bugs in svn

Developer discussion of experimental fixes, changes, and improvements.

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Thu Feb 05, 2009 12:20 pm

  • A picture to show the sound source.
    Alien
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Sun Feb 08, 2009 1:18 pm

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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    MirceaKitsune
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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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    divVerent
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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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    MirceaKitsune
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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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    MirceaKitsune
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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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    divVerent
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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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    ihsan
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Thu Feb 26, 2009 7:34 pm

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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    ihsan
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Sun Mar 29, 2009 9:12 pm

  • I updated yesterday to the latest svn build an I got frequent segfaults!

    The previous versions was stable now when I try to join a match or after a 1-2 minute of play the game exits.

    Sorry if I post this to the wrong thread :(

    Hardware:
    Intel Core E2180
    Abit IP35-Pro
    4 GB DDR2 RAM
    Galaxy Geforce 9400GT
    NVIDIA 180.29 ( tried with 180.22 too same result )

    Debian 5.0 "Lenny" amd64


    Log:

    Nexuiz Linux 16:21:33 Mar 29 2009 8832 release
    Trying to load library... "libz.so.1" - loaded.
    Added packfile data/common-spog.pk3 (26 files)
    Trying to load library... "libcurl.so.4" - loaded.
    Trying to load library... "libvorbis.so.0" - loaded.
    Trying to load library... "libvorbisfile.so.3" - loaded.
    Trying to load library... "libmodplug.so.0" - loaded.
    Trying to load library... "libogg.so.0" - loaded.
    Trying to load library... "libtheora.so.0" - loaded.
    Trying to load library... "libvorbis.so.0" - loaded.
    Trying to load library... "libvorbisenc.so.2" - loaded.
    Trying to load library... "libOffscreenGecko.so" "/home/errotan/compile/nexuiz/Nexuiz/trunk/libOffscreenGecko.so" - failed.
    execing quake.rc
    execing default.cfg
    execing defaultNexuiz.cfg

    A warning about this being a SVN development version was set up.
    This build shall be used for development and testing only!

    If you want to disable this warning, add the line
    showbrand 0
    to your autoexec.cfg.

    execing physics25.cfg
    execing newhook.cfg
    execing ctfscoring-div0.cfg
    execing weapons.cfg
    execing normal.cfg
    execing turrets.cfg
    execing unit_machinegun.cfg
    execing unit_hk.cfg
    execing unit_hellion.cfg
    execing unit_mlrs.cfg
    execing unit_flac.cfg
    execing unit_fusreac.cfg
    execing unit_plasma.cfg
    execing unit_plasma2.cfg
    execing unit_tesla.cfg
    execing unit_phaser.cfg
    execing unit_walker.cfg
    execing unit_ewheel.cfg
    execing config.cfg
    execing data/campaign.cfg
    execing config_update.cfg
    execing autoexec.cfg
    Client using an automatically assigned port
    Client opened a socket on address local:2
    Client opened a socket on address 0.0.0.0:0
    Initializing Video Mode: fullscreen 1680x1050x32x60hz
    Loading OpenGL driver libGL.so.1
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce 9400 GT/PCI/SSE2
    GL_VERSION: 3.0.0 NVIDIA 180.29
    Trying to load library... "libjpeg.so.62" - loaded.
    Trying to load library... "libpng12.so.0" - loaded.
    Draw_CachePic: failed to load gfx/complete
    Draw_CachePic: failed to load gfx/inter
    S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
    SndSys_Init: using the ALSA module
    SndSys_Init: PCM device is "default"
    Sound format: 48000Hz, 2 channels, 16 bits per sample
    ioctl CDROMREADTOCHDR failed
    CDAudio_Init: No CD in player.
    Initial CD volume: 1
    CD Audio Initialized

    Trying to connect...
    "challenge ~(Hx+-l=,|I" received, sending connect request back to 193.164.132.36:26001
    Got challenge response
    Accepted

    Connection accepted to 193.164.132.36:26001
    --> client to server keepalive
    <-- server to client keepalive

    Server: Nexuiz build 15:46:59 May 11 2008 (progs 9951 crc)

    <===================================>

    Fork Amuse : forget what you have seen (GNU GPL v2)
    CDAudio: Bad track number 0.
    Added packfile /home/errotan/.nexuiz/data/dlcache/forkamuse91.pk3 (21 files)
    Added packfile /home/errotan/.nexuiz/data/dlcache/tot_serverpackage_sound_effects2_20081104.pk3 (5 files)
    Added packfile /home/errotan/.nexuiz/data/dlcache/tot_serverpackage_sound_effects1_20081016.pk3 (4 files)
    Added packfile /home/errotan/.nexuiz/data/dlcache/tot_serverpackage_music_mutant_20090119.pk3 (2 files)
    Added packfile /home/errotan/.nexuiz/data/dlcache/tot_serverpackage_customnex_model_20080918.pk3 (10 files)
    Added packfile /home/errotan/.nexuiz/data/dlcache/tot_serverpackage_customnex_sound_20081012.pk3 (4 files)
    maps/forkamuse91.bsp: could not load texture "textures/NULL"
    Mac has been vaporized by <BAleX>.#.
    Mac's 4 kill spree was ended by <BAleX>.#.
    <BAleX>.#. has been vaporized by vid0k
    VENDETTA555 has been vaporized by Telemach
    --> client to server keepalive
    Errotan connected and joined the Red Team
    Errotan is spectating now
    execing maps/forkamuse91.cfg
    <-- server to client keepalive
    Received signal 11, exiting...
    errotan
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Mon Mar 30, 2009 4:40 am

  • Does it happen with forkamuse or with other maps too?
    Alien
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Mon Mar 30, 2009 6:14 am

  • Known issue, it is due to some changes by LordHavoc. Will be fixed soon, he's simply not done with his changes yet.

    The release will simply use an older engine build.
    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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Mon Mar 30, 2009 12:14 pm

  • I'm not sure where else to report this so I'll say it here. A week ago or so there was a revision (6257) which said that the weapon skins were decreased to 512x512 as that shouldn't affect anything visually, but to report if there are any problems.

    rev 6257 wrote:Downsized weaponskins to 512x512. Does look about the same to me.
    Maybe we can disable TC now?
    This commit can be reverted if there are any good arguments for having huge skins :)


    I believe that since that change the 1st person weapon models are of a reasonably lower detail in texture quality, and it looks much uglier then before which does affect the game visually. Just what I seen, the revision said to report if anyone sees any change or has any arguments against it so I have.
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    MirceaKitsune
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Mon Mar 30, 2009 12:24 pm

  • The previous sized textures won't get back in for sure, as they severely caused lower fps for many people.

    One thing that might happen is putting the full-size textures into an extra "high quality skins" pack.

    Of course, if someone here is good at making uvmaps, he could re-uvmap and retexture the model to give more texture resolution to the parts that can be seen from first person view. Morphed unfortunately never did that.
    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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Mon Mar 30, 2009 12:51 pm

  • Are Nexuiz models so bad polygon wise (too many polies for current look) or is the goal of a game to keep it playable at low specs pc or maybe does engine render high poly things too slow?
    Alien
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Mon Mar 30, 2009 1:35 pm

  • All of these.

    Especially the player models ARE bad polygon wise, they look only equivalent to Q3A models which had a third of their polys.

    The game SHOULD be playable on low specs PCs (where low spec means something like early GLSL-capable nvidia card).

    And yes, it is suspected that high poly things are also rendered slowly by the engine...

    However, we're not talking about polygons here, but about texture memory usage. And 2048³ textures like morphed made take a whopping 16MB for a SINGLE ITEM.
    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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Mon Mar 30, 2009 1:53 pm

  • divVerent wrote:Of course, if someone here is good at making uvmaps, he could re-uvmap and retexture the model to give more texture resolution to the parts that can be seen from first person view. Morphed unfortunately never did that.


    That would be a good idea I think. From what I seen the metal parts of many weapons (closest part to the player) are the ones which look very low-quality now, otherwise other weapon details look ok (like this).

    On another note I think some bump maps would be very needed for the new weapon models as well. I shall look into that sometime since I have Photoshop.
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    MirceaKitsune
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Mon Mar 30, 2009 6:23 pm

  • Tested today the latest svn, it worked for an hour ( only minstagib server, no ctf ) without error but now disconnect again.

    Is there any debug option to make some usable log files ?


    Result Operation Description
    y Directory check Done
    y fteqcc update Updated to revision 3147.
    y fteqcc make Done
    y nexuiz update Updated to revision 6384.
    y nexuiz menu Done
    y nexuiz server Done
    y nexuiz client Done
    y darkplaces svn Updated to revision 8835.
    y darkplaces make Done
    y nexuiz-glx link Done
    y nexuiz-sdl link Done
    *** All tasks are ok.
    errotan
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Mon Mar 30, 2009 6:54 pm

Tue Mar 31, 2009 1:31 pm

  • Anyone tested the new nvidia 180.44 linux driver? I dont know if this is svn or the driver: http://bayimg.com/aaONcAabK Prolly driver. Game crashes with "Segmentation fault (core dumped)"
    paperclips
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Tue Mar 31, 2009 2:12 pm

  • It's engine's fault.
    Alien
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Tue Mar 31, 2009 3:32 pm

  • paperclips wrote:Anyone tested the new nvidia 180.44 linux driver? I dont know if this is svn or the driver: http://bayimg.com/aaONcAabK Prolly driver. Game crashes with "Segmentation fault (core dumped)"

    "Solved", reverted back to darkplaces 8831.
    Notes for the curious:
    Code: Select all
    cd darkplaces && svn up -r 8831 && make -j 3 nexuiz && mv nexuiz-sdl (whereever nexuiz's home might be)
    paperclips
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Tue Mar 31, 2009 5:21 pm

  • The -j can lead to subtle bugs.. its better to not use it.
    Also i find it much easier to make links from the Nexuiz dir to the darkplaces binaries. Then it also does not matter what name that binary has. ( I like to use make release/make debug for DP which creates darkplaces and darkplaces-sdl binaries. There is not nexuiz-debug target. )
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    esteel
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Fri Apr 03, 2009 8:39 pm

  • Today's svn version working now for me without segfaults tested for hours :)

    Thank you all !

    Result Operation Description
    y Directory check Done
    y fteqcc update Updated to revision 3152.
    y fteqcc make Done
    y nexuiz update Updated to revision 6421.
    y nexuiz menu Done
    y nexuiz server Done
    y nexuiz client Done
    y darkplaces svn Updated to revision 8846.
    y darkplaces make Done
    y nexuiz-glx link Done
    y nexuiz-sdl link Done
    *** All tasks are ok.
    errotan
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Sun Apr 12, 2009 9:06 pm

  • Running the latest SVN of both Nexuiz and Darkplaces. Rocket explosions and other projectile hit sounds aren't heard any more. This affects the Mortar, Hagar and Rocket Launcher who's rockets now explode silently, and shooting weapons such as the Electro and Crylink seems to generate no sounds when the projectile hits the wall. This appears to be a DP problem and not a Nexuiz one, since the issue seems to have started taking place after an engine update.
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    MirceaKitsune
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Sun Apr 12, 2009 10:53 pm

Mon Apr 13, 2009 1:29 pm

  • Seems to have been fixed in SVN today, all sounds are heard now.
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    MirceaKitsune
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