bugs in svn

Developer discussion of experimental fixes, changes, and improvements.

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Sun Oct 12, 2008 11:51 pm

Wed Oct 15, 2008 9:31 am

  • Discovered a new bug that still exists in the 14-oct-2008 prebuild; Create a match and enter it with no bots on. Now drag the bot slider to lets say 5. After there are 5 bots on the map plus you the player, drag the bots slider 1 unit down until one bot leaves and only 4 remain instead of 5. Now look at the most lower-left corner of the screen where you have the mini-scoreboard. Your name will appear in two places... one marked with the arrow to the left where you go up or down depending on your score but also another copy of your name at the top of the list like in the screenshot below.

    Image
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    MirceaKitsune
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Wed Oct 15, 2008 9:50 am

  • As this can't be reproduced, it probably is the same issue as the packet loss problems (loading bots takes a very long time, so MAYBE internal networking can drop packets when that happens too).

    And this networking bug, that currently leads to outdated scoreboard items for users with packet loss that only correct themselves on the next frag, is indeed the currently only open showstopper bug. Unfortunately LordHavoc is the only one who can fix it, and seems to have no time for now.

    Well, this is what our lack of developers leads to. Maybe this bug never gets fixed, and then there will never be any new Nexuiz release. With the current state of the project, this is quite likely.
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    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Oct 15, 2008 12:04 pm

  • divVerent wrote:As this can't be reproduced, it probably is the same issue as the packet loss problems (loading bots takes a very long time, so MAYBE internal networking can drop packets when that happens too).


    Try with different numbers of bots. I get this every time and its also in local servers from the Create tab too, so my lag should be minimal as I'm local (I'm also using a 10mpbs down cable connection if that is even used).

    Either way on the topic of the pain sounds I finished making pain sounds for robots and aliens. They may sound a bit weird in-game at first but after playing for a minute or two they sounded just right to me so I think they should work perfectly. I also included a jump sound for each of them for when jumping sounds will be implemented if they will (the "uuh" voice you hear when you jump up). If the devs think they're good they are ready to be added to SVN.

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    MirceaKitsune
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Tue Nov 11, 2008 3:46 pm

  • Found out another a small bug in SVN; The player slips off surfaces that have an inclination no matter how little that inclination is. So if the player sits on a perfectly flat surface (s)he can stay still, but if the surface the player is on is even the tiniest bit inclined the player will slowly slip down. Normally, a slope should have at least a 35% or even 50% slope / ramp inclination before the player slowly slips down it while standing there.
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    MirceaKitsune
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Tue Nov 11, 2008 3:55 pm

  • I hate that part of the player physics, but it is the way it is supposed to be in a Quake engine. And it isn't easy to change it :(

    BTW, the packet loss thing is closed. Please retry the issue with the bot slider.
    1. Open Notepad
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    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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    divVerent
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Wed Nov 19, 2008 12:58 am

  • Bug discovered by me and confirmed by Ronan.. has been broken in SVN for quite a while now; There are certain announcer voices which don't play any more, most noticeable being the "3 / 2 / 1 frags remaining" announcer. The voice files are still there and since there was no reason to remove this announcer there's clearly a bug. To reproduce, just start a server and shoot bots until you're only 3, 2 or 1 frag(s) remaining... no announcer voice will tell you that. IRC log:

    [02:15:46] <Taoki> Either way I had a question; will there still be an "1 / 2 / 3 frags remaining" announcer for DM games? I don't hear it playing any more when there's only 3 frags left though it does play for time, and i believe it was good and useful
    [02:23:05] <Ronan> you are right, no annoncer in svn for that
    [02:23:28] <Taoki> Was it removed on purpose? Will it be in again?
    [02:23:34] <Taoki> I liked it better there personally
    [02:23:38] <Ronan> surely a bug, caused by a missing or wrong precache maybe
    [02:24:31] <Ronan> the "frag in the row" annoncer had this problem too
    [02:25:55] <Taoki> Aah thats good to know. Will post it in the svn bugs topic then

    divVerent wrote:BTW, the packet loss thing is closed. Please retry the issue with the bot slider.


    Bot slider issue isn't there any more so it's fixed. However the multiple names issue still seems to be happening in the latest revision. This is a screenshot I made two days ago of a new map I was working on... as you can see at the bottom-right corner of the screen I still have two entries with my name in the mini-scoreboard there.
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    MirceaKitsune
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Fri Nov 21, 2008 9:37 pm

  • Today I changed my video card and my newer card model allowed me to select more display settings. This revealed a bug to me (or at least something I consider incorrect) which is causing major FPS loss; It seems that in maps which have reflection enabled surfaces (Ruiner and Starship are the official examples) having Reflections turned on from the effects menu causes very low performance around these maps, even when not looking at a surface containing reflections (actually looking at it but having it hidden behind a wall, so no part of the reflected surface renders in your FOV). Not sure if this can be fixed but it's a pretty bad performance issue... reflections should not eat FPS unless they are rendered in your FOV although maybe this is a harder Darkplaces limit.

    As a separate but related problem, I also noticed that a surface which contains Reflections causes very bad FPS when looking at it with World Lightning enabled. This can be noticed in Starship only... you will notice that having Reflections and World Lightning (with or without shadows) enabled only one at a time give a good FPS around that map, but when both are on at the same time that causes the FPS top drastically go down. Maybe there should be a cvar or something to allow disabling rendering of World or Dynamic lightning over surfaces that have reflections so lightning doesn't influence these ones?
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    MirceaKitsune
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Fri Nov 21, 2008 9:51 pm

  • Have you looked into hint brushes? I'm not sure if they apply on reflections but the concept of not rendering what the player can't see is familiar.
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Fri Nov 21, 2008 10:23 pm

  • This is map's fault then.
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Fri Nov 21, 2008 11:23 pm

Sat Nov 22, 2008 12:31 am

  • Alien wrote:This is map's fault then.


    That makes sense then... thought it was an engine thingie. Someone should probably take a look at these maps and add some hints and rebuild them then. Also the issue of reflection surfaces having very low performance with lightning is separate from that... still advising a cvar to not render lightning on reflection surface for FPS reasons should be added.
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Sat Nov 22, 2008 12:57 am

  • MirceaKitsune wrote:still advising a cvar to not render lightning on reflection surface for FPS reasons should be added.


    Err... setting a lower quality doesn't render reflections and there is a checkbox for them
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Sat Nov 22, 2008 6:24 am

  • MirceaKitsune wrote:
    Alien wrote:This is map's fault then.


    That makes sense then... thought it was an engine thingie. Someone should probably take a look at these maps and add some hints and rebuild them then. Also the issue of reflection surfaces having very low performance with lightning is separate from that... still advising a cvar to not render lightning on reflection surface for FPS reasons should be added.


    And what do you expect? That dynamic lightning should not influence reflections?
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Sat Nov 22, 2008 5:39 pm

  • Alien wrote:And what do you expect? That dynamic lightning should not influence reflections?


    Yes, that's what I meant. A non-default cvar of course, so if someone gets low FPS from that they can manually turn on or off a cvar so no type of world or dynamic lightning renderes over surfaces which have dynamic reflections on them. Not sure if that's a good or bad idea... if bad don't mind me then but maybe it could be helpful.
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    MirceaKitsune
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Sat Nov 22, 2008 6:18 pm

  • So turn off dynamic lightning if your computer can't cope.
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Sat Nov 22, 2008 6:21 pm

  • MirceaKitsune wrote:Yes, that's what I meant. A non-default cvar of course, so if someone gets low FPS from that they can manually turn on or off a cvar so no type of world or dynamic lightning renderes over surfaces which have dynamic reflections on them. Not sure if that's a good or bad idea... if bad don't mind me then but maybe it could be helpful.


    Did you check out this menu?
    Image

    This screenshot is misleading, I have the cursor over ultimate. These settings are not however, ultimate.
    Last edited by [-z-] on Mon Nov 24, 2008 5:14 am, edited 1 time in total.
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Mon Nov 24, 2008 12:43 am

  • [-z-] wrote:Did you check out this menu?
    Image


    Of course I have, I know that menu well. However, from it you can only turn Lightning on or off and Reflections on or off. What I meant was a cvar that disabled one over the other only, but yeah if my idea was bad then never mind.
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    MirceaKitsune
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Mon Nov 24, 2008 5:10 am

  • The thing is that making one dependent on other is illogical, cause they are not. You can have one, both or none enabled.
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Tue Nov 25, 2008 6:56 am

  • take_this_cup_of_poison wrote:We don't have diffrent gibs for robots (and blood (oil?)) yet either :(. Someone took a stab at it but it wasn't accepted.


    1. I don't remember that.
    2. Gibs have to be done with csqc. Extending the current gib code would be a VERY bad idea. Nonetheless, if good gibs for other model types WERE made, they could be included as model files even while they are not yet used (to support them for the models later).
    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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    divVerent
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Tue Nov 25, 2008 12:03 pm

  • I was messing around with the Campaign mode today and noticed 3 bugs relating to it. These are the bugs that that campaign list currently has and should be taken a look at soon;

    1 - Worst bug of them all.. should be noted and fixed as soon as possible; While playing a level in the campaign, a user is able to go to the create menu, drag the Bots slider up or down and remove / add bots from the match in real time (likely works for the bot difficulty slider as well). This should only work when the user creates a match from the Create menu, and that slider should not add / remove bots from a campaign map like that. I believe it's against what the campaign is supposed to be and one shouldn't be able to change it's level set / what it must be like that from the menu. So a lock against changing bots or their difficulty at least from the menus (and probably other things too) needs to be added to the campaign. Cheats should still be allowed though :)

    2 - Disconnecting from the campaign and starting the same map from the Create menu as the last one played in the Campaign starts that campaign level itself. For example, lets say you can play the map Basement as DM from one of the campaign levels. Enter it and once you are in that campaign level press F11 to disconnect. Now go in the Create menu and start a DM level in Basement. Instead of a normal listen server match in that map you will be actually playing that campaign level with its bot settings and description message (regardless of what you now set the Bots slider to). Selecting another map other then the one in the last campaign level you accessed brakes this.

    3 - Small text crossover between the scoreboard and campaign introduction message. Will let the screenshot speak here.

    Image

    NOTE: "Press jump to enter the game" and "Playing on Aggressor until 20 points" are also crossed between one another in the pic above. The first string belongs to the description which should be below the scoreboard, so they're crossed / mixed the other way around too.
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    MirceaKitsune
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Tue Nov 25, 2008 12:37 pm

  • Three problems the campaign always had and that are very hard to fix.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
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    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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    divVerent
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Wed Nov 26, 2008 2:07 am

  • Found out another small thing which was missed from the campaign.. this one is something easy an just forgotten; Whenever you set a mutator to something in a campaign level, in the next level that mutator disables itself unless specified to be enabled. However, in the case of the new working mutator g_weaponstay that doesn't happen, and if a match in the campaign has g_weaponstay enabled the next one will too. So when someone can please add it to the 'next round reset' list too for the campaign. Would add it myself but dunno where the list of resetting mutators for the campaign is and it's past 4am already :)
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Wed Nov 26, 2008 9:41 am

  • mutator_reset.cfg
    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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    divVerent
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Wed Dec 10, 2008 5:33 pm

  • Found another bug in the latest revision of 5187: If a map has a song written both as an entity in worldspan (music path\to\file.ogg) and in the .mapinfo file of the map alike as "cdtrack X", the song will play two times simultaneously in the map and will be heard doubled / echoing. A check needs to be put in place now that you can specify music under a worldspan brush's entities, so if a cdtrack is set in the mapinfo the music set in the worldspan is ignored so the two music selections don't play together and overlap.

    Also, it seems that when setting a song to play from worldspan as an entity that song doesn't stop when the game ends and that quiet background music plays while everyone freezes and the scoreboard is shown. Even after the game ends the song still goes on and plays together with that end-of-game music until the map closes for the next one to start.
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Thu Dec 11, 2008 10:03 pm

Fri Dec 12, 2008 1:42 am

  • terencehill wrote:Trying the map greatwall_overloaded http://alientrap.org/forum/viewtopic.php?t=4059&highlight=greatwall+overloaded
    in my own server (started from the GUI), everytime a turret shots i get this msg on top of the screen: "tried to centerprint to a non-client"

    Not sure whether it is a bug of SVN (I'm using the latest version) or of the map...


    Confirmed, and its a code bug. I very much remember fixing it tough. wonder why it lives again. Anyways ill deal with it. tnx for reporting.
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Fri Dec 12, 2008 1:02 pm

  • MirceaKitsune wrote:Found another bug in the latest revision of 5187: If a map has a song written both as an entity in worldspan (music path\to\file.ogg) and in the .mapinfo file of the map alike as "cdtrack X", the song will play two times simultaneously in the map and will be heard doubled / echoing. A check needs to be put in place now that you can specify music under a worldspan brush's entities, so if a cdtrack is set in the mapinfo the music set in the worldspan is ignored so the two music selections don't play together and overlap.


    No, this is not possible. I rather opt for removing support for that stupid "music" field, as it simply cannot work right in Nexuiz/DarkPlaces.

    Also, worldspawn's music does not support the "bgmvolume" cvar. Yet another reason why not to support it.
    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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    divVerent
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Sat Dec 20, 2008 12:34 am

  • Found two problems in the latest SVN. First one is something that's been happening in SVN for many months now. The HUD Size slider in Player Setup is broken, and there isn't any difference between Reduced and Full any more. I tried manually changing the viewsize cvar, and setting it to 110 or something lower displays the HUD while setting it to something higher hides it, but no size change.

    The second issue is well, not so much of an issue but more of a miss I noticed, but I thought this is the best place to highlight it. The Crylink's fire does not appear to have any dynamic lightning and that looks a bit odd. Whenever you fire a rocket, or plasma shot with the Electro for example, the ammo also has a colored dynamic lightning on it (yellow for rockets, blue for nex or electro shots...) The crylink's plasma should have a purple dynamic lightning just like the color of the ammo itself other then no lightning at all.
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    MirceaKitsune
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Sat Dec 20, 2008 5:15 pm

  • Yes, the CSQC code does not support viewsize at all. Maybe that slider should get removed, unless we find someone who can implement viewsize in CSQC.

    As for the crylink fire - you're right, but it fires many projectiles at once. Dynamic light from that would easily bog down many systems.
    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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