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Bug Reports

by eihrul on 09/03/2008 01:41, 1175 messages, last message: 12/31/2023 08:39, 922931 views, last view: 04/26/2024 00:22

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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#22: Re: Intel GMA 3100

by jbuk2k7s cookie has gone on 10/17/2008 17:32, refers to #21

/genpvs

That will take a *very* long time, mind.

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#23: Re: Glibc

by eihrul on 10/17/2008 18:20, refers to #20

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

by onanymous on 10/18/2008 13:22

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

by Pointer on 11/01/2008 19:28

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

by SheeEttin on 11/01/2008 22:46, refers to #25

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

by Pointer on 11/02/2008 10:00, refers to #26

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

by Pointer on 11/02/2008 10:11, refers to #27

(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

by Pointer on 11/02/2008 10:58, refers to #28

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

by Quin on 11/02/2008 15:37, refers to #29

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

by Pointer on 11/02/2008 19:49, refers to #30

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

by a~baby~rabbit on 11/03/2008 00:00, refers to #31

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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#33: Re: Remip problem with clip material

by Pointer on 11/05/2008 14:14, refers to #32

I finally downloaded the CVS version to check that. But it reacts the same in this case.

If anyone wants to reproduce the problem, I can mail you a small map.

All of you were very kind in trying to help me, and I am very grateful for that. But you basically want me to circumvent the problem by using geometry instead of clip. I know that I can do that, but this is a bug report after all (otherwise I had posted in the editing thread).

Remip actually changes the actual shape of the clip volumes, so they work differently before and after the remip. Plus, they are no longer consistent to their appearance in the editor. I guess this is the same for other materials as well, but didn't test that.

Or am I wrong in thinking that remip should never change the semantics of a map, but rather optimize it?

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#34: multiple binds

by Hirato Kirata on 11/07/2008 10:23

I was rearranging sandbox's default binds, and I came across some actions being bound to the same button. so I checked sauer's files and surprise surprise, it was there too.

editbind B [ selentfindall ]
that line is followed 20 lines later by
editbind B [ domodifier 9; brushcopy = 0; ]

I found another for J as well, but that was sandbox only

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#35: Re: Remip problem with clip material

by SheeEttin on 11/07/2008 17:30, refers to #33

Just tried this: http://i35.tinypic.com/2gv99q9.jpg
And it looks like the clip boundary is rounded to the next gridpower size (or something). If you play on it, note how you can't slide directly onto the geometry stairs.

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#36: Re: Remip problem with clip material

by Pointer on 11/07/2008 23:17, refers to #35

I finally found a workaround for this problem: create the steps out of horizontal beams that are only one cube thick.

Here is how it looks like in my map now:
http://www.picolodia.com/store/0cf94p.jpg

As for sliding from clip material to geometry, it seems that collision is handled somewhat different for materials.

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#37: Re: Remip problem with clip material

by Quin on 11/08/2008 05:27, refers to #36

"As for sliding from clip material to geometry, it seems that collision is handled somewhat different for materials."

I must be trippin', didn't I say that back at #30?

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#38: Re: Remip problem with clip material

by Pointer on 11/08/2008 14:18, refers to #37

Indeed. I should have referred to your post, instead of repeating it. Sorry.

But it is working now as I intended. It seems that the rounding/mipping is somehow suppressed by the fact that the volumes are only one unit thick in 2 dimensions.

As a side note, in the screenshot in #36, I have removed the additional clipping volumes enclosing the safety cage to make the beams visible.

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#39: ..

by 00Hugo00 on 11/09/2008 19:57

i have a bug due to quadropolis download : sound.
can you send a default sounds.cfg please ?

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#40: Re: ..

by eihrul on 11/09/2008 20:38, refers to #39

http://sauerbraten.cvs.sourceforge.net/viewvc/*checkout*/sauerbraten/sauerbraten/data/sounds.cfg?revision=1.10

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#41: ..

by ~Redon~ on 11/16/2008 13:08

I think I can leave out 1) and 2) since it's a gameplay bug

3) Bloodfrontier Alpha 2.2

4) http://img91.imageshack.us/img91/4035/rivalsot6.png
(Don't ask me why everything is blue, I just took the screenshot and it turned out like this... Oh and the textures so bad because of my bad graphic card :P

5) Its a general Lava-problem. It seems like whenever you walk over lava, it melts you. The problem: It also does if its under the ground. So if you have a lava-pool with a diagonal border, it also melts you when youre not actually over the lava-pool. So maybe it would be fixed, if you put the "melt-level" in lava a little bit down, and not directly on the lava (I hope this is understandable, I'll try to improve my english :P)

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