use \"/apple_ff_bug 0\" to disable if unnecessary) Rendering using the OpenGL fixed-function path. WARNING: Using NVIDIA texgen bug workaround. (use \"/nvidia_texgen_bug 0\" to disable if unnecessary).

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#132: Re: Launcher on OS X

by c0rdawg on 03/18/2009 21:40, refers to #131

Haha, If you don't want to see messages about it using workarounds for Apple bugs, than don't use Mac!

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#133: Re: Launcher on OS X

by Hapexamendios on 03/18/2009 22:37, refers to #131

I thought perhaps I wasn't compiling properly, but I have the same issue with the launcher.
I was very happy to see the .dmg file created though. I've been installing saurbraten SVN with that and have had no troubles. It seems the launcher is integrated into the app when it's installed that way.
@c0rdawg - I'm reminded of an old Canadian saying about cutting off the nose to spite the face.

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#134: Re: Launcher on OS X

by SheeEttin on 03/18/2009 22:59, refers to #132

...or bug the hardware manufacturers to fix their bugs (or redirect stderr, or compile out the warnings)...

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#135: Re: Launcher on OS X

by a~baby~rabbit on 03/18/2009 23:37, refers to #134

Make sure you compile a 'release-deployment' configuration (the structure of the app changed a while back (9mnths ago!) so you're probably putting things in the incorrect place if you're doing an adhoc manual release/debug compile configuration).

Console errors - they've been there for a while, maybe the used to scroll of the screen and you missed them... regardless i DO have open bug reports with apple.

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#136: ..

by shmutz on 03/19/2009 20:51

baby-rabbit: the "release-deployment" was the right idea in my case. my mistake - and you got me, didn't check svn for a very long while. thanks for the solution - and thanks you invest so much time in sauerbraten in general. guess without you we would not have a mac version.

c0rdawg: how smart.

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#137: hidehud

by (noerrorsfound) on 03/20/2009 13:14

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

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#138: Error when running on Vista

by TwiTwi on 03/25/2009 13:42

Hello,
Whenever I try to start Sauerbraten or Eisenstern, it loads a lot of stuff, musik plays and suddenly the program crashes with an error message. I can't even get into any menu or something.

OS: Windows Vista 32 Bit
Graphic Adapter: Mobile Intel 965 Express Chipset Family
SB-Version: Cube 2: Sauerbraten
Error Message:
"Sauerbraten Win32 Exception: 0xc0000005 [0x8]"

A DOS window stays open until I press OK. In it is a log:

C:\Spiele\Sauerbraten>bin\sauerbraten.exe -r -grpg
init: sdl
init: enet
unknown command: spawn_player
init: video: mode
init: video: misc
init: gl
Renderer: Intel 965/963 Graphics Media Accelerator (Intel)
Driver: 1.5.0 - Build 7.14.10.1322
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
unknown command: spawn_player
init: sound
init: cfg
unknown command: name
unknown command: team
unknown command: hudgun
init: localconnect
read map packages\base\rpg_01.ogz (0.4 seconds)
Untitled Map by Unknown
using: fist
init: mainloop
Sauerbraten Win32 Exception: 0xc0000005 [0x8]

Besides that there seems to be a problem with my graphic adapter, why does it crash after initialising the mainloop? And how comes that there are casted unknown commands?

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#139: Message censored by administrator

by george on 03/26/2009 16:14

#140: Message censored by administrator

by hgkdfopo on 03/26/2009 17:37, refers to #139

#141: ..

by tentus_ on 03/28/2009 04:52

1) OS: Windows Vista (32 bit)

2) 3D card: GeForce 9500M GS/PCI/SSE2

3) SVN 918 (March 27 2009)

4) n/a

5) I took a screenshot of a ragdoll problem (model getting hung over a ledge by only kneecaps http://tsholden.com/games/kneecaps.jpg), and after I clicked to resume play, Sauer stuttered to a halt. I gave it a minute and then closed it out. Not error popups or anything, ran fine when I restarted it immediately after.

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#142: xfire

by maximusw00t on 03/31/2009 21:04

ive noticed a bug with xifre, it happened to me once but it doesnt happen often.

what happened was the xfire logo went purple and stuck to all textures in the game it was transparent and i could still see all the textures but the transparent xifre logo was stuck over everything

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#143: ..

by sdsad on 04/01/2009 00:22

thats a xfire bug not a sauer bug

xfire sucks anyway

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#144: Message censored by administrator

by maximusw00t on 04/01/2009 01:29, refers to #143

#145: ..

by Maxime -Max of S2D- Lebled on 04/01/2009 23:00

Fog and waterfog are set to their minimal value on a newmap that\'s just been saved and reloaded.

SVN, Revision 852.

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#146: ..

by Maxime -Max of S2D- Lebled on 04/02/2009 17:29

A ragdoll's do-not-move-after-x-secods is inappopriate if the ragdoll is underwater.

It'll just freeze in a really wrong way.

/kill yourself in thor, you'll understand.

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#147: Two graphical glitches

by Maxime -Max of S2D- Lebled on 04/03/2009 09:38

1) The return of the glitchy reflections

- Get underwater
- Get back above water, but really SLIGHTLY, so that your view is just about to clip into the water.
- Look around
- Profit

Actually, the reflect doesn't get updated if you're too close to the water. I had already reported this glitch and it was fixed... so it reappeared, somehow.

2) You can see waterfall through 3D grass.

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#148: Re: Two graphical glitches

by Maxime -Max of S2D- Lebled on 04/03/2009 21:08, refers to #147

Screenshots of the 2nd bug mentioned above with a little, pesky variant:

http://maxofs2d.free.fr/files/alphabug1.jpg
http://maxofs2d.free.fr/files/alphabug2.jpg

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#149: Re: Two graphical glitches

by Hirato Kirata on 04/04/2009 00:46, refers to #148

that's a bug that probably wont ever be fixed, I've told eihrul ages ago, and he's been aware of it even before that

the reason is that grass is before the materials in the render chain, so the grass is rendered and then materials follow, painting over the grass.

if you swapped these two, you'd ALWAYS see the grass over the materials, even when the materials should clearly be in front

if you can figure out a solution, I'm sure eihrul would be happy to accept it :P

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