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Bug Reports

by eihrul on 09/03/2008 01:41, 1175 messages, last message: 12/31/2023 08:39, 928822 views, last view: 05/16/2024 01:53

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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#920: Re: bad AVIs with development version

by Razgriz on 10/20/2012 18:50, refers to #919

he moved to AVI2 or whatever it was called so any players which do not support it bug out like that. WMP for example only displays the last frame during playback, and no sound.

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#921: Re: bad AVIs with development version

by Zamwa on 10/20/2012 19:20, refers to #919

I recommend PotPlayer!

reply to this message

#922: Re: bad AVIs with development version

by Zamwa on 10/20/2012 19:23, refers to #919

Also download k-lite codec pack!

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#923: Cubescript weirdness

by Hirato Kirata on 10/31/2012 02:49

echo $"foo"
no errors
output is: <space>foo

expected
no such lookup: "foo"; or
no such lookup: foo


echo $"//comments are fun"
no errors
output is: <space>//comments are fun

expected
no such lookup: "; or
no such lookup: //comments are fun


echo [herp@"foo"]
no errors
output: "foo"

expected
for expected errors, see above.
output: herp;


echo [herp@derp"baz"]
no such lookup: derp
output: herp"baz"

expected
like the above I expect some significance for the string.

Also note that echo $["derp"] and $(result "^"derp^"") work as expected.


echo [foo@bar.baz]
no such lookup: bar

I expected the following, is this one intentional?
no such lookup: bar.baz

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#924: minor script issues

by Hirato Kirata on 11/09/2012 06:26

ent_action_mapmodel = [ entproperty 1 ( * $arg1 1 ) ]
ent_action_mapmodel = [ entproperty 1 ( * $arg1 1 ) ]

Minor issue, there's a duplicate definition for ent_action_mapmodel in stdedit.cfg



entupdate = [ entset $tmpt $tmp0 $tmp1 $tmp2 $tmp3 ]

initentgui = [
tmpt = (enttype)
@(loopconcat i 4 [result [
tmp@i = (entattr @i)
]])
]

in menus.cfg, the quickedit menus only support the first 4 attributes of the entities. Whilst the fifth is unused, any changes to them will be discarded.

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#925: Re: minor script issues

by eihrul on 11/09/2012 08:37, refers to #924

Fixed.

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#926: bad values for trigger type 1?

by Hirato Kirata on 11/10/2012 17:30

fpsgame/entities.cpp

enum
{
TRIG_COLLIDE = 1<<0,
TRIG_TOGGLE = 1<<1,
TRIG_ONCE = 0<<2,

static const int triggertypes[NUMTRIGGERTYPES] =
{
0,
TRIG_ONCE, // 1



TRIG_ONCE is 0 << 2, aka 0, this means the value for trigger type 1 is equivalent to the other 16 odd cases which do nothing.
Intentional?

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#927: Re: bad values for trigger type 1?

by eihrul on 11/10/2012 17:33, refers to #926

TRIG_ONCE = 0<<2,
TRIG_MANY = 1<<2,

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#928: Re: bad values for trigger type 1?

by Hirato Kirata on 11/10/2012 17:47, refers to #927

The point is, the trigger type which corresponds with the value TRIG_ONCE does nothing, as it has the value 0, and the "validtrigger" check automatically discards anything with the value 0.

It didn't work like that before the code was moved into fpsgame/entities.cpp, and the documentation for it reads, as follows.
> do trigger animation when touched for the first time only and return to starting position (best for switches, use switch/lever models)

That's certainly not nothing.

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#929: Re: bad values for trigger type 1?

by eihrul on 11/10/2012 18:37, refers to #928

Fixed.

Now, if you stop trying to be cute, and actually report bugs, rather than trying to make me guess at what they are, I can actually fix them. Isn't that nice?

reply to this message

#930: Re: bad values for trigger type 1?

by Hirato Kirata on 11/11/2012 03:38, refers to #929

Load up the previous page and look at my first post on the matter, note that I reported each and everyone of the following facts.

1. I listed part of the enum in which TRIG_ONCE was defined as 0 << 2, aka 0
2. I listed part of the triggertypes array, specifically the definition of trigger type 0 and 1, 1 is defined as 'TRIG_ONCE', nothing more.
3. I stated that due to the previous facts, trigger type 1 is equivalent to the other 16 cases of '0'- aka do nothing.
4. ergo trigger type 1 is not working properly.

Post #2 reiterated the point, added a previous reference point, and an excerpt from the documentation.


It's not my fault you failed your reading comprehension roll on the first post, don't take it out on me.

reply to this message

#931: Re: bad values for trigger type 1?

by eihrul on 11/11/2012 07:11, refers to #930

You stated all of that, but you failed to state the actual observed symptom, i.e. validtrigger check failing. And you expected me to just guess it, just a slightly more evolved form of, "Your stuff is broken; go fix it." I keep trying to get people to state the actual observed problem, rather than merely assuming I am psychic...

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#932: Re: bad values for trigger type 1?

by Hirato Kirata on 11/11/2012 08:25, refers to #931

> You stated all of that, but you failed to state the actual observed symptom, i.e. validtrigger check failing.

The validtrigger check failing was the cause, not the symptom; stating that required me to spend about 20 seconds doing the actual debugging.

> I keep trying to get people to state the actual observed problem, rather than merely assuming I am psychic...

Tied in with the above, I explicitly stated that the observed behaviour was NOTHING; trigger type 1 did zero, zip, nada, zilch, not a thing.
How much clearer do you need me to be? It should've done something, but it did not, it did zero, zip, zilch, nada, NOTHING!


I don't see the problem here. I gave you more than enough information to jump straight to the problematic point (code snippets), I told you exactly what I observed (trigger type 1 doesn't do anything), I even gave you a hypothesis (TRIG_ONCE is 0; array entry evaluates to 0; therefore broken).
There's more than enough to get straight to the bottom of it!

> Now, if you stop trying to be cute, and actually report bugs, rather than trying to make me guess at what they are, I can actually fix them. Isn't that nice? "

When you follow up a perfectly valid and informative bug report with complete and utter bullshit like that, you better expect me to take it personally and react defensively, because quite frankly, I am insulted.
I will not suffer such outright slander and fabrication lying down, especially from someone like yourself who I have a great deal of respect for.

reply to this message

#933: Re: bad values for trigger type 1?

by eihrul on 11/11/2012 09:26, refers to #932

Chill out.

An appropriate bug report would have been:

"Trigger type 1 does not appear to work.

This is why I think it does not work: ..."

Symptoms first. In this case, symptoms came last, only after further discussion, i.e. the "..." came first, and the symptom was absent, so I was confused as to what you were trying to report until the second message.

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#934: ..

by Razgriz on 11/11/2012 10:43

This is more than a suggestion than a bug report.

1) when spectating, color the names of people on the bottom right corner if they have master/admin

2) stop the damage compass and screen from stacking up when the game is lowered in the background

reply to this message

#935: Graphics

by DoctorHerobrine on 11/21/2012 20:27

I Am A New User To Windows 8 And Sauerbraten Has A Huge Problem I Do Not Like.

Display Driver (Graphics): Mobile Intel(R)
4 Series Express Chipset Family (Microsoft Corporation WDDM 1.1)

OS: Windows 8 Pro x64 Bit Edition

And Sauerbraten On Windows 7 Was Perfectly Fine But The Whole Game In Windows 8 Isnt... The Main Menu Is Slow, The Game Crashes When Changing My Resolution And I Cant Do Any Thing About It Because Ive Been To The Intel Website To Find Drivers And Intel Says: " There Arent Any Updates Compatible With Your Operating System <:S Try Searching The Download Center" I Did Goto The Download
Center But Still Nothing Just Windows XP ,Vista,2000,98,ME,Server 2008-2012,Windows 7 And Windows Code Name Whistler >:(

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#936: PLZ

by DoctorHerobrine on 11/21/2012 20:28, refers to #935

PLEASE COMMENT FOR FIXES

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#937: Message censored by administrator

by Razgriz on 11/21/2012 22:00, refers to #936

#938: Re: Graphics

by suicizer01 on 11/22/2012 00:36, refers to #935

So Sauerbraten has trouble running on Windows 8 0.0

6+2=win8

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#939: Re: Graphics

by Q009 on 11/22/2012 00:39, refers to #938

Not at all. Works fine on both of my Win8 machines

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