Some bugs in SVN version

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Some bugs in SVN version

Postby Ed » Wed Apr 26, 2006 1:52 pm

I've been on a bit of a screenshot-o-thon with the SVN version and spotted a couple of things. This was version 1332 as checked out last night running under DP 20060421. That engine seems a bit unstable for me running listen servers, it crashes on weapon pickups. It works fine for connecting to servers though.

A common thing is that weapon models are incorrectly lit.

The new grey explosion mark (not decal as decals are in plane with the surface) stand out perpendicularly from surfaces which looks a bit odd:
Image

This bit in nexdm04 has never looked quite right:
Image

Bullet ammo seems to be floating slightly. May have been there before.

Is this bit in nexdm04 meant to be so shiny?
Image

Also, what does it say on the side of the laser? AT [something]?
Image

I've been playing with the updating bump mapping options and wonder whether they are all compatible with each other. If you have deluxe, offset and offset_relief all enabled there often seems to be a certain fuzzyness on surfaces. If you disable deluxe it fixes it. Would it be sensible to have them each as levels of one CVAR if they are not all compatible?
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Re: Some bugs in SVN version

Postby esteel » Wed Apr 26, 2006 2:11 pm

Ed wrote:A common thing is that weapon models are incorrectly lit.

Hmm i never had that problem.. this really looks strange but i'm sure its not DPs fault..
Maybe you have fullbright items active??

Ed wrote:The new grey explosion mark (not decal as decals are in plane with the surface) stand out perpendicularly from surfaces which looks a bit odd

Yes those aren't decals its smoke from the explosion.. it is supposed to stand out :). But you should ALSO get real decals from the explosion. Guess its hard to see because its SOOO dark in your screenshots. Hope your normal display is more visible..

Ed wrote:Bullet ammo seems to be floating slightly. May have been there before.

Also did not notice this here..

Ed wrote:Is this bit in nexdm04 meant to be so shiny?

It looks very strange in your screenshots but the right part is with shadow from the ceiling above you and the left part has normal light..
Though the contrast seems to be very wrong.. and this makes the light from above look so strange.

Ed wrote:Also, what does it say on the side of the laser? AT [something]?

AT Corp (Alientrap Corporation) :)

Ed wrote:I've been playing with the updating bump mapping options and wonder whether they are all compatible with each other. If you have deluxe, offset and offset_relief all enabled there often seems to be a certain fuzzyness on surfaces. If you disable deluxe it fixes it. Would it be sensible to have them each as levels of one CVAR if they are not all compatible?

Yes those options should be compatible.. deluxemapping uses some information from the simple lightmaps to enable bump/gloss mapping in the whole map and not just in areas where RT lights are (and it even works without RT settings enabled) That the big bonus.
If you use relief mapping you need a graphics card with good shader support. My old ati9800 was not able to load the whole shader with relief on.

In general your screen shots look indeed slightly wrong and i never noticed those problems when trying those new things. What graphic card/drivers do you have?
Last edited by esteel on Thu Aug 31, 2006 8:00 pm, edited 2 times in total.
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Re: Some bugs in SVN version

Postby Urmel » Wed Apr 26, 2006 2:37 pm

esteel wrote:If you use relief mapping you need a graphics card with good shader suppert. My old ati9800 was not able to load the whole shader with relief on.

In general your screen shots look indeed slightly wrong and i never noticed those problems when trying those new things. What graphic card/drivers do you have?


afaik Ed uses a GF 6600GT as well (but overclocked) and when I see what he wrote into the "pimp my rig thread", he's fine in choosing the right hardware. :wink:
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NEXUIZ RC 3

Postby fronten » Wed Apr 26, 2006 2:54 pm

i have been trying the release candidate 3 of 1.51..

at first - no performance boost noticed (sadly.. :? )

bugs(?) :

* sorf of fog everywhere (or say overlaying 'visual noise', brownish)
* weapon fire comes fron lower center , not weapon barrel
* on a lift, i floated slightly below the ground level of that lift.

didnt notice more, i just wanted to test its speed.


(sorry, didnt want to do an own thread for this)
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Re: Some bugs in SVN version

Postby KadaverJack » Wed Apr 26, 2006 3:04 pm

esteel wrote:
Ed wrote:A common thing is that weapon models are incorrectly lit.

Hmm i never had that problem.. this really looks strange but i'm sure its not DPs fault..
Maybe you have fullbright items active??

Yeah, that really looks like g_fullbrightplayers is turned on.

Ed wrote:The new grey explosion mark (not decal as decals are in plane with the surface) stand out perpendicularly from surfaces which looks a bit odd

I like that cloud of smoke :)

Ed wrote:Bullet ammo seems to be floating slightly. May have been there before.

It was floating in 1.5, but the svn version it's ok (i just double checked it: any deeper and the model would be stuck into the floor)

Ed wrote:Is this bit in nexdm04 meant to be so shiny?

That looks like there is a texture missing. In 1.5 there used to be a relief on the floor.
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Re: NEXUIZ RC 3

Postby esteel » Wed Apr 26, 2006 3:20 pm

fronten wrote:* sorf of fog everywhere (or say overlaying 'visual noise', brownish)
* weapon fire comes fron lower center , not weapon barrel
* on a lift, i floated slightly below the ground level of that lift.

A screenshots would be nice to see the fog. There is a feature to get a level wide fog but that is not enabled by default.. Does it look anything like this: http://www.forums.alientrap.local/viewtopic.php?t=304 ???
The weapon fire has been changed for 1.6 as far as i know.
I hope this one is also fixed, can't test it right now.
And please notice that the 1.5.1 rc3 is already quite old. Now we are aiming for 1.6 and there have been many changes compared to what was planned to become 1.5.1..

KadaverJack wrote:
esteel wrote:Maybe you have fullbright items active??

Yeah, that really looks like g_fullbrightplayers is turned on.

Ah.. yeah i too meant full bright players, not items :)
Last edited by esteel on Thu Aug 31, 2006 8:00 pm, edited 1 time in total.
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Postby fronten » Wed Apr 26, 2006 3:34 pm

no it doesn't look like 'that red fog', it more looks like ..erm.. viewing a bad noisy tv-transmission. i may do a screenshot soon.
(infact it doesnt happen in the standard release version)

if rc3 is old, where to download the latest? (compiled - zip/install, using winxp)
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Re: Some bugs in SVN version

Postby Ed » Wed Apr 26, 2006 3:35 pm

esteel wrote:Maybe you have fullbright items active??

The other items aren't fullbright though. Sometimes its not extremely bright though, sometimes it can be dark as well. The lighting of the weapon does not seem to vary in light/dark areas.

esteel wrote:But you should ALSO get real decals from the explosion.

Decals are there too. That smoke doesn't look much like smoke really, I thought it might have been a broken decal. It really needs to move rather than just fade.

esteel wrote:It looks very strange in your screenshots but the right part is with shadow from the ceiling above you and the left part has normal light..

I've been noticing a few strangly lit areas, that level in particular. That is with all realtime lights on.

esteel wrote:Yes those options should be compatible..

I'm not so sure. Running with deluxemapping set to 2 and the others on causes a lot fo textures to look fuzzy. The pink floor texture in Starship for instance. Disabling deluxemapping makes it look fine with both kinds of offsetmapping. You need to look really close but some of them just won't look right with all of the options on. The diamond pattern floor on downer also shows problems where you can see through the edge of the diamond shaped blocks at some angles. I'll grab a screenie when I can.

Urmel aus dem Eis wrote:afaik Ed uses a GF 6600GT as well (but overclocked)

OMG. Stalker! :lol: The OC is a stock overclock and has never caused problems. I'm running nVIDIA 84.something offical drivers under Windows. I would test under Linux if things weren't such a mess...
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Re: Some bugs in SVN version

Postby Ed » Wed Apr 26, 2006 4:20 pm

KadaverJack wrote:Yeah, that really looks like g_fullbrightplayers is turned on.

I've checked and it's zero. :?

Here are some screenies to demonstrate what I mean about bump mapping problems. These are all on dm02 with r_glsl_deluxemapping 2, r_glsl_offsetmapping 1 and r_glsloffsetmapping_reliefmapping 1.

I have realised it is not deluxemapping specific, it is just taht deeluxemapping makes it easier to spot due to it lighting up the contours.

You can see on these fiddly textures which this map has a lot of how their are many ragged edges which are not just down to pixel aliasing on screen, you can actually see through parts of the raised texture.

Image
Image
Image
Image

Have the bumpmaps been AA'd? If tehy were it might reduce these rough edges but would make it hard to define harsh edges. The only real way to have harsh edges in any direction would be to used vector based bump maps rather than bitmaps. Currently I can't think o fanyone who has done that.
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Postby esteel » Wed Apr 26, 2006 4:22 pm

fronten wrote:no it doesn't look like 'that red fog', it more looks like ..erm.. viewing a bad noisy tv-transmission. i may do a screenshot soon.
(infact it doesnt happen in the standard release version)
if rc3 is old, where to download the latest? (compiled - zip/install, using winxp)

Hmm does it look like this? (sorry for the bad quality) It happened for me in windows with dual monitors.

There is currently no prepackaged version. You would have to do it as descriped here: http://www.forums.alientrap.local/viewtopic.php?p=353#353
Though on windows you need to also get a compiler and some more stuff to make it work..

Ed wrote:The other items aren't fullbright though. Sometimes its not extremely bright though, sometimes it can be dark as well. The lighting of the weapon does not seem to vary in light/dark areas.

Sorry that was a wrong info, KadaverJack corrected it in his post.. g_fullbrightplayers (players not items :)) is the right thing. Though its disabled by default..

Ed wrote:Decals are there too. That smoke doesn't look much like smoke really, I thought it might have been a broken decal. It really needs to move rather than just fade.

Oh i think it does look fine but maybe we can tweak it a bit..

Ed wrote:I've been noticing a few strangly lit areas, that level in particular. That is with all realtime lights on.

I never had problems of that sort.. Some more screenshots would be nice..

And regarding your last screenshots: nexdm02 is not yet recompiled for deluxemapping! r_glsl_deluxemapping 2 means 'force deluxemapping even without the deluxemaps' as most of the time it still looks better then without deluxemapping.. I think nexdm01, 03, 04, 05, 10, then new 11, 14, extra1 and extra2 are recompiled for deluxemapping.
The problems might be because of this. And some bumpmaps are engine-generated and those might also look worse then textures with 'real' bumbmaps..
Last edited by esteel on Thu Aug 31, 2006 8:00 pm, edited 1 time in total.
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