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Bug Reports

by eihrul on 09/03/2008 01:41, 1175 messages, last message: 12/31/2023 08:39, 924755 views, last view: 05/04/2024 10:40

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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#54: Re: HELP

by eihrul on 12/04/2008 04:15, refers to #50

This is apparently a geforce 7150. But in any case, the drivers are buggy. Try typing "/playermodel 2" in the console to switch to the ogro model and see if that works around the issue for now.

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#55: md5 animation errors

by tekvertex on 12/05/2008 01:22

Hi there, I don't know english very well, but I try to explain this problem as much as clear.

I'm talking about md5 models.

I get strange things when I try to load a secondary mesh to link together with the main one.

I provide some examples (ignore the mesh skinning):

[This is the mesh; alone]
Config:
md5load "girlfriend.md5mesh" girlfriend
md5skin girl_body "skin.tga" "mask.tga"

Result:
http://img78.imageshack.us/img78/86/56745722do8.jpg

[This is the mesh with idle animation]
Config:
md5load "girlfriend.md5mesh" girlfriend
md5skin girl_body "skin.tga" "mask.tga"
md5anim "idle" "anim/idle_2.md5anim" 0 -1

Result:
http://img153.imageshack.us/img153/2547/79302239og4.jpg

[This is the mesh with idle animation and a secondary mesh, not yet linked]
Config:
md5load "girlfriend.md5mesh" girlfriend
md5skin girl_body "skin.tga" "mask.tga"
md5anim "idle" "anim/idle_2.md5anim" 0 -1
md5load "jenny_head.md5mesh" jenny_head
md5skin girl_head "skin.tga" "mask.tga"

Result:
http://img407.imageshack.us/img407/923/32214572kd8.jpg

You can see the problem in this third example.

If I try to link the secondary model to a valid tag on the main one I can see the secondary mesh, but the problem is here, again.
If I try to remove the animation, in this case both meshes are rendered properly.

I can render both meshes properly using an external viewer. Animations works very well too.

Meshes are from Prey game (md5 version 10) so I cannot provide it publicly.
I can send both ones on any emails, for testing sauerbraten, or you can get them from the pak002.pk4 of Prey (open it with any zip program; winrar, winzip...):
models\characters\girlfriend\girlfriend.md5mesh
models\characters\heads\jenny\jenny_head.md5mesh

I'm using the last CVS version of SB, updated hourly.

Thank you for any help, even if I think this is a program bug, and not something to configure differently.

Cheers! ;)

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#56: Re: md5 animation errors

by eihrul on 12/05/2008 06:03, refers to #55

You are not even tagging/linkg the models together at all, the way that config is set up. Look into the md5tag and md5link commands.

Though if you want, email me the model and I can see why the body is getting deformed - the body should be showing up - and the head should be not visible at all - the way you have config'd it.

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#57: Re: md5 animation errors

by eihrul on 12/05/2008 06:31, refers to #55

Okay, I believe I found a related issue in the code, although I have no idea if it is the one affecting you.

In any case, to test the fix, you must update from SVN (*NOT* CVS - CVS tree is no longer being updated), and recompile Sauer.

But, do send me the model so I can take a look for myself.

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#58: Re: md5 animation errors

by tekvertex on 12/05/2008 10:01, refers to #57

Even if I link or tag the model, the problem still exists.

I'll get a SVN version and let you now about it.

In any case I'll send you both meshes in your gmail box.

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#59: Re: md5 animation errors

by tekvertex on 12/05/2008 10:41, refers to #57

Nice, for me the problem is solved.
Maybe it's about the changing of buildingpartmask to non-static member.

I'll let you know if I found another problems, but I don't think so. Thank you.

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#60: Malformatted header?!?!?!?!?!?!?!?!?! HELP!!!!!

by Deehy on 12/06/2008 10:23

Hello!

I was working alot on my map. I had to reset and rewire my computer. After it i launched Sauerbraten, entered "/map ../../MyMaps/SpaceShift" and after that i see "../MyMaps/SpaceShift.ogz has malformatted header"!!!!!!!!!!! HELP!!!! :((((((((((((((


Thanks

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#61: Re: Malformatted header?!?!?!?!?!?!?!?!?! HELP!!!!!

by a~baby~rabbit on 12/06/2008 10:53, refers to #60

Not much you can do if the file is corrupt, but all is not lost - browse to your directory /map ../../MyMaps/ and you should see a bunch of maps named like SpaceShift_xxxxxxx.ogz - these are backups, so load up the most recent...

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#62: Re: Malformatted header?!?!?!?!?!?!?!?!?! HELP!!!!!

by a~baby~rabbit on 12/06/2008 10:54, refers to #61

oops - make that SpaceShift_xxxxxxx.bak - just rename the most recent as a .ogz file

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#63: Re: Malformatted header?!?!?!?!?!?!?!?!?! HELP!!!!!

by Deehy on 12/07/2008 12:07, refers to #62

I did... But that was'nt recent BAK file. The latest BAK file is gone... T_T

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#64: Can't start sauerbraten.

by Vanhelsi on 12/07/2008 22:38

OS -> Vista
Renderer -> intel 965/963 graphics media accelerator (intel)
CTF edition

apparently, I get an error whenever I attempt to run sauerbraten, it'll load for like 5 seconds, and then it'll throw this error at me :
Sauerbraten Win32 Exception: 0xc0000005 [0x8]

Any ideas?

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#65: Re: Can't start sauerbraten.

by eihrul on 12/07/2008 22:45, refers to #64

Buggy graphics drivers (intel doesn't care about fixing bugs), more or less.

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#66: Re: Can't start sauerbraten.

by Vanhelsi on 12/07/2008 23:07, refers to #65

So I basically can't play, is what you're saying?

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#67: Re: Can't start sauerbraten.

by Hirato Kirata on 12/08/2008 00:07, refers to #66

you should try and update your drivers and see if that helps at all... also try running sauer with -f (edit the bat file)

if that fails, get a real GPU :P

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#68: Re: Can't start sauerbraten.

by eihrul on 12/08/2008 00:25, refers to #66

I don't know of any ways to workaround the issue. It's either a hit-or-miss with Intel drivers, sometimes they work, others they are too buggy to work at all.

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#69: Strange decal

by tekvertex on 12/09/2008 17:35

Hi there,
I found a little problem with the decal system.

Example:
http://img145.imageshack.us/img145/2199/10821070qa9.jpg

In the image provided, you can see a strange decal on the left.
This happen every time I shot near an angle.

I'm using the last SVN.

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#70: Re: Strange decal

by Deehy on 12/10/2008 12:59, refers to #69

It's a very "popular" but in the most games from 2000-2005. Dont worry about this. BTW! Not SVN but CVS! ;P

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#71: Re: Strange decal

by c0rdawg on 12/10/2008 18:27, refers to #70

...?

Sauerbraten's VCS is now SVN, no longer CVS...

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#72: Re: Strange decal

by tekvertex on 12/11/2008 19:28, refers to #70

Yes, ok, but is not nice to see, especially using a big texture, like this:
http://img210.imageshack.us/img210/2334/74916846xs4.jpg

Anyway, no problem if for SB this is not a problem.

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#73: md5 skeleton sharing

by tekvertex on 12/14/2008 16:07

I don't know if this is an error:
http://img519.imageshack.us/img519/3272/85218680er0.jpg

To reproduce:
- Go inside packages/models/
- Copy mrfixit/ to mrfixit2/
- Open data/default_map_models.cfg and add "mrfixit2" as mapmodel (under "mapmodelreset", to call it fast):

mmodel "mrfixit2"

- Start the game
- Load the model with "newent mapmodel 0"
- Press "9" to go thirdperson

Maybe it's about the sharing between static and animating model?

If inside mrfixit2/md5.cfg you disable skeleton sharing, changing this line:

md5load "mrfixit.md5mesh" mrfixit

In something like:

md5load "mrfixit.md5mesh" mrfixit2

There are no problems.

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