PLEASE TEST: Nexuiz 2.0.1 pre-release

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Sun Jul 23, 2006 10:14 pm

  • You can download the current state of development as a patch here:

    http://www.informatik.uni-frankfurt.de/~polzer/temp/nexuizpatch20060723_forumonly.zip

    How to install this patch? Basically, it depends on the operating system. Before doing anything, you should make a backup copy of your existing installation (at least of your config.cfg). There are two ways to install it:

    The "copy" method (copies files from the existing installation to the patch to make it work):
    • Windows: Extract the patch zip file. Then first enter your existing Nexuiz installation, in there there's a data directory. Open it. Select the following files: all data* pk3 you have, common-spog.pk3 and config.cfg. Press Ctrl-C ("copy"). Switch to the extracted patch, open its data directory. Press Ctrl-V ("paste"). Then the patch directory contains a working 2.0.1pre installation.
    • Linux, Macintosh: same as Windows, except that you don't have the config.cfg there. Just ignore it, you don't need to copy your config.cfg for that.

    The "overwrite" method (patches the existing installation):
    • Windows: just download the new zip, open it. Then select all of its files and press Ctrl-X ("cut"). Enter your Nexuiz installation directory and press Ctrl-V ("paste"). Answer yes to the overwrite questions.
    • Linux: KDE or GNOME users, see Windows. Command line users, see Macintosh.
    • Macintosh: you cannot do this graphically, as the Finder would delete the old data pk3 when you do it. If anyone knows a solution, please tell me. However, you can install the patch using the "copy" method or using the command line: open a Terminal, in there "cd" to your Nexuiz installation directory. Type "unzip " followed by the path to the patch file. Answer yes to the overwrite question.


    cvs/svn users can of course just check out the nexuiz-2.0 branch.

    Please test this build thoroughly - we want to release the "real" 2.0.1 soon. And... that version info in the lower left is not going to become a feature. It is just there so people don't use this version for too long once the real one is out... since exactly this has happened to the 2.0 forum prerelease. You can disable the overlay in game by typing "showbrand 0" on the console.
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    divVerent
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Sun Jul 23, 2006 11:22 pm

  • List of changes:

    • security fix for libpng
    • SDL updated
    • workaround for graphics bugs on Mac OS X
    • crash at end of download hopefully fixed (if not, please report)
    • fixed arena scoring
    • fixed bot routing (they no longer set themselves as target)
    • fixed campcheck in LMS campaign
    • fixed chat bubble
    • fixed cl_nogibs (eye gib)
    • fixed deluxemapping switch
    • fixed exit_cfg handling
    • fixed laser dots after players disconnect
    • fixed spawn point selection for arena
    • fixed sv_autoscreenshot
    • fixed weapon stay
    • fixed weapon timing (hagar firing rate for example)
    • minor map fixes (aggressor, bloodprison, farewell, runningman*, warefare)
    • added sv_spectator_speed_multiplier
    • bluesky is now in default.cfg's g_maplist
    • capturing domination points occurs when touching again, not when leaving
    • dead people can't detonate rockets any more
    • for mappers: specifying "health" "-1" for a button etc. makes it shootable by any weapon, even by the damageless MinstaGib secondary fire
    • increased maximum shooting distance (now 32768)
    • lowered weapon switch delay
    • new command: gotomap, like chmap, but it ends the game first (shows scoreboard); votes for chmap get redirected to gotomap
    • reenabled damage through floor
    • say_team now looks different from say
    • team change or disconnect transfers frags to team mates
    • timelimit and fraglimit are now displayed in the welcome message
    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 Jul 24, 2006 7:16 am

  • oh great monday morning :) so a first fast test :

    divVerent wrote:- SDL updated
    - workaround for graphics bugs on Mac OS X

    Can you be a bit more precise about what we have to look at ?
    It seems that openGL2 shaders on macOSX are always broken.

    divVerent wrote:- added sv_spectator_speed_multiplier

    You rock guys ! :)

    divVerent wrote:- dead people can't detonate rockets any more
    - lowered weapon switch delay
    - reenabled damage through floor

    Great, really :)

    divVerent wrote:- new command: gotomap, like chmap, but it ends the game first (shows scoreboard); votes for chmap get redirected to gotomap

    That was a great idea too :)

    divVerent wrote:- say_team now looks different from say

    I didn't notice where the difference is at the moment.

    The score board looks a bit harder to read with those new informations. I wait to test it with many players in LAN so that i'll see better.

    A last thing : on the non-SDL version, the F10 key gives me a charcode error. Perfectly works in the SDL version (i use it to exit the game).
    [NSB] ppwer !
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    obi_wan
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Mon Jul 24, 2006 7:26 am

  • obi_wan wrote:oh great monday morning :) so a first fast test :

    divVerent wrote:- SDL updated
    - workaround for graphics bugs on Mac OS X

    Can you be a bit more precise about what we have to look at ?
    It seems that openGL2 shaders on macOSX are always broken.


    The workaround basically is disabling the broken features (r_glsl, gl_lockarrays) by default, so the game at least runs without problems.

    divVerent wrote:- say_team now looks different from say

    I didn't notice where the difference is at the moment.


    It only looks different in team games. Spectators BTW cannot send or receive say_team messages, and neither does the server console.

    A last thing : on the non-SDL version, the F10 key gives me a charcode error. Perfectly works in the SDL version (i use it to exit the game).


    On OS X? Will try.
    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 Jul 24, 2006 8:34 am

  • Sorry i didn't precise what hardware i used for tests : powermac G5 biCPU @ 2x2,7GHz, ATI radeon 9650 pro 256 Mo, osX 10.4.7

    divVerent wrote:The workaround basically is disabling the broken features (r_glsl, gl_lockarrays) by default, so the game at least runs without problems.

    Is it something new ? in the 2.0 i had to manually disable gl_lockarrays on Skyway, but it worked with the other maps.

    Is there a way to try getting openGL2 working ? even if it's not 'playable' i could render my videos on my mac instead of using a PC and transfer images to my mac, which on i do editing stuff.
    [NSB] ppwer !
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    obi_wan
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Mon Jul 24, 2006 9:41 am

  • obi_wan wrote:Is there a way to try getting openGL2 working ? even if it's not 'playable' i could render my videos on my mac instead of using a PC and transfer images to my mac, which on i do editing stuff.

    Slap Apple until they fix their drivers...
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Mon Jul 24, 2006 9:41 am

  • obi_wan wrote:Sorry i didn't precise what hardware i used for tests : powermac G5 biCPU @ 2x2,7GHz, ATI radeon 9650 pro 256 Mo, osX 10.4.7

    divVerent wrote:The workaround basically is disabling the broken features (r_glsl, gl_lockarrays) by default, so the game at least runs without problems.

    Is it something new ? in the 2.0 i had to manually disable gl_lockarrays on Skyway, but it worked with the other maps.


    No, gl_lockarray also goes wrong on other maps, especially bleach and aneurysm. But for me it only happens after some time of playing.

    Is there a way to try getting openGL2 working ? even if it's not 'playable' i could render my videos on my mac instead of using a PC and transfer images to my mac, which on i do editing stuff.


    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.

    My own Mac has a Radeon 9200 and can't do GL 2.0 shaders at all, so I can't test that and try to make it work.
    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 Jul 24, 2006 10:56 am

  • reenabled damage through floor

    Through walls, too?

    Simple question, isnt it? :lol:
    bmaker {ger}
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Mon Jul 24, 2006 11:13 am

  • bmaker {ger} wrote:Through walls, too?

    Yes. (simple answer, isn't it? :mrgreen:)
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    KadaverJack
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Mon Jul 24, 2006 11:14 am

  • Through everything.. I think the nickname through-floor goes back to quake3 and also because most walls are too think so that the explosion on one side will not affect someone on the other side. Thin floors however are very good ;)
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    esteel
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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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    esteel
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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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    divVerent
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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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    esteel
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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.
    Zico
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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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    esteel
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Tue Jul 25, 2006 1:09 pm

  • no problems so far, tested it on gentoo linux and on winxp
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    Daedalus
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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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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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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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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.
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    obi_wan
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Wed Jul 26, 2006 11:45 am

  • i use linux sdl and i now get that bug where when switching from fullscreen to window mode and back. the gamma is off again and i have to toggle hwgamma from menu.

    also while testing i joined a random server and the scoreboard said next to my name time 12 ? isn't this supose to be the time i've spent on the server?

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    dfkgmasdfnasodrg
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Wed Jul 26, 2006 11:46 am

  • Hello.

    I’ve noticed a couple of slight issues (more niggles than anything :)) with v2.0.1 although a number of them are minor and/or trivial and are probably best ignored. I also noted a couple of suggestions, for future versions, but I think several of these have already been mentioned before and are on the DarkPlaces TODO list.

    Nexuiz binary: WGL
    OS: Windows NT5.1 (XP) - Service Pack 1b
    GFX: Nvidia GeForceFX 5950 Ultra – 256MB (ForceWare v91.31)
    SFX: Creative SB Audigy 2 ZS Platinum Pro (v2.08.0002 Beta)

    Bugs:
    1) Crash when downloading map at 0% progress - RBI custom map server with tznex03. Re-launching the game and connecting again worked fine – no crash at the end of map download (only happened once, I played several severs prior to this and downloaded other maps in-game with no problem).

    2) Last weapon switch (laser 2nd or 'weaplast' bind) infrequently forgets last weapon. When this occurs the 'weaplast' command displays invalid weapon error (I do use the new 'bestweapon 98765432' command, although I don't think it's the cause).

    3) Dropping a weapon and then dieing before weapon switch completes causes another identical weapon to drop (v2.0.1 has faster weapon switch so this is unlikely now). One weapon has the default ammo count, i.e. Electro = 25, while the other weapon has the remaining ammo when dropped by the dead player up to the max. default for the weapon, i.e. Electro <= 25. This is potentially exploitable to gain more ammo for a weapon at the cost of a life, heavy price indeed. :)

    To artificially test, try the following:

    Code: Select all
    alias "+test" "dropweapon"
    alias "-test" "kill"
    bind "ENTER" "+test"

    ...then press ENTER

    4) Changing most r_* variables/commands for example, in the console, forces suicide (v2.0.1 only). This happened repeatedly the other day when I was constantly adjusting graphics-related variables. Restarting the client fixed the problem and has not occurred again despite attempts to reproduce the error (somewhat strange).

    Minor Issues:
    - Runningman 'plane mismatches dist' error on level load.

    - Warfare invisible blocking volume on approaching left-side of lift (bottom-platform) (walk into the left corner wall, before the lift, at about 30 degrees facing towards the lift and it will slide past until it hits an invisible wall/notch, does this from other side of same corner - newbies & drunk people might suffer slight annoyance :)).

    Suggestions (future versions):
    - Warfare lift button could be tiggered by weapon fire as well (enemy can shoot the button to stop a fleeing opponent from using the lift).

    Engine-related:
    - Max. particles hard-limit; useful for lower-end cards when rendering large amounts of blood/weapon fire, i.e. the Electro secondary detonation with large numbers of cells. When approaching user-specified limit, i.e. 500, use less particles for effects - dynamically adjust particle number/quality downwards on-the-fly.

    - Dynamic lighting unusable on lower-end cards due to the per-pixel lighting introduced in v2.0 (appears to show bump-map type effect on surfaces when shells explode). Using ‘r_shadow_bumpscale_basetexture "0"’ & ‘r_shadow_bumpscale_bumpmap "0"’ shows v1.5 style, no bump-map effect, but no better FPS. Electro performance is by far the worst when detonating many secondary cells (by default I set ‘r_glsl_deluxemapping 0’ for better performance yet a similar effect still persists with dynamic lighting at a very high cost to performance).

    - Render-to-texture support and motion blur effects. :P

    - Better q3map support, i.e. shaders - texture bending and localised fog.

    - Player-name indicator when acquiring target with crosshair.

    Some of these errors might be specific to my machine/setup, although it does seem somewhat strange. Sorry if this is not the right place to post such suggestions you’ve probably heard many times before and if the list seems a little demanding it was not my intention. :)

    If there’s any additional information or testing you need I’d be happy to help in anyway I can. BTW, thanks for letting us test the new pre-release version of Nexuiz.

    EDIT 1:
    Vociferous wrote:also while testing i joined a random server and the scoreboard said next to my name time 12 ? isn't this supose to be the time i've spent on the server?


    I've noticed this as well, happens both on-line and locally. Seems to be showing the time the map has been running on the server and is the same for everyone.

    EDIT 2:

    Minor Bugs:
    - Hit sound sometimes plays when shooting corpses (presumably your weapon fire was in transit before the player died).
    - F5 team selection menu available when playing demos (F1-F4 are correctly disabled).
    - Screenshots are created locally on clients machine while viewing demos that were created with the 'sv_autoscreenshot' server option set.

    Suggestions:
    - Ability to switch players while viewing demos.
    - Make decals appear correctly on curved surfaces and adjacent brushes.
    - Prevent screensaver activating when watching/spectating for long periods (could send key-codes periodically to fool the screensaver user-idle timeout).

    Sorry again, for the never-ending list of issues. Maybe I should just put a "Detrimental to your health" warning message at the beginning of my posts in future. :D
    GDI+
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Wed Jul 26, 2006 12:14 pm

  • GDI+ wrote:Bugs:
    1) Crash when downloading map at 0% progress - RBI custom map server with tznex03. Re-launching the game and connecting again worked fine – no crash at the end of map download (only happened once, I played several severs prior to this and downloaded other maps in-game with no problem).


    Can you send me the Dr. Watson report? Start/Run, then call "drwtsn32", save the crash report and send it to polzer followed by the at sign followed by informatik.uni-frankfurt followed by a dot and "de".

    2) Last weapon switch (laser 2nd or 'weaplast' bind) infrequently forgets last weapon. When this occurs the 'weaplast' command displays invalid weapon error (I do use the new 'bestweapon 98765432' command, although I don't think it's the cause).


    Does it happen when you switch to the same weapon twice. Can you confirm that?

    3) Dropping a weapon and then dieing before weapon switch completes causes another identical weapon to drop (v2.0.1 has faster weapon switch so this is unlikely now). One weapon has the default ammo count, i.e. Electro = 25, while the other weapon has the remaining ammo when dropped by the dead player up to the max. default for the weapon, i.e. Electro <= 25. This is potentially exploitable to gain more ammo for a weapon at the cost of a life, heavy price indeed. :)


    Will look into that, although it doesn't sound like it's "generating" ammo.

    4) Changing most r_* variables/commands for example, in the console, forces suicide (v2.0.1 only). This happened repeatedly the other day when I was constantly adjusting graphics-related variables. Restarting the client fixed the problem and has not occurred again despite attempts to reproduce the error (somewhat strange).


    No idea, sounds like an engine problem.

    Minor Issues:
    - Runningman 'plane mismatches dist' error on level load.

    Sounds quite obviously like a bug in the map editor, but shouldn't be serious.

    - Warfare invisible blocking volume on approaching left-side of lift (bottom-platform) (walk into the left corner wall, before the lift, at about 30 degrees facing towards the lift and it will slide past until it hits an invisible wall/notch, does this from other side of same corner - newbies & drunk people might suffer slight annoyance :)).


    I also noticed that, but nobody wanted to hear it.

    - Dynamic lighting unusable on lower-end cards due to the per-pixel lighting introduced in v2.0 (appears to show bump-map type effect on surfaces when shells explode). Using ‘r_shadow_bumpscale_basetexture "0"’ & ‘r_shadow_bumpscale_bumpmap "0"’ shows v1.5 style, no bump-map effect, but no better FPS. Electro performance is by far the worst when detonating many secondary cells (by default I set ‘r_glsl_deluxemapping 0’ for better performance yet a similar effect still persists with dynamic lighting at a very high cost to performance).


    LordHavoc: PLEASE!

    - Player-name indicator when acquiring target with crosshair.


    Also an evil engine thing.
    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 Jul 26, 2006 2:25 pm

  • from Vociferous:
    i use linux sdl and i now get that bug where when switching from fullscreen to window mode and back. the gamma is off again and i have to toggle hwgamma from menu.


    I have noticed the same, but in version 2.0.0. It also appears if i am changing the resoluttion.
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    Gut_Eater
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    Location: Germany, NRW

Wed Jul 26, 2006 2:58 pm

  • Vociferous wrote:also while testing i joined a random server and the scoreboard said next to my name time 12 ? isn't this supose to be the time i've spent on the server?

    It shows maptime instead of playtime. I hope LH will fix that soon. He knows about it
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    morfar
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Wed Jul 26, 2006 3:54 pm

  • gl_combine 0 should get rid of bumpmapping in the non-GLSL path. May have other side effects, though.
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    SavageX
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Wed Jul 26, 2006 7:31 pm

  • divVerent wrote:Can you send me the Dr. Watson report? Start/Run, then call "drwtsn32", save the crash report and send it to polzer followed by the at sign followed by informatik.uni-frankfurt followed by a dot and "de".

    I do recall the Dr. Watson error message that appeared; it had a debug button which then displayed additional data that didn't make much sense to me. I've tried executing "drwtsn32" however there doesn't appear to be a valid log available:

    http://www.carrickj.plus.com/Nexuiz/DrWatson.png

    I also tried the Event Viewer MMC snap-in as well but to no avail – it simply displayed that an error had occurred with nexuiz.exe and an associated time-stamp.

    The error may have been caused by me first playing for extended periods on Qantourisc's "New Bot Test" server which is running modified server-side quakec with some non-standard settings such as game-speed. I do remember the initial drwtsn32 error debug mentioned "New Bot Test" or something similar. Sorry I can't be of more help, I'll try my best to reproduce the bug again for you.

    divVerent wrote:Does it happen when you switch to the same weapon twice. Can you confirm that?

    This happened multiple times when testing off-line on a local server. Haven’t noticed it on-line yet but then again they were v2.0 servers thus far.

    I did switch between weapons and the laser very often. I used a combination of laser 2nd fire and ‘weaplast’ to return to last weapon. I also changed to a different weapon while currently using the laser and continued to use the combination of ‘weaplast’ and laser 2nd.

    Just in case it might help I use the following config relating to my mouse:

    Code: Select all
    bind "MOUSE1" "+attack"
    bind "MOUSE2" "+attack2"
    bind "MOUSE3" "weaplast"
    bind "MWHEELUP" "weapprev"
    bind "MWHEELDOWN" "weapnext"
    bind "MOUSE4" "bestweapon 98765432"
    bind "MOUSE5" "impulse 1"
    sensitivity "12"
    scmenu_mouse_speed "2"

    If you want my full config or any other information just let me know. I’ll see if I can replicate any of these problems, although they may just have been one-time anomalies caused by a combination of my machine, config and user error. :)

    SavageX wrote:gl_combine 0 should get rid of bumpmapping in the non-GLSL path. May have other side effects, though.

    Thanks for the tip and caution. It's certainly worth trying out. :)
    GDI+
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    Location: England, UK

Wed Jul 26, 2006 8:31 pm

  • hi there, I doubt that it'll be helpful but I just have to post this (and I'm sure I can forget about the system specs):

    Having setted up the forum pre a few minutes ago I first started a campaign and shortly after that I joined one of the RBI 2.0.1servers, playing against a bot. then the system crashed after about 10 minutes.

    I'm used to my system crashing time after time in nexuiz, not a big deal. in the former versions however it was always a classical, immetiate crash. this time it was another style, no "crash", more like "being stopped in a forced way". like a marine fighter getting stopped when landing on an aircraft carrier. Strange new behaviour. never experienced a crash like that. anyway. fascinating.

    ah, my system is very hot at the moment due to the high temperatures in my flat :? so this could be a reason...
    uncomfortable
    random
    mean
    embarrassing
    limited
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    Urmel
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Wed Jul 26, 2006 8:43 pm

  • ^^ Sounds not too dissimilar to the crash I experienced also on a RBI server. The game didn't crash to the desktop, it was still running full-screen but with no activity except for the Dr.Watson dialog waiting for my response. I also played some maps locally before playing online and then switching to the RBI extra-map server.

    Curious coincidence?

    My room and system are also very "warm", more like hot-as-hell actually.
    GDI+
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Wed Jul 26, 2006 9:09 pm

  • okay, now I'm quite sure it was a heat issue. system crashed shortly after posting that, playing the 2.0 version locally. but it crashed the old, immediate style then. different to GDI's crash my system freezes completely. nothing I can do than pushing the power button.

    I took my hoover and cleaned my rig. Now it's showing up 2°C less than before, lets start the game and see :)
    uncomfortable
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    Urmel
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