bugs in svn

Developer discussion of experimental fixes, changes, and improvements.

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Postby Alien » Thu Feb 05, 2009 12:20 pm

A picture to show the sound source.
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Postby GreEn`mArine » Sun Feb 08, 2009 1:18 pm

IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby MirceaKitsune » Tue Feb 24, 2009 7:11 pm

Given 2.5 is getting very close to being released, I thought to highlight a few more issues I still see in the game if it isn't too late now.

MirceaKitsune wrote:Found another bug in the latest SVN which has been there for a little while. Some announcer voices now play at a very low volume (possibly directionally?). For instance, after I kill a lot without dieing I hear the announcer voice saying "Rage!" at an almost unhearable volume. Voices such as "X frags / minutes remain" are heard correctly however and yes I have the announcer / Info volume slider all the way up to MAX as well as all other sub-volumes. Headphone Friendly mode is enabled... this may probably be the cause or it may not.


I'm not completely certain but I'm getting the impression this is still happening. The spree and combo voice announcers are almost unhearable to me. Headphone friendly mode enabled once again.

MirceaKitsune wrote:Anyway I found another thing which I consider a problem... this happens at least for the Windows version of the game: If you let your client run in a match then minimize to Windows and return back to the game after a few minutes, when the game is restored after being minimized (and muted) all sounds which were played while the game was down (weapon shots, pain sounds, etc.) are played at the same time all of a sudden causing a loud audio explosion when the game is restored. The sounds are basically remembered, and when the client is restored they are all thrown at the same time instead of being forgotten and never played at all. I'm not sure if to consider this a bug or not so I hope I'm not going down a wrong path reporting such things here.


Still experiencing this one. Not sure if it can be fixed before 2.5 but I thought it would be good to still highlight it just in case.

There are two more small issues apart from these which I still thought to mention here. First is, the two new mutators Bloodloss and Pinata do not appear in the "Active modifications:" list from server info. I run my local games with Footsteps, Bloodloss and Pinata all enabled, but if I press the Server Info key in-game I only see "Active modifications: Footsteps" without the other two as well. [EDIT] This also includes the Weapons stay mutator and weapon arenas.

Second, this is a very small tweak I brought up to Div a few months ago. I think the cvar cl_bob should default to 0.01 and not 0.02. When 0.02, setting cl_bobcycle to any value causes the player to bob like he's limping which looks bad. Test it if you wish, cl_bob is much better at 0.01... especially now that view bobbing is also a setting in the menus.
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Postby divVerent » Tue Feb 24, 2009 8:22 pm

MirceaKitsune wrote:Given 2.5 is getting very close to being released, I thought to highlight a few more issues I still see in the game if it isn't too late now.

MirceaKitsune wrote:Found another bug in the latest SVN which has been there for a little while. Some announcer voices now play at a very low volume (possibly directionally?). For instance, after I kill a lot without dieing I hear the announcer voice saying "Rage!" at an almost unhearable volume. Voices such as "X frags / minutes remain" are heard correctly however and yes I have the announcer / Info volume slider all the way up to MAX as well as all other sub-volumes. Headphone Friendly mode is enabled... this may probably be the cause or it may not.


I'm not completely certain but I'm getting the impression this is still happening. The spree and combo voice announcers are almost unhearable to me. Headphone friendly mode enabled once again.


Can't reproduce it, sorry. Is sure more because of the audio files. The sounds are certainly NOT played directionally (they're sent with ATTN_NONE).

Still experiencing this one. Not sure if it can be fixed before 2.5 but I thought it would be good to still highlight it just in case.


Can't be fixed. Forget it.

There are two more small issues apart from these which I still thought to mention here. First is, the two new mutators Bloodloss and Pinata do not appear in the "Active modifications:" list from server info. I run my local games with Footsteps, Bloodloss and Pinata all enabled, but if I press the Server Info key in-game I only see "Active modifications: Footsteps" without the other two as well. [EDIT] This also includes the Weapons stay mutator and weapon arenas.


That's actually your fault :P you apparently forgot to update the function that makes that string. Fixing that now.

Second, this is a very small tweak I brought up to Div a few months ago. I think the cvar cl_bob should default to 0.01 and not 0.02. When 0.02, setting cl_bobcycle to any value causes the player to bob like he's limping which looks bad. Test it if you wish, cl_bob is much better at 0.01... especially now that view bobbing is also a setting in the menus.


Sorry, after the big resistance against the automatic taunts, I have the impression that your opinions aren't representing the majority.

Anyway, view bobbing is insanely ugly, no matter how you configure it. Still, this is something that should be brought up with LordHavoc, as DarkPlaces uses the very same bobbing settings for Quake (cl_bob 0.06, cl_bobcycle 0.6), which to me indicates that the majority of the players using DarkPlaces (e.g. in Quake) actually want it the way it is.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby MirceaKitsune » Tue Feb 24, 2009 10:11 pm

divVerent wrote:Sorry, after the big resistance against the automatic taunts, I have the impression that your opinions aren't representing the majority.

Anyway, view bobbing is insanely ugly, no matter how you configure it. Still, this is something that should be brought up with LordHavoc, as DarkPlaces uses the very same bobbing settings for Quake (cl_bob 0.06, cl_bobcycle 0.6), which to me indicates that the majority of the players using DarkPlaces (e.g. in Quake) actually want it the way it is.


Sure, I'll try to ask LordHavoc about it. The reason I thought 0.01 would be preferred is that from what I tested, it's the value which makes the bobbing smooth every cycle and works almost unnoticeable (using cl_bob 0.01 with cl_bobcycle 0.5 and always thought that looks pretty). Maybe someone else can test that config and see if they think it's better or if I made a mistake.
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Postby MirceaKitsune » Thu Feb 26, 2009 4:57 pm

Found another bug. It appears that at times weapons remain with the muzzle flash stuck to them after firing a few times. It happened with the shotgun for me... sometimes after I fire it the "flames" that come out stick in front of every weapon I switch to instead of disappearing immediately after firing. Refiring doesn't make it go away either, although it disappears at next respawn.

This happens very rarely but it does at times. Noticed in a local match with 5 bots. Here is a screenshot of the issue... the muzzle flash got stuck on the shotgun after I fired and it was there on any weapon I switched to, even the rocket launcher: http://pics.nexuizninjaz.com/viewer.php ... ydkx5q.jpg
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Postby divVerent » Thu Feb 26, 2009 5:19 pm

Never had this, maybe packet loss or something similar (system load too high?).

The code SURE removes the entity.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ihsan » Thu Feb 26, 2009 6:11 pm

I only get 5 FPS on eggandbacon, when looking at all the weapons. When looking at a wall the fps increases.
This is in an empty map. I turned off all effects and same thing. My videocard ain't that great but it should be able to handle this. Is this a bug?
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Postby esteel » Thu Feb 26, 2009 7:34 pm

No, the weapon textures are just insanely huge.. try enabling texture compression or lower the texture quality. (which applies only to models in the default settings, so the lever should still look good)
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Postby ihsan » Thu Feb 26, 2009 8:56 pm

This time I got an error in a playermodel. The wings on the right side of Abyss has inverted normals and looks strange (i'm sure you noticed). This occurs when you mirror a mesh.

I may be able to send a patch.

EDIT: Never mind. I found the pk3 in my dlcache but i'll fix it anyway.
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