PLEASE TEST: Nexuiz 2.0.1 pre-release

Developer discussion of experimental fixes, changes, and improvements.

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Postby esteel » Mon Jul 24, 2006 11:54 am

Sorry for the double post but i noticed an error.
If i host a listen server game and switch to the hagar the gamespeed is increased then. I suppose its a side effect of the hagar refire fix. It sometimes switches back to normal speed but i have not yet found a pattern for this. Could be if i die without the hagar equiped.
Hmm if its because of the refire fix it should also happen with the machine gun right? I'll test it..

*edit* more info
OK now this is wiered!!!!!!!
It does only happen if i change the weapon after a 'vid_restart'. It seems only the machinegun and the hagar cause this effect. Start a map, enter vid_restart in the console and switch to the machinegun to get a really slow game , the same but switching to the hagar gives you a really fast game :) OMG!!

Now i'll doubt it but i'll also test if the dedicated server is affected too. I really can't imagine it is..

*edit* Even more info.. this seems to happen only with nexuiz-sdl.exe. Good thing i have access to windows computers even though i do no longer use it at home :)
Can someone test if this is a general sdl problem? I doubt it but it would be good to know. It seems that something messes up the timings after a vid_restart. I'm not sure what is the cause for this so i'll more info about my setup.. if use the keys 'g' for the hagar, 'c' for the machine gun. As it seems to affect the timings the listen server changes its speed and when connected to a dedicated server the prediction seems a bit off but still mostly ok (when this effect does happen i mean). I have vid_vsync disabled but force it via drivers. This computer has dual monitors..
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Postby divVerent » Mon Jul 24, 2006 2:25 pm

esteel wrote:*edit* Even more info.. this seems to happen only with nexuiz-sdl.exe. Good thing i have access to windows computers even though i do no longer use it at home :)


Good? You like that effect?

No Windows directly here, but it could very well be a SDL problem.
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 esteel » Mon Jul 24, 2006 2:34 pm

divVerent wrote:
esteel wrote:this seems to happen only with nexuiz-sdl.exe. Good thing i have access to windows computers even though i do no longer use it at home :)

Good? You like that effect? No Windows directly here, but it could very well be a SDL problem.

I meant its good that i could test on windows and find this bug :P
It will be some time till i'm home to test this on linux.
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Postby Zico » Mon Jul 24, 2006 10:05 pm

Currently I have not seen any bugs with this pre-release.
I'm using glx version on Linux.
Will make further tests tomorrow.
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Postby esteel » Tue Jul 25, 2006 1:05 pm

So far i have this problem in Nexuiz 2.0 and 2.0.1 but only on this one specific computer and its a very strange one.. It does not have stock nvidia drivers installed but third party patched ones and even the xp operating system is heavily patched.
I'll try to test it on my families computers but unless i run into problems i blame the problems on this computer and guess its ok to forget about it.
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Postby Daedalus » Tue Jul 25, 2006 1:09 pm

no problems so far, tested it on gentoo linux and on winxp
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Postby Zico » Tue Jul 25, 2006 11:52 pm

Played a lot. Runs perfect. but I want to mention two things I'm not sure about:

* Secondary fire of LASER switches to previous used weapon. I saw some talks about it but i on't know anymore if this is correct (it's late here, I'm tired so I don't have the motiation for research so i report is as "possible" bug).

* Today I started some LMS matches with LOTS of bots. Then we came to a VERY small map where two or more bots started on the same spawnpoint (first fishy thing). Because the map was so slow and everyone started with the rocketlauncher the FPS went down and down and down and down till it was 0.9 and the game put me back to menu again (next fishy thing I'm not sure what's about). Then I lowered the numbers of bots. It was playable but it was rocketfire all the time. So I didn't spawned to stay alive (by the way, wouldn't it be more fair to let players spawn directly? or have i overseen anything again? - tired).
Now to the REAL bug: The bots and me played a bit. As said, a lot of rocketfire. Then, when most bots were dead I could "hear" it: the sound of a flying rocket was always to hear and didn't stopped anymore. I think this was caused by the massive amount of rockets (and their sounds) in this match in one time. The sound stopped when the match ended.

So. Now to sleep. Good luck guys and sorry for this badly written report.
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Postby KadaverJack » Wed Jul 26, 2006 12:23 am

Zico wrote:* Secondary fire of LASER switches to previous used weapon. I saw some talks about it but i on't know anymore if this is correct (it's late here, I'm tired so I don't have the motiation for research so i report is as "possible" bug).

Yes, that's correct. The talk was about a bug with that feature ;)

* Today I started some LMS matches with LOTS of bots. Then we came to a VERY small map where two or more bots started on the same spawnpoint (first fishy thing). Because the map was so slow and everyone started with the rocketlauncher the FPS went down and down and down and down till it was 0.9 and the game put me back to menu again (next fishy thing I'm not sure what's about). Then I lowered the numbers of bots. It was playable but it was rocketfire all the time. So I didn't spawned to stay alive (by the way, wouldn't it be more fair to let players spawn directly? or have i overseen anything again? - tired).

All players should spawn directly in LMS, except for campaign mode, where bots spawn before the player, but wait until he's spawned. If you didn't spawn directly, then it's a bug. Could you check that again when you're not that tired? :) (i'll check it myself, but checking twice is always better...)
As for the multiple bot's at the same spawnpoint thing: since everyone should spawn at the same time, that can't really be avoided when there are more players than spawnpoints. Telefragging would be the only solution that comes to my mind, but that wouldn't be fair in LMS imho.

Edit: i was able to reproduce the crash and the "ghost" sounds, but i always respawned immediately.
The sounds seem to be an engine bug, the qc code looks fault proof.
The crash is caused by too many calls of RadiusDamage (stack overflow due to too many locals. but the critical number seems to be >25 calls in a single frame, so it's not very likely to happen under "real-life" conditions).
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Postby Zico » Wed Jul 26, 2006 7:56 am

Right. I'm spawning directly. God knows what I messed up there.

Well in that case only the "ghost sounds" and this overload stay as bugs.
But I guess since the engine is frozen now there is no chance to fix it for 2.0.1. On the other side this "overload and back to menu" is not that bad because it would be unplayable however.
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Postby obi_wan » Wed Jul 26, 2006 10:03 am

divVerent wrote:Apparently Apple "modified" the GL shader language a bit, so the "normal" shader doesn't compile. If anyone here has an idea how to make it work on OS X and other systems, go ahead.


well i googled a bit and found that thread : http://www.idevgames.com/forum/archive/ ... -9074.html
i dont know anything about game programming, but it seems something is missing in macosX... perhaps with the next version of osX it'll be fixed.
[NSB] ppwer !
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