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Cube & Cube 2 FORUM


Bug Reports

by eihrul on 09/03/2008 01:41, 1155 messages, last message: 11/28/2018 17:17, 487740 views, last view: 11/12/2019 16:42

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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#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)...

reply to this message

#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.

reply to this message

#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

reply to this message

#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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#150: Editing surprise.

by Stotto on 04/04/2009 00:48

Can anyone explain to me the _slightly_ odd result when
you chop the top four (default sized) cubes off this pyramid ?

Best viewed from the pebble side, and a safe distance.

(And while you're there, maybe try and give the square pillar
a missing corner like the other one)


(march 10 sourceforge version on windows XP home, just in case it matters)

reply to this message

#151: Re: Editing surprise.

by Stotto on 04/04/2009 00:51, refers to #150

Would have helped if I'd put a link in, wouldn't it ?

http://www.datafilehost.com/download-c4c6bfd5.html

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#152: Re: Two graphical glitches

by SheeEttin on 04/04/2009 00:56, refers to #149

I think you're more likely to see grass in front of a material, rather than the other way around.

The only instance I can think of where a material would be in front of grass would be if someone was in a waterfall cave, looking out at grass.

But I play with grass off, so it's a non-issue for me. :P

reply to this message

#153: Message censored by administrator

by maximusw00t on 04/05/2009 02:58

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