No Visible Players Bug In 2.5

If you've had any problems with Nexuiz, or would like to report bugs, post here.

Moderators: Nexuiz Moderators, Moderators

Thu Apr 16, 2009 4:06 pm

  • hey guys i found a bug on a friends PC when he installed nexuiz he started playing and got shot so many times by invisible players i went to look on his pc if it weren't just turrets (because he's new he might have mistaken but i see not) so i ask to you guys if you know how it comes i'll try to make a vid on youtube about it.
    Image
    User avatar
    Ozomahtli
    Alien
     
    Posts: 148
    Joined: Wed Feb 18, 2009 8:16 pm
    Location: Belgium

Thu Apr 16, 2009 4:10 pm

Thu Apr 16, 2009 4:25 pm

  • esteel wrote:Please tell us some more about his system.. what kind of OS and graphic card at least. Also please see what i wrote here: http://forums.alientrap.local/viewtopic.php?p=57189#57189 maybe testing that stuff can help..


    Microsoft windows normal no vista and his graphic he doesn't knows and i don't know how to see it but i have made a little video about it on his Pc in a .ogv file i'll send it to myself via msn and then i will put it on youtube and on this forum
    Image
    User avatar
    Ozomahtli
    Alien
     
    Posts: 148
    Joined: Wed Feb 18, 2009 8:16 pm
    Location: Belgium


  • Hi,

    I have the same problems on Vista. I use a 2.5 nexuiz.
    (Can't download the Patch? 0Bytes long on sourceforce)

    All players are invisable. I tryed a lot of option by nothing worked!
    Any ideas?

    Thanks in advance, nooky


    Here are same detailys:

    A picture:

    Image

    My log file:

    Code: Select all
    Nexuiz Windows 08:04:14 Apr  2 2009 8846 release
    Trying to load library... "shfolder.dll" - loaded.
    Trying to load library... "zlib1.dll" - loaded.
    Added packfile data/79drdm5_beta2_nex.pk3 (128 files)
    Added packfile data/79drgc2_nex.pk3 (31 files)
    Added packfile data/acid3dm5_nex.pk3 (34 files)
    Added packfile data/af3hex_nex.pk3 (31 files)
    Added packfile data/ame7q3dm3_nex.pk3 (101 files)
    Added packfile data/ame7q3tny1_nex.pk3 (53 files)
    Added packfile data/apocalyptica_nex.pk3 (27 files)
    Added packfile data/bal3dm3_nex.pk3 (69 files)
    Added packfile data/bal3dm5_nex.pk3 (63 files)
    Added packfile data/batcula_nex.pk3 (62 files)
    Added packfile data/chronic_nex.pk3 (154 files)
    Added packfile data/cmp1-dm6_nex.pk3 (52 files)
    Added packfile data/common-spog.pk3 (26 files)
    Added packfile data/cttourney1_nex.pk3 (70 files)
    Added packfile data/data20090403.pk3 (7489 files)
    Added packfile data/distonic_nex.pk3 (75 files)
    Added packfile data/dubneoc_nex.pk3 (22 files)
    Added packfile data/geo-core_nex.pk3 (32 files)
    Added packfile data/hal_palindrome_nex.pk3 (50 files)
    Added packfile data/handsofgod_nex.pk3 (32 files)
    Added packfile data/ikzdm1_nex.pk3 (141 files)
    Added packfile data/jaxtourney2_nex.pk3 (30 files)
    Added packfile data/klzegypt_nex.pk3 (91 files)
    Added packfile data/ktsdm4_nex.pk3 (36 files)
    Added packfile data/map-gleeb_geocomp3_nex.pk3 (28 files)
    Added packfile data/mappack.pk3 (1 files)
    Added packfile data/mikectf2_nex.pk3 (27 files)
    Added packfile data/monolith_nex.pk3 (25 files)
    Added packfile data/pukka3dm2_nex.pk3 (34 files)
    Added packfile data/puma3tourney4_nex.pk3 (29 files)
    Added packfile data/q3skoredm1_nex.pk3 (22 files)
    Added packfile data/qbeast_nex.pk3 (34 files)
    Added packfile data/qdolphin_nex.pk3 (35 files)
    Added packfile data/quimera_nex.pk3 (22 files)
    Added packfile data/quintdm3_nex.pk3 (63 files)
    Added packfile data/redm04_nex.pk3 (64 files)
    Added packfile data/storm3dm3_nex.pk3 (75 files)
    Added packfile data/straledm5_nex.pk3 (125 files)
    Added packfile data/zpdm01_nex.pk3 (38 files)
    Trying to load library... "libcurl-4.dll" - loaded.
    Trying to load library... "libvorbis.dll" "vorbis.dll" - loaded.
    Trying to load library... "libvorbisfile.dll" "vorbisfile.dll" - loaded.
    Trying to load library... "libmodplug-0.dll" - loaded.
    Trying to load library... "libogg.dll" "ogg.dll" - loaded.
    Trying to load library... "libtheora.dll" - loaded.
    Trying to load library... "libvorbis.dll" "vorbis.dll" - loaded.
    Trying to load library... "libvorbisenc.dll" "vorbisenc.dll" - loaded.
    Trying to load library... "OffscreenGecko.dll" - failed.
    execing quake.rc
    execing default.cfg
    execing defaultNexuiz.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
    couldn't exec data/campaign.cfg
    execing config_update.cfg
    couldn't exec 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: window 1024x768x32x60hz
    Loading OpenGL driver opengl32.dll
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce 9600M GT/PCI/SSE2
    GL_VERSION: 2.1.2
    DirectInput not initialized

    joystick not found -- no valid joysticks (a5)

    Trying to load library... "libjpeg.dll" - loaded.
    Trying to load library... "libpng12.dll" - loaded.
    Draw_CachePic: failed to load gfx/complete
    Draw_CachePic: failed to load gfx/inter
    Shader 'textures/bal3hh/lig_128-01w1-2k' already defined
    Shader 'textures/cmp1-dm8/e8trimlight2_pur' already defined
    Shader 'textures/cmp1-dm8/e8tinylightpur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_b_pur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_pur' already defined
    Shader 'textures/cmp1-dm8/e8circle_pur' already defined
    Shader 'textures/cmp1-dm8/e8clangfloor' already defined
    Shader 'textures/cmp1-dm8/logo' already defined
    Shader 'textures/cmp1-dm8/ame7jp' already defined
    Shader 'textures/cmp1-dm8/ame7glass' already defined
    Shader 'textures/tech1soc_sfx/lig_032-01b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_032-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_064-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-02y1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-03w3-2k' already defined
    Shader 'textures/tech1soc_sfx/jpblue_floor01a' already defined
    S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
    SndSys_Init: using the Win32 module
    Set primary sound buffer format: yes
    Using secondary sound buffer
       2 channel(s)
       16 bits/sample
       48000 samples/sec
    DirectSound initialized
    Sound format: 48000Hz, 2 channels, 16 bits per sample
    CDAudio_SysGetAudioDiskInfo: drive not ready
    CDAudio_Init: No CD in player.
    Can't get initial CD volume
    CD Audio Initialized
    "maxplayers" set to "16"
    Shader 'textures/bal3hh/lig_128-01w1-2k' already defined
    Shader 'textures/cmp1-dm8/e8trimlight2_pur' already defined
    Shader 'textures/cmp1-dm8/e8tinylightpur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_b_pur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_pur' already defined
    Shader 'textures/cmp1-dm8/e8circle_pur' already defined
    Shader 'textures/cmp1-dm8/e8clangfloor' already defined
    Shader 'textures/cmp1-dm8/logo' already defined
    Shader 'textures/cmp1-dm8/ame7jp' already defined
    Shader 'textures/cmp1-dm8/ame7glass' already defined
    Shader 'textures/tech1soc_sfx/lig_032-01b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_032-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_064-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-02y1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-03w3-2k' already defined
    Shader 'textures/tech1soc_sfx/jpblue_floor01a' already defined
    Server using port 26000
    Server listening on address local:1
    Server listening on address 0.0.0.0:26000
    Loading csprogs.dat
    server detected csqc progs file "csprogs.dat" with size 403140 and crc 50721
    Compressing csprogs.dat
    Deflated: 73.0277%

    Trying to connect...
    "challenge s$2#m||-V]U" received, sending connect request back to local:1
    Got challenge response
    Accepted

    Connection accepted to local:1
    --> client to server keepalive
    <-- server to client keepalive

    Server: Nexuiz build 08:04:14 Apr  2 2009 8846 release (progs 12975 crc)

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

    Downer
    CDAudio: Bad track number 0.
    CSQC csprogs.dat loaded (crc=50721, size=403140)
    Nooky connected
    nexuiz-csqc protocol 22
    Nooky is spectating now
    couldn't exec maps/downer.cfg
    SVQC and CSQC revisions are compatible.
    PostInit
        maxclients = 16
    Roadkill connected
    Discovery connected
    unconnected changed name to Roadkill
    unconnected changed name to Discovery
    Nooky is playing now
    CSQC unloaded
    Saving persistent data...
    done!
    Client "Nooky" dropped
    Client "Roadkill" dropped
    Client "Discovery" dropped
    Enjoy the game!!!
    SuperNookY
    Newbie
     
    Posts: 2
    Joined: Sat Jun 06, 2009 6:45 pm

Fri Jun 26, 2009 1:31 am

  • I'm having the same problem. I actually had this problem when I first started playing 2.4 too, and I can't remember what the fix for it was. It seemed to be a little more common back then.

    I'm running Windows XP SP3 with a 1.53 ghz AMD Athlon and 992 megs of RAM. It was enough to run the game before.

    SuperNookY mentioned a patch. Is there one and will it fix the problem?

    *Forgot to add that my graphics card is an NVIDIA GeForce2.
    drewbacca1
    Newbie
     
    Posts: 1
    Joined: Fri Jun 26, 2009 1:17 am

Fri Jun 26, 2009 6:54 pm

  • Hi,

    I solved it. I use version 2.5.1 now.

    You have to change a setting in the NVIDIA control setting of your video card (I hop the name is correkt, I use a german Vista an there it is called "NVIDIA Systemsteuerung").

    In the 3D-programm Settings I changed a setting Extantion reduse / "Erweiterungsbeschränkung"(German) that is explaint, the is uses short name for the OpenGl extantions. You have to switch it off/Aus.

    Thats all! Have a lot of fun. :)

    SuperNookY.







    Image
    Enjoy the game!!!
    SuperNookY
    Newbie
     
    Posts: 2
    Joined: Sat Jun 06, 2009 6:45 pm

Tue Aug 18, 2009 8:33 am

  • The invisible players bug is triggered by using VBOs, it happends on Linux too. The workaround is disable VBO trough video setup.
    Packages installed here:
      kernel-PAE-2.6.29.6-217.2.8.fc11.i686
      libdrm-2.4.11-2.fc11.i586
      xorg-x11-server-Xorg-1.6.3-3.fc11.i586
      xorg-x11-drv-ati-6.12.2-18.fc11.i586
      mesa-dri-drivers-7.6-0.2.fc11.i586
      mesa-libGLU-7.6-0.2.fc11.i586
      mesa-libGL-7.6-0.2.fc11.i586
      nexuiz-2.5-1.fc11.i586
    The problem persist with later packages up to latests from git.

    A bug reported on freedesktop.org: http://bugs.freedesktop.org/show_bug.cgi?id=22743
    [/list]
    XenoPL
    Newbie
     
    Posts: 2
    Joined: Tue Aug 18, 2009 7:41 am

Tue Aug 18, 2009 11:46 am

  • Try entering this into the console:

    Code: Select all
    r_showtris 1

    If they're invisible due to a game effect(like the powerup in Minsta), you should be able to see them because this setting makes the lines of the polygons visible.
    User avatar
    Vordreller
    Advanced member
     
    Posts: 80
    Joined: Sat May 16, 2009 9:58 pm
    Location: Belgium

Tue Aug 18, 2009 7:44 pm

  • Ok here are the result with and without a switch.

    Image
    Image
    Image

    So with r_showtris 1 objects are visible. As you can see with showtris disabled also parts of the weapons and powerups are not visible. It's definitely a bug, because on first SP map there's no invisibility powerup and opponents are visible with vbo off.
    XenoPL
    Newbie
     
    Posts: 2
    Joined: Tue Aug 18, 2009 7:41 am

Wed Aug 19, 2009 6:15 am

  • XenoPL wrote:Ok here are the result with and without a switch.
    IMAGEZ
    So with r_showtris 1 objects are visible. As you can see with showtris disabled also parts of the weapons and powerups are not visible. It's definitely a bug, because on first SP map there's no invisibility powerup and opponents are visible with vbo off.


    I tried that on ma friends PC wasn't working but he redownloaded it and it worked
    Image
    User avatar
    Ozomahtli
    Alien
     
    Posts: 148
    Joined: Wed Feb 18, 2009 8:16 pm
    Location: Belgium

Wed Aug 19, 2009 9:56 am

Wed Aug 19, 2009 9:57 am

  • Try gl_mesh_drawrangeelements 0 in the console.

    This has been fixed in our code, so any future release should be good.
    LordHavoc
    Site Admin
     
    Posts: 191
    Joined: Wed Mar 29, 2006 7:39 am
    Location: western Oregon, USA

Wed Aug 19, 2009 3:24 pm

  • LordHavoc wrote:Try gl_mesh_drawrangeelements 0 in the console.

    This has been fixed in our code, so any future release should be good.


    Woah. LordHavoc posted. :shock:

    And also woah. This post is my 154th. Meaning before I posted it, I had the same post count as LordHavoc. :shock: :P
    User avatar
    MC SE7EN
    Alien trapper
     
    Posts: 294
    Joined: Fri Apr 10, 2009 8:56 pm



Return to Nexuiz - Support / Bugs




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest