Sauerbraten engine development |
by Aardappel
on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351254 views, last view: 12/09/2021 04:10 |
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This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.
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#1454: Re: Segfault fix for malformed maps |
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by Aardappel_
on 05/30/2006 04:31, refers to #1452
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really, if a map is malformatted, something is seriously wrong (corrupted download?), and there is not a lot of point investing time in recovering. In all my time, I NEVER had this happen for either cube or sauer, and I bet I have loaded the most maps of anyone :)
Infact, if it happens, it shouldn't just be ignored by loading another map.
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#1455: .. |
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by Koi Kitsune2006
on 05/30/2006 05:16
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I've run all the maps, they all play fine really. Even the old ones.
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#1456: Re: new feature: full screen shaders |
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by Aardappel_
on 05/30/2006 07:21, refers to #1436
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it appears that GL_TEXTURE_RECTANGLE_EXT is a macosx thing? I can't find it in any glext.h version, and most google hits refer to the mac.
If it is mac only, I will just disable the fullscreen shaders on macosx for now, since the extension does a bunch of things differently.
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#1457: Re: new feature: full screen shaders |
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by rpointon
on 05/30/2006 11:22, refers to #1456
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Noooo... don't tease this mac user after we got it working at 1024x512.
- aka guest57.
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#1458: .. |
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by absinth
on 05/30/2006 14:02
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it seems GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_RECTANGLE_EXT and GL_TEXTURE_RECTANGLE_NV are all supported on macosx (and *_NV and *_ARB should also be available everywhere else), and are all basically the same. so this shouldn't be a big problem.
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#1459: Re: .. |
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by Aardappel_
on 05/30/2006 20:13, refers to #1458
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remember, there are other platforms besides macosx.
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#1460: Re: .. |
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by rpointon
on 05/30/2006 21:08, refers to #1459
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of course! Also I expect that this eyecandy is not your immediate priority.
Meanwhile, I expect that the non-powers-of-two render to texture problem will manifest in other platforms/drivers. Being an opensource project I'm sure some openGL monkey will eventually offer a patch.
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#1461: Re: Segfault fix for malformed maps |
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by xoltra
on 05/31/2006 03:10, refers to #1454
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I agree that a map being malformed would tend to mean that something is seriously wrong. I only encountered this problem by doing weird things to map files that involved directly editing them without the sauer_client (more on why I'm doing this later).
For example, I'm able to get nmp10.ogz to segfault by changing the "numents" in nmp10.ogz from 24 to 5 without making any other changes. The cubes loaded then in part includes what should be entities, which is pretty much garbage.
I don't doubt that all the maps currently shipped load correctly. My concern is more along the lines of a deliberate DOS attack or buffer overrun exploit when and if it becomes possible for people to upload arbitrary maps to a server for others to download. The more serious problem is the buffer overrun exploit (which I don't know exists, but segfaults are generally a red flag that the possibility should be considered). A lesser problem is a DOS attack by making everyone's client exit (a potential annoyance if someone decides its amusing to do it a lot).
I don't mean to overstate this problem. It's just stuff to be aware of.
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#1462: Re: .. |
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by guest57
on 05/31/2006 13:09, refers to #1460
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Woohoo! - I see that fullscreen shaders are now working portably/properly (at least on osx/ATIx800), well done.
What is really odd is that turning fullscreen shaders on seems to give a few extra fps, e.g. I go from 150 up to 170, just by using 'invert'... Weird, but it's nice that there is no noticable performance hit.
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#1463: Re: .. |
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by MeatROme
on 05/31/2006 17:03, refers to #1463
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answer - it isn't,
to see it either wait for next release (I hope it's coming soon) or get a preview via CVS.
read up on how-to do that on the sourceforge site itself, they have excellent doc on CVS there!
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#1464: Re: .. |
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by Passa
on 06/01/2006 11:52, refers to #1464
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On the -e toggle, adding edittoggle to autoexec will have the same effect, and will not be as much effort as coding a -e toggle.
Honestly, you are wasting your time implementing things that are already there.
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#1465: can't play Sauerbraten |
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by Orthzar
on 06/01/2006 21:58
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I need some help. when I start Sauerbraten a command prompt screen appears with info on the loading process then a screen with three rectangles one in the middle the others in the top left corner no text anywhere. Although the recatange second from the top has a series of white blocks that change. I have reason to believe that these are supposed to be text and they are not being rendered correctly by my "RADEON 7000". After that the music begins and the screen changes to a view of what looks like the side of a hill and the usual cube HUD. The music is still playing music at this point and the game does not respond to any buttons like "`" or "Esc" and when I do Alt Ctrl Delete Windows says that Sauerbraten is not responding. When I was looking for a reason for this to possibly be happening I noticed that the "Autoexec.cfg" was missing and I am unable and unexperienced enough to figure out what to do. Please help.
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#1466: Re: .. |
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by Passa
on 06/01/2006 22:57, refers to #1465
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"Removing the cc->changemap("curvedm"); call did not fix the problem, so I implemented "loadmap" which I then changed to "start" so I could set the starting map in defaults.cfg or autoexec.cfg"
Thats weird.. in my Paradox mod it worked, that was with the shader edition anyway./
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#1467: Re: can't play Sauerbraten |
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by eihrul
on 06/01/2006 22:58, refers to #1465
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The problem is you're getting pushed into software rendering. There's basically no way a Radeon 7000 will run Sauer.
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#1468: Re: can't play Sauerbraten |
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by Passa
on 06/01/2006 23:02, refers to #1467
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Wrong, my laptop runs it fine, 20FPS in most cases.
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#1469: Re: can't play Sauerbraten |
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by eihrul
on 06/01/2006 23:04, refers to #1468
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20 FPS = mostly unplayable.
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#1470: Re: can't play Sauerbraten |
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by Passa
on 06/01/2006 23:32, refers to #1469
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Yes, but good enough for mapping, trust me, alot of pgdm was done on that laptop ;)
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#1471: startup map |
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by MeatROme
on 06/01/2006 23:36, refers to #1465
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when I posted that snippet it was of course not "complete" ...
... what I did was (more or less) the following :
a variable "loadmap" exists and is filled with "curvedm" by default, the snippet would change that in case the user passed a parameter like +maard3 to "aard3"
then the cc->changemap(loadmap) call will work as desired.
placing the calls in autoexec.cfg will not work because they are loaded and executed BEFORE the initial map change, you might even notice two lines at the start of the engine telling you about the gamemode ffa/default - because first it loads an empty map and then the initial map ...
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#1472: Re: can't play Sauerbraten |
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by Max of S2D [Fr]
on 06/02/2006 07:32, refers to #1469
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"20 FPS = mostly unplayable."
Nope. It's playable, but it disturb.
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#1473: Re: Slice snippet |
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by Passa
on 06/02/2006 07:32, refers to #1472
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Nice stuff, good work.
Any timeframe on the next SliceTC release?
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