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OpenArena => Technical Snafus => Topic started by: pikaunforgiven on April 22, 2008, 01:50:18 AM



Title: 0.7.6 bug thread
Post by: pikaunforgiven on April 22, 2008, 01:50:18 AM
mmk, well this is the unofficial 0.7.6 bug thread i guess. here are a few bugs i have noticed in offline skirmish and campaign mode. didnt really play much online yet since not many are online as i type this and there arent many servers with the new version yet.

1. sdl mouse stutter bug in windows. seems to happen for me after a single full round of play. havent tested in linux yet.
2. r_bloom 1 is REALLY SLOW in windows. doesnt seem to affect linux.
3. some textures seem to be missing, especially on the first "new" campaign map and maps with lava. might just be me though.
4. potential problems if you have 0.7.1 pak files in your profile's open arena folder.


Title: Re: 0.7.6 bug thread
Post by: kit89 on April 22, 2008, 02:27:07 AM
Could you please take a screenshot of this lava texture problem. I tested CE1M7 which has lava and it displayed perfectly in Linux.

No known bugs on Linux atm. :)


Title: Re: 0.7.6 bug thread
Post by: Lemonzest on April 22, 2008, 04:48:08 AM
r_bloom and sdl mouse are perfect here on Server 2003 :) if anything the mouse is smoother, and the FPS higher over oa071


Title: Re: 0.7.6 bug thread
Post by: RAZ3R on April 22, 2008, 05:38:20 AM
1. Mouse has been fucked.
2. Often when I start a map I will have an average fps of about 45, though doing a vid_restart will give me an average fps of 130 (without changing any settings) - in the previous version I had an average fps of about 130 with the same config, no vid_restart ever required.
3. When browsing for a sever the error "Com_sprintf: overflow of 33 in 32" appears in the console a total of 737 times (when I tested it).
4. Probably also in previous versions, though if you select nightmare skill in single player, the nightmare sound effect continues to play even if you then click on a different difficulty or go back to the main menu (or any other menu). It's just really annoying as the sound effect goes on for about 30 seconds.
5. Mouse has been fucked.
6. Mouse has been fucked.
7. Mouse has been fucked.
8. Mouse has been fucked.
9. Mouse has been fucked.

That's all I can think of atm.


Title: Re: 0.7.6 bug thread
Post by: TheMechanicalHand on April 22, 2008, 06:20:18 AM
i have something to report

everytime i enter a Multiplayer game it comes up with this...
>bad client=39
and the leader board is stuffed for online play :(


Title: Re: 0.7.6 bug thread
Post by: RAZ3R on April 22, 2008, 07:01:55 AM
"leader board" ..?


Title: Re: 0.7.6 bug thread
Post by: Gerbil on April 22, 2008, 07:13:56 AM
1. Mouse has been fucked.
5. Mouse has been fucked.
6. Mouse has been fucked.
7. Mouse has been fucked.
8. Mouse has been fucked.
9. Mouse has been fucked.

That's all I can think of atm.
qft
the sens got alot higher, and whenever you look quickly, it moves disproportionatly faster.
I was unable to add any bots other than grunt to my offline games
I tried to load up the sergei model, but oa crashed and I had to set com_hunkmegs to a higher value.
I have noticed that multiple times oa has just crashed because I would try to start a game :( I remember, I tried to do a ctf elimination against bots on ctf_inyard, and it just died on me :(


Title: Re: 0.7.6 bug thread
Post by: << ME >> on April 22, 2008, 09:01:14 AM
1. Mouse has been fucked.
5. Mouse has been fucked.
6. Mouse has been fucked.
7. Mouse has been fucked.
8. Mouse has been fucked.
9. Mouse has been fucked.

That's all I can think of atm.
qft
the sens got alot higher, and whenever you look quickly, it moves disproportionatly faster.
I was unable to add any bots other than grunt to my offline games
I tried to load up the sergei model, but oa crashed and I had to set com_hunkmegs to a higher value.
I have noticed that multiple times oa has just crashed because I would try to start a game :( I remember, I tried to do a ctf elimination against bots on ctf_inyard, and it just died on me :(


Gerbil, try uninstalling OA from  C:/Program Archives, completly and installing it again.
Dunno why but some older .pk's are fucking the new version..

You may want to create a backup of the files before uninstalling..! :)


Title: Re: 0.7.6 bug thread
Post by: pikaunforgiven on April 22, 2008, 11:30:54 AM
the leaderboard being messed up is common on some ctf servers for some reason (probably whatever mod they are using), happened prior to this update.
here are the two places ive noticed missing textures so far, and i apologize for the dark and poor quality, i still havent figured out why it is so:
kaos2
(http://img113.imageshack.us/img113/5452/kaos2jl2.jpg)
repulsion (one of the new maps)
(http://img206.imageshack.us/img206/5193/repulsionpq5.jpg)

the mouse when its not feeling like im using a 10fps rate cap feels smoother to me for some reason and i have smooth mouse off. i think its even helped my aim a little. anyone who is having mouse and r_bloom problems or other performance related issues should probably post their system specs since i have an idea its less of a problem on higher end machines. anyways here are mine:
3ghz pentium 4 (prescott)
1GB ddr 400 ram
nvidia geforce 6200OC 256MB vram (AGP)

another thing i noticed is that for some reason my fps dips below 125 more often now( but unrelated to the mouse bug since the mouse bug happens even at a steady 125). in 0.7.1 it almost never dipped cept for some really high end levels like pom_bots, but in 0.7.6 its happening even in lesser detailed levels.

as for random crashes, you should probably go to your C:\Documents and Settings\username\Application Data\OpenArena folder and rename it to test. its how i found out i had old pak files that were causing problems. on that note ill probably end up just trashing my folder in a few days once all the servers have converted.


Title: Re: 0.7.6 bug thread
Post by: fromhell on April 22, 2008, 02:57:03 PM
You should use the screenshot feature in the game to take pictures at the proper brightness level.

BUG:
Can't use res lower than 640x480, gets boxed into a corner if I force one.
Can't use 16-bit color


Title: Re: 0.7.6 bug thread
Post by: Gerbil on April 22, 2008, 03:02:08 PM

Gerbil, try uninstalling OA from  C:/Program Archives, completly and installing it again.
Dunno why but some older .pk's are fucking the new version..

You may want to create a backup of the files before uninstalling..! :)
ok, thanks :)


Title: Re: 0.7.6 bug thread
Post by: cosmo on April 22, 2008, 03:04:31 PM
Missing textures:
make sure you remove all of the old pk3s from your baseoa in your OA installation and in your home directory (depending on your operating system). I rewrote most of my shaders so if you tried one of my beta maptests there might be a problem with 0.76 if you got them still on your disk.


My fault: New textures which come with OA 0.76 replace a few I used in ctf_inyard and oa_koth1. Both maps are playable but look a little different as intended. Most players won't recognize this much because they don't know any of my betas. So this is a bug I'm aware of and will be fixed in next release. ;)


Title: Re: 0.7.6 bug thread
Post by: pikaunforgiven on April 22, 2008, 05:07:42 PM
i think i may have some of your beta paks or something... do you remember the names of them? i noticed in defrag i had multiple entries for some maps.

also, compiz fusion and OA dont play so well together. the mouse ends up doing this funny lag thing where you move it and the cursor follows almost a second later. i didnt have this problem with 0.7.1.


Title: Re: 0.7.6 bug thread
Post by: TheMechanicalHand on April 23, 2008, 05:57:15 AM
"leader board" ..?
oops...lol i meant score board thingy u no when press TAB

i have another thing to report only small tho...

if u get to close to the Smarine u get stuck lol



Title: Re: 0.7.6 bug thread
Post by: kick52 on April 23, 2008, 09:00:59 AM
Oa_bases3 water and I suspect other water areas have NOT BEEN FIXED

I get 4 FPS on oa_bases3, fuck that, I wish I didn't download now


Title: Re: 0.7.6 bug thread
Post by: pikaunforgiven on April 23, 2008, 01:06:01 PM
oh and in my kaos2 screenshot, the lava ingame looks white with no texturing at all. damn screwed up gamma x.x

edit: fixed the textures in repulsion by getting rid of sleekgrinder.pk3, slimefac_b2.pk3 and prev.pk3. i think the sleekgrinder one was the culprit but i got rid of all 3 in case they were causing texture conflicts. kaos2 is still borked though :(


Title: Re: 0.7.6 bug thread
Post by: jackthompson on April 25, 2008, 09:03:57 AM
a bot didn't have the right teamcolor when we switched from ffa to domination... the teams were not balanced and i could shot that bot... when i kicked him and he returned everything was fine..

and i seem to, sometimes, get stuck together with another player for 1-2 seconds if i run into him...


Title: Re: 0.7.6 bug thread
Post by: Timedude on April 27, 2008, 06:42:04 AM
Alright, I've got some of these bugs too.

First one: When I try and launch a mod, by using the mod menu, it no longer shows all the mods I have in my MacOS folder. Instead, it has only two listings: OpenArena (the default), and another that reads NoGhost. I have no fucking idea what that is, so I'm leaving that to you guys, I guess. And, the whole system worked fine yesterday, although NoGhost did appear then, all the other mods still showed up, and worked fine... Anyway...

Um, other one is that the smarine is named grunt. I know how o fix that, I just wondered how that happened...

Oh, and I'm on a Mac, in case that matters. Other than that, great game as always. Loving double domination!

Timedude


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on April 27, 2008, 09:53:33 AM
Alright, I've got some of these bugs too.

First one: When I try and launch a mod, by using the mod menu, it no longer shows all the mods I have in my MacOS folder. Instead, it has only two listings: OpenArena (the default), and another that reads NoGhost. I have no fucking idea what that is, so I'm leaving that to you guys, I guess. And, the whole system worked fine yesterday, although NoGhost did appear then, all the other mods still showed up, and worked fine... Anyway...
you're right: mods in Contents/MacOS folder are no longer showing up. This happens in latest revisions of vanilla ioq3 too, so it isn't strictly an OpenArena bug. I susptect that this behavior is intentional, but i don't know why they chose to do so.

you can put mods in two places in os x: in the same folder of OpenArena.app or in ~/Library/OpenArena ("~" is your home folder), you probably have something called "NoGhost" here.

Quote
Um, other one is that the smarine is named grunt. I know how o fix that, I just wondered how that happened...
smarine is called with his name for me in the selections screens. it is called "grunt" in the single player selection screen (and sarge is called "grism") probably because there is no "grunt" (or "grism") character.


Title: Re: 0.7.6 bug thread
Post by: Timedude on April 27, 2008, 12:46:38 PM
Alright, I've got some of these bugs too.

First one: When I try and launch a mod, by using the mod menu, it no longer shows all the mods I have in my MacOS folder. Instead, it has only two listings: OpenArena (the default), and another that reads NoGhost. I have no fucking idea what that is, so I'm leaving that to you guys, I guess. And, the whole system worked fine yesterday, although NoGhost did appear then, all the other mods still showed up, and worked fine... Anyway...
you're right: mods in Contents/MacOS folder are no longer showing up. This happens in latest revisions of vanilla ioq3 too, so it isn't strictly an OpenArena bug. I susptect that this behavior is intentional, but i don't know why they chose to do so.

you can put mods in two places in os x: in the same folder of OpenArena.app or in ~/Library/OpenArena ("~" is your home folder), you probably have something called "NoGhost" here.

Quote
Um, other one is that the smarine is named grunt. I know how o fix that, I just wondered how that happened...
smarine is called with his name for me in the selections screens. it is called "grunt" in the single player selection screen (and sarge is called "grism") probably because there is no "grunt" (or "grism") character.

Well, it apears I'll be one of the few ones boycotting 7.6 then. I have Open Arena pretty much only so I can play mods. Namely Afterwards and Runes. So, I'm going back to 7.0. Sorry guys.

And as for the NoGhost thing, I can't find anything like what you described. I don't have an Openarena folder in the library, although i would guess you're right about it being native to my user only, since my brother's user works doesn't have a NoGhost listing.

Oh, and I asked about grunt because it used to be keyed to the gargoyle model, the tech one I think.

Hmmm... [sarcasm] Nice move, Openarena/ioq3. [/sarcasm]

Timedude


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on April 27, 2008, 03:50:54 PM

Well, it apears I'll be one of the few ones boycotting 7.6 then. I have Open Arena pretty much only so I can play mods. Namely Afterwards and Runes. So, I'm going back to 7.0. Sorry guys.
place your mods in the same folder of OpenArena or in ~/Application Support/OpenArena. Where's the problem?
Quote
And as for the NoGhost thing, I can't find anything like what you described. I don't have an Openarena folder in the library, although i would guess you're right about it being native to my user only, since my brother's user works doesn't have a NoGhost listing.
your user Library.
in the Finder select the menu item Go>Home (that is usually referred as "~", "home" or "/Users/youruser"), there is a "Library" folder in the window that will open. The "OpenArena" folder that you need is the one inside the "Application Support" folder that is in this "Library" folder.
If you still can't find it i'm attaching a script that will open it for you. just download decompress and double-click it.


Title: Re: 0.7.6 bug thread
Post by: cosmo on April 28, 2008, 03:46:23 AM
copy the problem of getting stuck when you're crashing into foe who's using smarine model.

At least I'm used to play with 'cg_forceplayermodel' and it happend to me several times last night.


Title: Re: 0.7.6 bug thread
Post by: Timedude on April 28, 2008, 05:45:39 AM
Oh. I feel like an idiot now. Thanks for the help. They're all working now, with colored text!

Oh, and I have an actual bug to report. The bfg animation is jacked up in third person. Instead of rotating like the machine gun would, the front flips into the back of the actual model. Like the rotation point isn't running through the center, but it's running through the gun horizontally along the front, connecting to the back of the part that rotates. That's hard to describe, so I need to know how to take a screenshot, I guess.

Timedude


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on April 28, 2008, 06:49:47 AM
Oh. I feel like an idiot now. Thanks for the help. They're all working now, with colored text!

good to see problems solved. ;-)


Title: Re: 0.7.6 bug thread
Post by: fromhell on April 29, 2008, 01:50:32 AM
Oh, and I have an actual bug to report. The bfg animation is jacked up in third person. Instead of rotating like the machine gun would, the front flips into the back of the actual model. Like the rotation point isn't running through the center, but it's running through the gun horizontally along the front, connecting to the back of the part that rotates. That's hard to describe, so I need to know how to take a screenshot, I guess.
This only happens in the controls menu
just a very, VERY minor 'bug'.


Title: Re: 0.7.6 bug thread
Post by: sago007 on April 29, 2008, 09:18:03 AM
I finally discovered what caused the Com_sprintf overflows.

It is the server information that is too big. This means that you cannot see if Punkbuster are On or Off.


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on April 29, 2008, 04:05:34 PM
sorry? ioq3 doesn't have pukbuster...


Title: Re: 0.7.6 bug thread
Post by: sago007 on April 29, 2008, 04:11:06 PM
sorry? ioq3 doesn't have pukbuster...

I know but the server list tries to write it anyway and fails. It is not vital information that is lost, but it is annoying with the com_sprintf in the console.


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on April 29, 2008, 04:31:46 PM
acknowledged.


Title: Re: 0.7.6 bug thread
Post by: jackthompson on April 30, 2008, 01:47:01 PM
has the stuck-together-for-2-seconds-if-there-was-contact-with-the-other-players-model problem been solved?

it's the only thing that keeps me from updating every server i take care of...


Title: Re: 0.7.6 bug thread
Post by: sago007 on April 30, 2008, 02:27:41 PM
has the stuck-together-for-2-seconds-if-there-was-contact-with-the-other-players-model problem been solved?

No, I am still trying to reproduce it. It has been reported by several people but for some reason I never experience it.


Title: Re: 0.7.6 bug thread
Post by: pulchr on May 01, 2008, 10:13:04 AM
it appeared to me that there were only one model this happened with?



Title: Re: 0.7.6 bug thread
Post by: ralph on May 01, 2008, 12:19:51 PM
it appeared to me that there were only one model this happened with?



I had it today on the map oa_dm4 and he was using the tony model and  I used the sergei model.
Hopefully the devs can do something with this info
:D


Title: Re: 0.7.6 bug thread
Post by: andrewj on May 01, 2008, 09:23:19 PM
Yeah I would've been very surprised if it only happened with a certain model because the engine only uses the model for drawing the players, the physics is all model-independent (AFAIK).


Title: Re: 0.7.6 bug thread
Post by: jackthompson on May 01, 2008, 11:14:03 PM
has the stuck-together-for-2-seconds-if-there-was-contact-with-the-other-players-model problem been solved?

No, I am still trying to reproduce it. It has been reported by several people but for some reason I never experience it.

come to RN|FFA OA0.7.6 (it's getting more and more populated..) and play 1 or 2 rounds... maybe with default model and cg_forcemodel=1 like i have configured... chase them and run into the other players... it will happen...

strange is that i can't reproduce it playing against bots..


Title: Re: 0.7.6 bug thread
Post by: cosmo on May 02, 2008, 12:42:50 AM
I had it last night with sarge model (default doom guy) and cg_forceModel = 1

Maybe it's something about player prediction. Does the unlag code only influence instant-hit weapons or player movement too?


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 02, 2008, 07:31:02 AM
Maybe it's something about player prediction. Does the unlag code only influence instant-hit weapons or player movement too?

Quake 3 has always used player prediction. Unlagged changes it a bit. But it is client side and does not explain 2 seconds stuck thing.

I think it is something about player prediction, but it is a very large subject. The error can be in multiple places: The player prediction code, the model selection, a wrong assumption about hitbox sizes or a combination of them all.

I don't think it is the unlagged code more the move of model selection (ie. the server might be doing hit calculation on the wrong model).

I'll try to reproduce it this evening. Maybe I'll know a lot more after that.


Title: Re: 0.7.6 bug thread
Post by: andrewj on May 02, 2008, 07:17:40 PM
I don't think it is the unlagged code more the move of model selection (ie. the server might be doing hit calculation on the wrong model).
The engine uses a fixed sized axis-aligned bounding box for all player physics regardless of model.  If the model influenced the physics then everybody would use the shortest skinniest one.


Title: Re: 0.7.6 bug thread
Post by: cosmo on May 03, 2008, 12:03:49 PM
Double Domination Bugs:

I played Domination gametype against bots and encountered these problems. Some are just would nice to have.

There are no 2D Icons for Capturepoints A & B. Neither on loading screen nor ingame as cg_simpleItems existent. Especially on loading screen it looks disturbing to have ugly gray squares. It's okay to me to have no simpleItems for them as this works in CTF too.

In some CTF maps like oa_spirit3 (which is wrong to have in singleplayer campaign and DM gametypes btw) Capture Point B (Blue Base) is not visible when not taken by a team. It just becomes visible when a team claims this point so the blue B is showing up but rarely the gray one. This bug is easy to be reproduced. Just fire up the map without bots but the right gametype and walk into the blue base. You wont see any B.
I encountered this not in every CTF map but it occurs in more than one and oa_bases3plus3 doesn't work with Double Domination at all.

There should be an announcer to count the last three seconds (RED TEAM DOMINATING ... 3..2..1..RED TEAM SCORES). In general there could be more visual/audio feedback. At the moment game experience is pretty stale although I had a lot fun playing Domination.


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on May 03, 2008, 01:30:13 PM


There are no 2D Icons for Capturepoints A & B. Neither on loading screen nor ingame as cg_simpleItems existent. Especially on loading screen it looks disturbing to have ugly gray squares.
I agree.

Also, I should state that i sometimes feel the audio announcer (that got changed in 0.7.0, if i remember right) a bit ununderstandable...


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 03, 2008, 04:17:50 PM
Double Domination Bugs:

I played Domination gametype against bots and encountered these problems. Some are just would nice to have.

There are no 2D Icons for Capturepoints A & B. Neither on loading screen nor ingame as cg_simpleItems existent. Especially on loading screen it looks disturbing to have ugly gray squares. It's okay to me to have no simpleItems for them as this works in CTF too.
I had forgotten about simple items.

In some CTF maps like oa_spirit3 (which is wrong to have in singleplayer campaign and DM gametypes btw) Capture Point B (Blue Base) is not visible when not taken by a team. It just becomes visible when a team claims this point so the blue B is showing up but rarely the gray one. This bug is easy to be reproduced. Just fire up the map without bots but the right gametype and walk into the blue base. You wont see any B.
I encountered this not in every CTF map but it occurs in more than one and oa_bases3plus3 doesn't work with Double Domination at all.
Hyrdronex has this bug too. But I noticed it in Hydronex before the game shipped and it was removed from the maplist. I'm not sure about the reason but I guess it is something about moving an entity a little.

There should be an announcer to count the last three seconds (RED TEAM DOMINATING ... 3..2..1..RED TEAM SCORES). In general there could be more visual/audio feedback. At the moment game experience is pretty stale although I had a lot fun playing Domination.
The missionpack will properly have its own way of drawing it. I have some plans for the baseoa too...


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on May 04, 2008, 10:29:40 AM
new bug, very easy to reproduce.

1) start a single player game in tier 1 (probably works in other tiers too), eg in oa_rpg3dm2.

2) type fraglimit 1 in the console, so you don't have to wait the end of the match. the match will soon end...

3) click on "menu".

4) go in the "skirmish" menu, select a game mode (eg: capture the flag) and a map (doesn't matter what one)

5) wait some seconds without clicking on "fight".

on my mac it starts a game of the chosen mode (ctf) on the old map (oa_rpg3dm2).

on my mac this happens with any build of the client (the current one or the 0.7.0 one) and only using 0.7.6 baseoa.


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 04, 2008, 04:53:56 PM
@jackoverfull:
You are right. That is easy to reproduce.

About the stuck player thing:
The only thing in the unlagged code that moves player are serverside player prediction... but since I cannot reproduce the error offline it is hard to see if it is the sinner.

It can also be an ioquake change.

And finally... does anyone know what sv_fps is on the servers with the stuck problem and weather or not it affects it?


Title: Re: 0.7.6 bug thread
Post by: andrewj on May 04, 2008, 11:14:39 PM
It can also be an ioquake change.
There is something in the ioquake svn logs about an "AABB collision optimisation", that's the first thing I'd check if I knew this code well.


Title: Re: 0.7.6 bug thread
Post by: kilgore on May 05, 2008, 03:28:23 AM
small bug in the CTF map czest2ctf.

When you get the rail gun and look out the sniper window, you can no longer see all the way to the other teams sniper window.  Now there is fog in the way.  The old version allowed you to see and duel with the other sniper or see who is coming on the upper level.  Small but annoying bug!


Title: Re: 0.7.6 bug thread
Post by: skankychicken on May 06, 2008, 10:40:16 PM
My name changes itself when I connect to server but changes back to my old conig name. I used 0.76 without hot fix and clear cookies but still the same. I ran spybot search and destroy but then I cannot conect to pure servers, spybot program says i rock.



Title: Re: 0.7.6 bug thread
Post by: BCH32 on May 07, 2008, 05:01:16 AM
0.7.6 VM_Free(ui) error.

Hello all,
I run oa under winxp without problem.
 And I play Quake3 MOD (truecombat et Westernq3) lounch with  [openarena.exe +set fs_game truecombat]
The MOD works fine (only few missing textures in truecombat) BUT
when I quit the game I have an error window with :

VM_Free(ui) on running vm. Copy console log to clipboard?
oui/non

This is the log :

ioq3+oa 1.35_SVN1288M win_mingw-x86 Apr 11 2008
----- FS_Startup -----
Current search path:
C:\Documents and Settings\user01\Application Data\OpenArena/truecombat
C:\Program Files\openarena-0.7.6\truecombat\pak5.pk3 (525 files)
C:\Program Files\openarena-0.7.6\truecombat\pak3.pk3 (1348 files)
C:\Program Files\openarena-0.7.6\truecombat\pak2.pk3 (5 files)
C:\Program Files\openarena-0.7.6\truecombat\pak1.pk3 (136 files)
C:\Program Files\openarena-0.7.6\truecombat\pak0.pk3 (1767 files)
C:\Program Files\openarena-0.7.6\truecombat\map_pak1.pk3 (964 files)
C:\Program Files\openarena-0.7.6\truecombat\map_pak0.pk3 (191 files)
C:\Program Files\openarena-0.7.6/truecombat
C:\Documents and Settings\user01\Application Data\OpenArena/baseoa
C:\Program Files\openarena-0.7.6\baseoa\pak7-patch.pk3 (8 files)
C:\Program Files\openarena-0.7.6\baseoa\pak6-misc.pk3 (204 files)
C:\Program Files\openarena-0.7.6\baseoa\pak5-TA.pk3 (15 files)
C:\Program Files\openarena-0.7.6\baseoa\pak4-textures.pk3 (1720 files)
C:\Program Files\openarena-0.7.6\baseoa\pak3-music.pk3 (1 files)
C:\Program Files\openarena-0.7.6\baseoa\pak2-players.pk3 (610 files)
C:\Program Files\openarena-0.7.6\baseoa\pak2-players-mature.pk3 (234 files)
C:\Program Files\openarena-0.7.6\baseoa\pak1-maps.pk3 (89 files)
C:\Program Files\openarena-0.7.6\baseoa\pak0.pk3 (988 files)
C:\Program Files\openarena-0.7.6/baseoa

----------------------
8805 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL_Init( SDL_INIT_VIDEO )... OK
Initializing OpenGL display
Estimated display aspect: 1.250
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
^3Can't get list of available modes
GL_RENDERER: RADEON XPRESS Series x86/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON XPRESS Series x86/SSE2
GL_VERSION: 2.0.6120 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program

GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite

GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression

GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float

GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program

GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil

GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route

GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract

GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels

GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap

GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle

GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix

GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays

GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
Loading "OpenAL32.dll"...
Allocated 96 sources.
OpenAL info:
  Vendor:     Creative Labs Inc.
  Version:    1.1
  Renderer:   Software
  Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
  Device:     Generic Software
Available Devices:
Generic Hardware
Generic Software
Sound initialization successful.
--------------------------------
Loading vm file vm/ui.qvm...
VM file ui compiled to 872016 bytes of code
ui loaded in 2543168 bytes on the hunk
UI menu load time = 481 milli seconds
UI menu load time = 183 milli seconds
11 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: MERLIN
IP: 195.168.10.02
UI error cant find any model
----- CL_Shutdown -----
RE_Shutdown( 1 )
----- CL_Shutdown -----
----- CL_Shutdown -----


Title: Re: 0.7.6 bug thread
Post by: militanz on May 08, 2008, 04:14:42 AM
nobody cares at my other topic :/ so i'll try here:

I live with another guy and we installed both OA 0.7.6. Now when we try to play on a server we can't: If I join first i can play until he try to connect; after that i get CONNECTION INTERRUPTED and he couldn't connect. The same if he join first. Once, when he was playing and i tried to join all the graphics fuc*ed up:/. We noticed that in every OA server (Like Test 0.7.6 and others). Playing on a LAN server (not internet) works and play in different servers works too. Any solutions?


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 08, 2008, 05:39:04 AM
@andrewj
Thanks for that. I actually thought it was included in 0.7.0 but I can see it wasn't. It has been disabled in EliminationB19, but I cannot see if it solves anything.

@BCH32
I think it is caused by a non-existent model. In that case it would be a bug if the engine did not complain.

@militanz
Did it work with 0.7.0/1? Are you behind a router because it does sound like a NAT-problem.



Title: Re: 0.7.6 bug thread
Post by: militanz on May 08, 2008, 05:47:46 AM
Yes we are behind a router but it worked perfectly with oa 0.7.0 and .1.


Title: Re: 0.7.6 bug thread
Post by: aantipop on May 09, 2008, 12:44:08 PM
And finally... does anyone know what sv_fps is on the servers with the stuck problem and weather or not it affects it?

sv_fps 40 is on RN|FFA 0.7.6
it also happened with sv_fps 20


Title: Re: 0.7.6 bug thread
Post by: ralph on May 11, 2008, 03:32:57 AM
And finally... does anyone know what sv_fps is on the servers with the stuck problem and weather or not it affects it?

sv_fps 40 is on RN|FFA 0.7.6
it also happened with sv_fps 20

It also happens with sv_fps 30


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 11, 2008, 06:01:40 AM
Ok.

I am more and more sure that it is the AABB collision optimizations that might have a problem with rounding errors.

I tried eliminating AABB optimizations in eliminationB19 but I'm unable to test if it had any effect since I cannot reproduce locally.


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 17, 2008, 05:27:16 PM
After some further looking at the code I have now turned my attention to the new math code.


Title: Re: 0.7.6 bug thread
Post by: fufinha on May 17, 2008, 06:31:16 PM
There is a cvar called cg_opimization or something which I think came from ufreeze. It seemed to cause abnormal movement when sv_fps was at 40 or maybe higher. I spent ages finding that one. I dont know if it was affected with any server/client settings or if it affected other games. But might be worth noting in case someone else suffers from the same thing


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 20, 2008, 12:01:30 PM
I know know exactly why it happens. It is me who have missed a single line in the unlagged code for the machinegun. I'll assemble a patch with that and all the other stuff soon.


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on May 20, 2008, 03:45:47 PM
so we will need to rerelease the engine in 0.7.7, right?


Title: Re: 0.7.6 bug thread
Post by: sago007 on May 20, 2008, 04:21:29 PM
so we will need to rerelease the engine in 0.7.7, right?

Maybe. The multiplayer list overflow, the log underflow, single player nextmap and stuck thing can all be done with a simple pk3.

However the free UI thing, the mouse thing, the error messeges, hunk_megs and possible protocol number needs an engine change and I know leileilol wants it.


Title: Re: 0.7.6 bug thread
Post by: jackoverfull on May 20, 2008, 06:15:30 PM
if that's the case, please, make the all-platform release possible by the beginning warning me on what to compile before the release...
what happened with 0.7.6 was simply...oddly odd...


Title: Re: 0.7.6 bug thread
Post by: fufinha on June 24, 2008, 09:39:21 PM

sv_fps 40 is on RN|FFA 0.7.6


wtf?


Title: Re: 0.7.6 bug thread
Post by: fufinha on June 24, 2008, 09:41:06 PM
so we will need to rerelease the engine in 0.7.7, right?

Maybe. The multiplayer list overflow, the log underflow, single player nextmap and stuck thing can all be done with a simple pk3.

However the free UI thing, the mouse thing, the error messeges, hunk_megs and possible protocol number needs an engine change and I know leileilol wants it.

Please can we make sure this change is well documented and controlled. :D