OpenArena Message Boards

OpenArena => Technical Snafus => Topic started by: LauraNeko on February 17, 2012, 05:54:16 PM



Title: 0.8.8 Bugs
Post by: LauraNeko on February 17, 2012, 05:54:16 PM
I found some bugs in the new Open Arena patch 0.8.8
Since there is new music the program tells me from time
to time that the music file isn't 22k.obviously the
program expects the music file to be something else.
please get rid of the warning message or change
the format expectation.

there are also some graphical bugs in the map
oasago2 i posted a picture so you can see what i mean
and what to do about it.

Also i'm not ok with the Grappling Hook how it currently is.
it shouldn't make constant shooting noises
when holding down left mouse(which you need to do or the hook will disappear
after it has been shot).it's ok that it disappears but please don't
cycle the shot when holding down left mouse because thats
highly annoying.
also why going back from the future to the past?
the hook now looks like an old hook with a rope i guess.
sure before it used a rocket?and a lightning gun beam.
they should just have changed the lightning texture of the beam and
the rocket hook thing to something else but not an old iron hook.
also the hook should dissapear from the weapon when it has been shot
everything else wouldn't make sense.

The Gargoyle looked better before and i am not the only
person saying this.make him look like before again.

Oh and please add the new Neko model as a forum picture :)



Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 17, 2012, 07:36:08 PM
To think that we had a lot of testing time. -.- (http://openarena.ws/board/index.php?board=73.0)

Gotta check those texture glitches in sago2, I swore to have them fixed.

Also, it seems that lei/FH forgot to pack the fixed oa_bases7. -.-


Title: Re: 0.8.8 Bugs
Post by: fromhell on February 17, 2012, 07:38:42 PM
Hey cool, i'm getting blame for overlooked stuff already post-release.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 17, 2012, 08:42:29 PM
i'm very picky.i'm glad i can help.but will you also do something about the grapple hook?


Title: Re: 0.8.8 Bugs
Post by: fromhell on February 17, 2012, 09:17:59 PM
The grapple hook uses its own shader and model by design because there wasn't any. The "original" lightningbolt and rocket use were placeholders by id, and they weren't even precached in the original code either! Besides, leaving it like that would cause confusion with legitimate lightning and rockets

I thought the light shaft clamp bug was fixed in the texture itself?

The "is not 22k" bug is a ioq3 bug they never fixed since they implemented ogg music ages ago.  The 22k warning shouldn't even be relevant anymore as it's done for when Q3 regressed a part of the sound system around the 1.27 patch while removing A3D support, breaking the use of variable mixing rates

I'll sort the neko avatar thing, that's one thing I forgot.



Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 17, 2012, 09:24:02 PM
i know they were only placeholders.
and i don't want you to leave it liek it is.
as i have written above you just could change
the lightning texture and the hook to something
futuristic.because now the hook looks like an
old iron hook with a rope.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 17, 2012, 11:53:33 PM
ok something that doesen't belong here but drives me crazy...
is it just me or do the models ingame suddenly appear damn small for me?
here two pictures...

oh and thankies for adding the new neko avatar here :)


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 18, 2012, 12:30:28 AM
and here another graphic bug.i think this one should be known.
it's in oa_bases 7 near the flag.what do you call this?
texture clipping bug?nevermind just do something about this please.
i'm sure you know what to do because i can't explain it in english.
it mostly happens when you put two objects in the same cooardinates.
so you just have to make on of those two objects a lil bit smaller or bigger
in one direction often one or two pixels smaller is enough.


Title: Re: 0.8.8 Bugs
Post by: PaniC on February 18, 2012, 05:18:44 AM
and here another graphic bug.i think this one should be known.
it's in oa_bases 7 near the flag.what do you call this?
texture clipping bug?nevermind just do something about this please.
i'm sure you know what to do because i can't explain it in english.
it mostly happens when you put two objects in the same cooardinates.
so you just have to make on of those two objects a lil bit smaller or bigger
in one direction often one or two pixels smaller is enough.

Its already fixed by Neon_Knight but fromhell forgot to pack the actual oa_bases7 in the patch.  :)


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 18, 2012, 05:48:37 AM
oh oki.but what about the hook?
he hook is very important for me
and it really shouldn't make constant shooting sound
and animation while holding left mouse click and don't
forget to make the hook disappear from the weapon when shot :)


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 18, 2012, 07:22:52 AM
it shouldn't make constant shooting noises
when holding down left mouse(which you need to do or the hook will disappear
after it has been shot).it's ok that it disappears but please don't
cycle the shot when holding down left mouse because thats
highly annoying.

Agree, because it will affect the gameplay with this weapon a lot (since sound is a big part of the gameplay).


Title: Re: 0.8.8 Bugs
Post by: fromhell on February 18, 2012, 03:52:25 PM
I like how I get useful feedback on the grappling hook art months after I implement it with months of test releases since.



Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 18, 2012, 05:08:17 PM
Sorry, I admit that I never use the grappling hook myself, so what I say is mainly a general thinking. I don't even know if an OA map actually implements it?


Title: Re: 0.8.8 Bugs
Post by: Gig on February 18, 2012, 05:44:52 PM
Well, I don't remember the exact thread now... but I asked something about the hook some months ago.
At that time, someone answered pointing out that the most weird part of the grappling hook animation was experienced when the player was using "Liz" model (for some reason, using that player model animates the hook in a different and more annoying way than normal).


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 18, 2012, 06:56:41 PM
ah, i don't use liz.but i experienced some wierd things with liz too!
everytime i was shooting at him he tend to use the laying animation.
everytime i hit him...thats strange...don't know if it's fixed now.


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 18, 2012, 08:59:05 PM
Sorry, I admit that I never use the grappling hook myself, so what I say is mainly a general thinking. I don't even know if an OA map actually implements it?
Maps don't need to. The grapple exists so far as back in vanilla Q3, but it was always a "dummied out" weapon. Only from 0.8.5 onwards it's functionality was completed. (0.8.5 already has many options regarding it) 0.8.8 has the weapon fully modelled and working.


Title: Re: 0.8.8 Bugs
Post by: Gig on February 19, 2012, 04:30:54 AM
Liz crouch animation has been quite fixed in 0.8.8 (not related with Liz grapple odd animation).

I don't know if any official map has got the grapple item. If you want to test it, you can play in Elimination, LMS, CTF Elim modes (or in any other mode with g_elimination 1) with elimination_grapple 1.

Update: found the previous posts about the grapple animation:
http://openarena.ws/board/index.php?topic=4356.msg41141#msg41141
http://openarena.ws/board/index.php?topic=4356.msg41173#msg41173
http://openarena.ws/board/index.php?topic=4356.msg41188#msg41188
http://openarena.ws/board/index.php?topic=4356.msg41192#msg41192
etc. .....
the strange animation is with Liz... but the repeated, annoying sound, always affects the use of grapple.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 19, 2012, 10:42:01 PM
i'm already using the grappling hook on two of my servers.
i know why the repeated sound and so on is tehre.
because it uses a normal weapon script i guess.
and normal weapons repeat their shots.
someone needs to make a custom script for the grappling hook.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 06:11:43 AM
for the future someone should make map where the grappling hook is an important item
to get from one place to another.i would really like to make a map for this.
i never made a map so far for any game.i tried to use gtkradiant but this program won't work  :-[


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 20, 2012, 08:47:23 AM
Maybe a fixed grappling script could be included in the OA 0.8.8 hotfix?


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 09:21:49 AM
i have the slight worry that they can't or will not do this but they really should.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 09:26:13 AM
wow you really should rename the parent folder of the new patch next time because it has 0.8.1 in it's name at first i was like omg


Title: Re: 0.8.8 Bugs
Post by: PaniC on February 20, 2012, 09:27:48 AM
wow you really should rename the parent folder of the new patch next time because it has 0.8.1 in it's name at first i was like omg

You should really read the 0.8.8 devforum.  ;D


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 09:49:27 AM
the what forum?
sorry i don't know every forum wich exists...


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 20, 2012, 09:55:01 AM
http://openarena.ws/board/index.php?board=73.0


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 10:05:05 AM
he thinks that i know/read everything which gets posted in the whole forum...
it soundet like it is natural to know the topic where one specific fact is listed.


Title: Re: 0.8.8 Bugs
Post by: Coder on February 20, 2012, 10:22:47 AM
The first thing i notice is that in oa_ctf4ish the red teleport/vortex is broken...
Only played for 3 minits see how many other bugs i can find


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 10:26:21 AM
They also still didn't remove the graphical bugs in baseoa2!!!

they said they wanted to remove them i downloadet the new patch but they are still there!
i noticed the same bugs with lights also in other maps!
not only there but also on the title screen letters wth?
don't you know how to fix it?i sure do!
because of my long experience with second life.

oh my and the tetxure clipping bug in oa_bases7 is also still there!!!!!!
they didn't fix any bug at all...


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 20, 2012, 10:56:29 AM
The OA 0.8.8 was already being released and uploaded when you have feedback these bugs.

There may be an OA 0.8.8 hotfix, so please don't be so much stressed that it's not yet updated. Bug fixes need to be implemented and then tested, it can't be done so quickly.


Title: Re: 0.8.8 Bugs
Post by: Gig on February 20, 2012, 11:10:00 AM
Bugs reported in this thread may be fixed in a 0.8.8 hotfix (a month or two?), or maybe in OA 0.9.0 (one year?) or maybe even OA 1.0/OA3 (three years?)...


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 11:57:12 AM
you are wrong gros!i reported them before the official download was out!!!
and it appears that you didn't follow the thread because they said they wanna
fix it before making it official.someone also said that someone forgot to pack the fixed maps in the UNOFFICIAL version.
and i really could not understand if one would have to wait one full year for this small fixes!
because these fixes only take a few minutes!


Title: Re: 0.8.8 Bugs
Post by: Gig on February 20, 2012, 11:59:14 AM
Well, there are some bugs tha have been pointed out years ago and have not been fixed yet...


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 12:00:41 PM
then i wonder why.when i would know how to do things in open arena i would already hav fixed them.
because those graphical bugs are annoying and make OA look like it very new.


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 20, 2012, 12:07:51 PM
The thing is that in the moment you reported that, the 0.8.8 patch was already out, and we were uploading the 0.8.8 full version, so there was no time for further fixes. And *sigh* we had LOTS of time for bug reporting.

Apparently lei/FH wants a hotfix.


Title: Re: 0.8.8 Bugs
Post by: Udi on February 20, 2012, 12:43:05 PM
The first thing i notice is that in oa_ctf4ish the red teleport/vortex is broken...

It shouldn't be broken, check if have extra packages next to the official ones.


Title: Re: 0.8.8 Bugs
Post by: Coder on February 20, 2012, 02:32:19 PM
where ?
on the site or inside the patch zip


Title: Re: 0.8.8 Bugs
Post by: Gig on February 20, 2012, 02:35:46 PM
He means in your basepath\baseoa and in your homepath\baseoa folders.
Basepath is your OA installation directory; DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Homepath]homepath (http://([b) is where your configuration and autodownload files are stored.
Check that you have only the official pk3 files there... additional/third party pk3 files may interfere... (example: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#Yesterday_everything_worked_correctly.2C_but_today_I_experience_strange_problems)


Title: Re: 0.8.8 Bugs
Post by: Coder on February 20, 2012, 02:39:57 PM
there is noting ,i deleted the directory before so that wouldnt happen...

played again and it isnt the teleport thats broken...its a jumppad on the other end of the teleporter


Title: Re: 0.8.8 Bugs
Post by: Peter Silie on February 20, 2012, 03:34:04 PM
I am not able to confirm the oa_ctf4ish bug (used file with size of 3.139.632 Bytes, created 20.11.2011 02:45).
But i just used the last RC so maybe there is another version of oa_ctf4ish in the final release.
Anyway: the map delivered with the last RC still contains Udis compile glitch:
http://openarena.ws/board/index.php?topic=3740.msg40851#msg40851

If there is a HotFix 0.8.8.1, it should contain a fixed oa_ctf4ish and/or an oa_ctf4ish2.
Regarding oa_bases7:
cool down. the map includes this little glitch since its release in 0.8 and it was a hard job to get it back to be editable (nice work, NK!).
The patch was already done and will be included in a further release.

Quote
They also still didn't remove the graphical bugs in baseoa2!!!

What do you mean?


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on February 20, 2012, 09:18:25 PM
I put 8.8 on my server too. Online there seems to be a big bug with gametypes. Namely, they all think that they are FreeForAll.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 20, 2012, 11:48:30 PM
Quote
I like how I get useful feedback on the grappling hook art months after I implement it with months of test releases since.

Sorry but i joined OA a few days ago.

and here something for those who work on the graphical bugs.
look at it then you finally know what to do.


Title: Re: 0.8.8 Bugs
Post by: Udi on February 21, 2012, 01:50:55 AM
Anyway: the map delivered with the last RC still contains Udis compile glitch:
http://openarena.ws/board/index.php?topic=3740.msg40851#msg40851

Yes, what happened with that? Was it recompiled after Pere Silie fixed it? If yes, what program was used, because I suspect that some versions of NetRadiant produces that glitch (I used version 20110819 when I broke that).

and here something for those who work on the graphical bugs.
look at it then you finally know what to do.

We don't lack the know-how, we lack the time to fix every one of them. You're more than welcome to help out ;)!


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 21, 2012, 02:32:44 AM
Nice visual explanation LauraNeko! I'm not a graphical modeler but it was clear enough for me to understand.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 21, 2012, 04:05:50 AM
thank you it was some work :)
so i hope they look at it and do something about it :)


Title: Re: 0.8.8 Bugs
Post by: 7 on February 21, 2012, 04:35:11 AM
Two small problems:

  • There is only a single spawn point on aggressor in (skirmish) tournament mode. (Just restart the game a few times, you'll spawn near the +5 health bubbles every time.)
  • Some bots are way too strong. Sorceress for instance has about 90% hit rate with rail on skill 1 (beginner level!)


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 21, 2012, 04:50:50 AM
wow i guess every bot hits with railgun on instant when you don't move so just move.
never stand still in any shooter game.
and today i found out that soem people still have the old 0.8.1 wtf...


Title: Re: 0.8.8 Bugs
Post by: 7 on February 21, 2012, 05:01:26 AM
Lol. I was a competitive Q3 player for years and I've been playing Quake since 1996. I tested this on aggressor (being the most competitive 1v1 map) and I estimate my average moving speed on that particular map is about 500u/s (its a small map) so don't worry about me standing still to take aim, and trust me when I write that Sorceress rails like a b*tch. ;)


Title: Re: 0.8.8 Bugs
Post by: cenobyte321 on February 21, 2012, 11:03:07 AM
I don't know if this goes here or if I should put up another thread.

The Mac version of 0.8.8 crashes when executing it. This was tested in OS X Snow Leopard and OS X Lion, in both cases the 0.8.1 version worked perfectly


Title: Re: 0.8.8 Bugs
Post by: Gig on February 21, 2012, 11:23:35 AM
Just sent a PM to Jackoverfull, who compiled the Mac version.
In the meanwhile, could you please tell us if you downloaded the 088 patch or the 088 complete package?


Title: Re: 0.8.8 Bugs
Post by: jackoverfull on February 21, 2012, 12:06:34 PM
Just sent a PM to Jackoverfull, who compiled the Mac version.
In the meanwhile, could you please tell us if you downloaded the 088 patch or the 088 complete package?
lol, yes you did!  ;D
What was this all about?  ;)


(edit)
Sorry, I'm out of myself, I thought this page was the one with my pms… ::)

cenobyte321, which binaries are you using exactly? i tested the ones available here on snow leopard and they work on my systems (should on Lion, can't test): http://www.jackoverfull.com/tmp/OAMac088r27.zip


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on February 21, 2012, 01:26:12 PM
well... can someone pls respond to the fact that I cannot set g_gametype in my server w/ the 0.8.8 patch. Just meet me in #oa-ictf (on quakenet) if you don't believe me. I do believe that's a decently sized bug.


Title: Re: 0.8.8 Bugs
Post by: LauraNeko on February 21, 2012, 01:40:33 PM
hmm works fine to me my ninjactf still works :O


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 21, 2012, 02:04:10 PM
well... can someone pls respond to the fact that I cannot set g_gametype in my server w/ the 0.8.8 patch.

Wow that's weird. Did you try to use the older binaries when you don't use the 0.8.8 patch? But on my server it works well with the latest binaries and any OA gamecode version... Your bug may reside in your configuration or in another pk3 file that is conflicting.


Title: Re: 0.8.8 Bugs
Post by: Gig on February 21, 2012, 02:08:15 PM
What happens exactly? It says that variable is read-only or what?


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on February 21, 2012, 02:50:30 PM
it was the binaries. The new patch is not compatible with the old binaries.


Title: Re: 0.8.8 Bugs
Post by: grey matter on February 21, 2012, 02:56:09 PM
What was the exact error anyways?

I've always been using plain ioquake3 with the OA assets, it's been working flawlessly from v0.8.1 on.


Title: Re: 0.8.8 Bugs
Post by: Gig on February 21, 2012, 03:18:26 PM
it was the binaries. The new patch is not compatible with the old binaries.
What? I just tried using OA 0.8.5 oa_ded.exe binary... and placed 088 pk3 in baseoa folder. I started the server, loaded a map and then changed gametype. It does not seem to find errors: after the map_restart, g_gametype remains the new gametype I set...


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on February 21, 2012, 03:24:09 PM
not in my case. no config setting was changed. i only upgraded binary to remove bug. the bug was that every gametype was FFA, no matter the number. gametype 4 was ffa, except you couldnt kill certain ppl.


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 21, 2012, 04:05:02 PM
Then maybe you had 081 binaries. Indeed I tried 088 binaries with 081 gamecode, works well, but I didn't try 081 binaries with 088 gamecode...

If this is confirmed, then this would mean that servers can't simply set autodownload to upgrade clients, they will have to wait for client to upgrade themselves manually because autodownloading the pak would break the install.


Title: Re: 0.8.8 Bugs
Post by: Gig on February 21, 2012, 04:18:03 PM
I just tried copying 085 and 088 pk3 files into a 081 installation. Started 0.8.1 Windows dedicated server binaries. Loaded a map in gametype 0. Connected to the server from a client, changed g_gametype to 4, restarted the map. It looks like a normal CTF game: I can grab the enemy flag.


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on February 21, 2012, 04:20:10 PM
no idea... but on another note. when will OpenArena fix its long standing elimination glitches. spawing within walls, etc


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on February 21, 2012, 04:35:45 PM
and now the previous glitch is back.... 088 binary and patch installed... what on earth is causing this


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 21, 2012, 04:37:45 PM
Dunno. I tried the same as Gig, everything works well too on my side. Weird bug...


Title: Re: 0.8.8 Bugs
Post by: Gig on February 21, 2012, 04:49:51 PM
Maybe related with Pak load order (http://openarena.ws/board/index.php?topic=4460.0)? Just trying to guess...


Title: Re: 0.8.8 Bugs
Post by: swaggerall on February 25, 2012, 09:20:50 PM
 ;D


Title: Re: 0.8.8 Bugs
Post by: swaggerall on February 25, 2012, 09:23:51 PM
 >:(


Title: Re: 0.8.8 Bugs
Post by: swaggerall on February 25, 2012, 09:34:58 PM
RENAME THIS FILE TOO .dm_71


Title: Re: 0.8.8 Bugs
Post by: Peter Silie on February 26, 2012, 03:55:34 AM
Reason for the issue seems to be patches.
They sometimes make trouble with graphic drivers or similar.

Which graphic card do you use?
OS?
Driver?

ps: kick Sookee? ROFL - neat players there :)


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 26, 2012, 05:55:19 AM
Or, better yet (?), decals.
I have to check that map. There's also a significant drop in each base by virtue of having patched lights. Tried to fix this with no results. Another thing for the hotfix. -.-


Title: Re: 0.8.8 Bugs
Post by: Gig on February 26, 2012, 06:08:10 AM
RENAME THIS FILE TOO .dm_71
I renamed it, but I cannot play it. It says "cl_parsegamestate: bad command byte".

PS: I haven't been able to reproduce your graphic glitch on ps9ctf. Not even using 0.8.8 pk3s with 0.8.1 binaries, and not even placing the 0.8.5 pk3 under appdata folder while having 0.8.8 pk3 under installation: that probably causes problems, but it seems not this one. I don't know what may be your problem.


Title: Re: 0.8.8 Bugs
Post by: swaggerall on February 26, 2012, 06:30:42 AM
;D
>:(

The Patch Also Messes With The Walls On Ps37ctf and oasago2 (by the steps on oasago2)

we cant make certain jumps anymore

and we land in entirely diffrent spots


Title: Re: 0.8.8 Bugs
Post by: PaniC on February 26, 2012, 09:26:44 AM
The Patch Also Messes With The Walls On Ps37ctf and oasago2 (by the steps on oasago2)

we cant make certain jumps anymore

and we land in entirely diffrent spots

try to set pmove_float to 0 (disable fps independent physics with virtually 91fps movement) or lower the gravity a bit. That behavior did not change since 0.8.5 so its not a bug its a feature. Just the maps need to be changed because they are designed for 125 fps movement. (Or change to virtually 125 fps? hm!)


Title: Re: 0.8.8 Bugs
Post by: swaggerall on February 26, 2012, 12:56:58 PM
It must be a combination of things..


next version just make the stuff shorter....


pmove and everythign in in both cfg and server


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 26, 2012, 01:20:13 PM
Don't worry, 0.9.0 will have way less crap. OA3 will get rid of everything. :P


Title: Re: 0.8.8 Bugs
Post by: swaggerall on February 28, 2012, 01:03:43 PM
how do i fix me not being able to jump walls?


abit of a disadvantage...


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on February 28, 2012, 02:17:58 PM
how do i fix me not being able to jump walls?


abit of a disadvantage...

Ask the server's admin to either disable pmove_float, or adjust the gravity with g_gravityModifier.

/EDIT: better follow Gig's advice, the wiki knows everything.


Title: Re: 0.8.8 Bugs
Post by: Gig on February 28, 2012, 04:59:36 PM
If the admin needs info about how to do that... tell him to read "game physics" and "special game options" on the wiki.


Title: Re: 0.8.8 Bugs
Post by: WingedPanther on February 29, 2012, 10:13:32 AM
I just downloaded the Full 0.8.8 release from Gamefront and attempted to launch.  Based on the windowing behavior, it looks like it launches, and immediately closes again.  I downloaded the patch and applied it to a copy of my 0.8.5 installation and had the same problem.  The Linux build is working fine, so not sure what's happening.


Title: Re: 0.8.8 Bugs
Post by: RMF on February 29, 2012, 02:33:48 PM
the wiki knows everything.
If the admin needs info about how to do that... tell him to read "game physics" and "special game options" on the wiki.

Hmm, maybe we need to patent the phrase "There's a wiki for that!" like Apple did with "There's an app for that!".


Title: Re: 0.8.8 Bugs
Post by: lupus on February 29, 2012, 09:31:51 PM
I just downloaded the Full 0.8.8 release from Gamefront and attempted to launch.  Based on the windowing behavior, it looks like it launches, and immediately closes again.  I downloaded the patch and applied it to a copy of my 0.8.5 installation and had the same problem.  The Linux build is working fine, so not sure what's happening.
I have got kind of the same of the same problem.
The game launches for about 10 seconds but jumps back to desktop.
(screen stays bright because of gamma settings which could be fixed with the provided setgamma.exe from the troubleshooting page.)
Download of the full 0.8.8 release doesn't fix it nor does reinstall of the latest ati driver.

backup of stderr.txt had this last entry included:
----------------------
10162 files in pk3 files
OpenAL capture device closed.
RE_Shutdown( 1 )
-----------------------

thought it would be some open gl issue but i am not sure what else could fix it.


Title: Re: 0.8.8 Bugs
Post by: fromhell on February 29, 2012, 10:08:52 PM
add +s_useOpenAL 0 ?

I doubt it's ATI. I use ATI.


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on February 29, 2012, 10:26:10 PM
Me too. I also use ATI and I can run the game fine.


Title: Re: 0.8.8 Bugs
Post by: lupus on February 29, 2012, 11:22:43 PM
thing is... everything worked totally normal even after the 0.8.8 release. the game updated itself just fine. had the latest graphic driver installed even before 0.8.8 and was able to play without incident. the game started to crash two days ago and it doesnt seem to be because of that update. removed config and latest pk3 files which didn't help and reinstalled the graphic driver without much hope (didn't help as expected). applied full 0.8.8 release couple of hours ago.

i am able to start the game and even do some changes in the gamesetting menu within a ten second time window until the game crashes.

suggestions?


Title: Re: 0.8.8 Bugs
Post by: Gig on March 01, 2012, 01:56:45 AM
Could you please try to post more of the "stderr.txt"? Maybe there may be something useful before the last lines...
PS: I don't know if stderr.txt allows a "verbose" version with /developer 1 (like standard console does)... maybe you may try with both developer 0 and developer 1.

Direct link to the little program to reset brightness after crash:
http://icculus.org/twilight/darkplaces/files/setgamma11.zip
(Also attached to this post)


Title: Re: 0.8.8 Bugs
Post by: lupus on March 01, 2012, 02:56:17 AM
thx a lot for the setgamma files, found them on the troubleshooting page.

at first i will post the last entries starting up, then the previous entries before the last working game

seperated by lines:

_________________________________________________________________


----- FS_Startup -----
Current search path:
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\zih_roof.pk3 (109 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\splatctf1.pk3 (171 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\speedyctf.pk3 (73 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\soocheck-alpha1.pk3 (16 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\reptctf12.pk3 (72 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak4.pk3 (562 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak3.pk3 (447 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak1.pk3 (396 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak0.pk3 (287 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak.pk3 (493 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\Q3floGGer1.pk3 (114 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ps9ctf.pk3 (11 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ps6ctf.pk3 (9 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ps37ctf3.pk3 (11 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\PS37CTF-MMP.pk3 (13 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\pro-q3tourney7.pk3 (10 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\pillcity.pk3 (222 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\pak6-patch088.pk3 (711 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\oasago2j.pk3 (11 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\oaN.pk3 (10 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mxl_school.pk3 (446 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mlctf1beta.pk3 (7 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mkbase.pk3 (90 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mapel4b.pk3 (59 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\map-acid3dm6.pk3 (44 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\map-13vast.pk3 (83 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\lsjg_coop.pk3 (78 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\lovet-fifth.pk3 (14 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\leetness.pk3 (6 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\hibernia.pk3 (244 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\god_ps37ctf.pk3 (15 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\god_oasago2.pk3 (12 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ghost-spoocter.pk3 (33 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ghost-luckr.pk3 (26 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ctctf.pk3 (251 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\cpm1a.pk3 (43 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bull-highway.pk3 (30 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bubdm1.pk3 (15 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bubctf1.pk3 (72 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bal3void2.pk3 (38 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\atlantis.pk3 (54 files)
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\13ground_xt.pk3 (32 files)
C:\Users\lupus\AppData\Roaming\OpenArena/baseoa
F:\Programme\openarena-0.8.1\baseoa\pak6-patch085.pk3 (559 files)
F:\Programme\openarena-0.8.1\baseoa\pak6-misc.pk3 (229 files)
F:\Programme\openarena-0.8.1\baseoa\pak5-TA.pk3 (139 files)
F:\Programme\openarena-0.8.1\baseoa\pak4-textures.pk3 (1753 files)
F:\Programme\openarena-0.8.1\baseoa\pak2-players.pk3 (669 files)
F:\Programme\openarena-0.8.1\baseoa\pak2-players-mature.pk3 (231 files)
F:\Programme\openarena-0.8.1\baseoa\pak1-maps.pk3 (100 files)
F:\Programme\openarena-0.8.1\baseoa\pak0.pk3 (1042 files)
F:\Programme\openarena-0.8.1/baseoa

handle 1: music/OA06.ogg
----------------------
10162 files in pk3 files
OpenAL capture device closed.
RE_Shutdown( 1 )
-----------------------


________________________________________________________________________________________________
________________________________________________________________________________________________


----- FS_Startup -----
Current search path:
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\pak6-patch088.pk3 (711 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak6-patch085.pk3 (559 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak6-misc.pk3 (229 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak5-TA.pk3 (139 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak4-textures.pk3 (1753 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak2-players.pk3 (669 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak2-players-mature.pk3 (231 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak1-maps.pk3 (100 files)
    on the pure list
F:\Programme\openarena-0.8.1\baseoa\pak0.pk3 (1042 files)
    on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\zih_roof.pk3 (109 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\splatctf1.pk3 (171 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\speedyctf.pk3 (73 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\soocheck-alpha1.pk3 (16 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\reptctf12.pk3 (72 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak4.pk3 (562 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak3.pk3 (447 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak1.pk3 (396 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak0.pk3 (287 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\q3wpak.pk3 (493 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\Q3floGGer1.pk3 (114 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ps9ctf.pk3 (11 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ps6ctf.pk3 (9 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ps37ctf3.pk3 (11 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\PS37CTF-MMP.pk3 (13 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\pro-q3tourney7.pk3 (10 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\pillcity.pk3 (222 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\oasago2j.pk3 (11 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\oaN.pk3 (10 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mxl_school.pk3 (446 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mlctf1beta.pk3 (7 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mkbase.pk3 (90 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\mapel4b.pk3 (59 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\map-acid3dm6.pk3 (44 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\map-13vast.pk3 (83 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\lsjg_coop.pk3 (78 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\lovet-fifth.pk3 (14 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\leetness.pk3 (6 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\hibernia.pk3 (244 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\god_ps37ctf.pk3 (15 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\god_oasago2.pk3 (12 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ghost-spoocter.pk3 (33 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ghost-luckr.pk3 (26 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\ctctf.pk3 (251 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\cpm1a.pk3 (43 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bull-highway.pk3 (30 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bubdm1.pk3 (15 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bubctf1.pk3 (72 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\bal3void2.pk3 (38 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\atlantis.pk3 (54 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena\baseoa\13ground_xt.pk3 (32 files)
    not on the pure list
C:\Users\lupus\AppData\Roaming\OpenArena/baseoa
F:\Programme\openarena-0.8.1/baseoa

handle 1: music/OA07.ogg
----------------------
10162 files in pk3 files
Wrote challenges.cfg
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5700 Series
GL_VERSION: 4.2.11399 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_rø¥(GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 9, 1600 x 1200 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 3
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1555 jump table targets
VM file ui compiled to 739068 bytes of code
ui loaded in 1451648 bytes on the hunk
58 arenas parsed
33 bots parsed
Loading vm file vm/cgame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1235 jump table targets
VM file cgame compiled to 1079730 bytes of code
cgame loaded in 4743488 bytes on the hunk
stitched 0 LoD cracks
...loaded 11113 faces, 98 meshes, 0 trisurfs, 0 flares
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
CL_InitCGame:  1.32 seconds
54 msec to draw all images
Com_TouchMemory: 0 msec
blacklupus^7 entered the game


Title: Re: 0.8.8 Bugs
Post by: fromhell on March 01, 2012, 03:30:37 AM
why is pak6-patch088.pk3 in your roaming folder instead of your game folder
did you join a 088 server with 085?
also try this workaround, set this variable

SDL_VIDEODRIVER=windib

then start OA


You can do this as a batch file

Code:
set SDL_VIDEODRIVER=windib
openarena.exe


Title: Re: 0.8.8 Bugs
Post by: lupus on March 01, 2012, 05:24:16 AM
i did join a 0.8.8 server with the 0.8.5 version and it did the autodownload update. the game worked fine for a couple of days after that until two days ago.
well. i then downloaded the full 0.8.8 package after deleting all previous folders of the game last night. i still got the old folders as backup.

tried the batch file with the new package but it still cashes after some seconds. same problem, same behaviour with or without starting it with the workaround.

just managed to join a server before the game crashed but there is no openarena folder created under my user account location and no stderr.txt in the source folder. is that normal, because i thought it would do so after launching the game?


Title: Re: 0.8.8 Bugs
Post by: Gig on March 01, 2012, 07:34:39 AM
Uhm... maybe you deleted your installation folder and then re-created it with the new package... but it seems you did not clear your "homepath" folder (in your case C:\Users\lupus\AppData\Roaming\OpenArena\...), because in the log you posted it loads third-party pk3s from there.

You may try to rename q3config.cfg in its "baseoa" subfolder to q3config.cfg.old, and then try again (starting with a clean configuration), or you may delete/rename the latest pk3 files you autodownloaded there (one of them may cause problems) checking their creation date, or you may rename C:\Users\lupus\AppData\Roaming\OpenArena folder to OpenArena.old, and then start the game with default stuff only...

You mentioned a folder not created... uhm... if you simply launch the game and then immediately exit (even before trying to join your first server), you whould find that the "homepath" folder created. If not, check you have not problems with windows permissions: your user should be able to create files in both your OA installation folder and in your %appdata% folder.

Some readings:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#Configuration_files_and_automatic_downloaded_files_path
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#Yesterday_everything_worked_correctly.2C_but_today_I_experience_strange_problems


Title: Re: 0.8.8 Bugs
Post by: lupus on March 01, 2012, 09:43:41 AM
I already deleted both the installation folder and the homepath folder under said path.

The error occured a couple of days after the game updated itself to 0.8.8, so it is hard for me to see that the update would be the problem in the first place.
After the autoupdate i played around with some ingame graphic settings like Open GL and lighting but only used the ingame interface for that, not even the console/config.

Problem occured, so i posted in the forum and pasted those stderr.txt entries here while at the same time deleting the gamefolders and trying the full release, which didn't help. I know that it was probably an unnessary  move but whatever...

So right now there is no homepath but only the installation folder. The log doesn't apply any more but for that matter i still got both folders as a backup.

The game wouldn't create a homepath folder under C:\Users\lupus\AppData\Roaming\OpenArena\ and no stderr.txt in the installation folder even though i managed to join a server in that short time the game won't crash at the beginning.





Title: Re: 0.8.8 Bugs
Post by: Gig on March 01, 2012, 10:33:10 AM
The game wouldn't create a homepath folder under C:\Users\lupus\AppData\Roaming\OpenArena\
This is very strange. If you launch the game and immediately quit, you should get that folder re-created. If it does not, I don't know what to think. Maybe you may try to launch openarena.exe +set fs_homepath <path> (where "path" may be the path to a "temp" folder on your desktop) to try to create the homepath folder in a temporary path, and see if it is created there.

PS: Did you try to set compatibility options for OpenArena executable (right click->properties....)? It's just an attempt...


Title: Re: 0.8.8 Bugs
Post by: lupus on March 02, 2012, 05:08:19 AM
nothing really helped. just fully reinstalled windows 7 but the problem is still there. no homepath folder and such...



Title: Re: 0.8.8 Bugs
Post by: Gig on March 02, 2012, 06:12:24 AM
And using old 0.8.1 or 0.8.5 executables, instead? What happens?


Title: Re: 0.8.8 Bugs
Post by: lupus on March 02, 2012, 06:18:53 AM
no difference with the 0.8.1 folder. i will reinstall an older graphic driver just in case the latest one caused the problem...
----------
edit: graphic driver reset didn't help but the suggested 0.8.1 .exe doesn't crash. should i try the 0.8.5 .exe and what would that mean in case of a solution? if the 0.8.8 .exe won't work i can't join the server i play on...

thanks a lot for your help by the way. i appreciate that a lot and i'd wish i could solve this on my own but i have no clue how to actually do that :(

since OA is the only game out there thats still fun to play i have to get that working again...
------------
edit II: alright... just saw that joining servers with the old .exe works as well! thanks a lot i guess!

so i will just keep the 0.8.1 .exe and play like normal? that one works just fine and the localisation folder is back as well.

the 0.8.5 executable had the same behaviour as the 0.8.8 - so the only one would be the 0.8.1 but it seems to work


Title: Re: 0.8.8 Bugs
Post by: Gig on March 02, 2012, 07:36:14 AM
With such old executable, some new engine features would not work (e.g. "DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Manual/Graphic_options#GLSL_effects]GLSL support (http://([b)" and "DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Manual/Graphic_options#Cascaded_bloom]cascaded bloom (http://([b)"), but the game should work anyway on any server. "0.8.x binaries" should work with OA from 0.8.1 and later...
Most changes between 081-085-088 releases are in gamecode (gamelogic) and maps, etc... and such stuff is inside pk3s, not inside the binaries. Anyway, I think there are a few "gamecode" features that require an updated executable/engine to work correctly, anyway probably they are not something critical.

Anyway, it would be nice to understand what's the problem with the new executables (to possibly find a fix! 0.8.1 binaries probably will stop working when a new major release will be released...).


Title: Re: 0.8.8 Bugs
Post by: lupus on March 02, 2012, 08:25:05 AM
if there are any informations i could provide i would gladly so but as i don't know anything about gamecoding i wouldn't know where to start.

if you have any idea how to understand the problem and if it isn't too complicated just tell me what i could do to help.


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on March 02, 2012, 09:36:50 AM
This is quite complicated to find a fix since it would need testing on your computer, which dev can't do (unless you agree for a remote control but privacy issues would be understandable).

Another way is for you to try different versions of the binaries, and tell us which is the very last version that works, and the first version that doesn't work. It would allow devs to target a lot more specifically what changes are susceptible to produce that bug you're encountering.

You've already done that with official executables, and that tell us that the bug resides in a change between v0.8.1 and v0.8.5, and that's good.

There are also developper's releases that you can find here:
http://files.poulsander.com/~poul19/public_files/oa/dev081/

If you agree to spend some of your time to test out all those binaries, your testing will help a lot to find the exact issue and fix it :)

Please try first with oa-bin-0.8.1-1.zip (this should be ok as this should be the same binary as the official one), then try with openarena-engine-bin-0.8.x-2.zip, then openarena-engine-bin-0.8.x-3.zip, etc... in ascending order. Then write down the last version that works, and the first that doesn't work.


Title: Re: 0.8.8 Bugs
Post by: Gig on March 02, 2012, 04:20:36 PM
IIRC, 0.8.5 executables were "version 13" there. You should try version 12, then version 11, then version 10, then version 9... until you find the first one that does not work.


Title: Re: 0.8.8 Bugs
Post by: docv266 on March 03, 2012, 09:07:05 AM
Hi, I have the same issue here but now the problem is solved.
I don't know why but I will write what've done and maybe you'll understand.

My config: Windows 7, nVidia

-Download version 0.8.8
-Unzip it directly in the download folder
-Launch the game > 10s crash, back to windows
-Try another time, crash
-Set the game with the windows XP SP3 compatibility (right click, properties,...)
-Launch the game, it works!
-Close the game, move the game folder to another path
-Launch, crash
-Set the compatibility to Windows XP SP3
-Launch, crash (WTF?)
-Launch the game from the download folder, it works!


Now I play from the download folder, it's ok to me.

Hoping this will help!

Regards.


Title: Re: 0.8.8 Bugs
Post by: grey matter on March 03, 2012, 01:07:59 PM
This sounds like a permission problem. XP compat mode partially circumvents the %APPDATA%\Roaming virtualization of >=Vista.


Title: Re: 0.8.8 Bugs
Post by: lupus on March 04, 2012, 12:00:33 AM
compatibilty mode didn't work as well. The game actually won't even start properly before crashing again. The screen would stay black until going back to desktop. Before it was more like the game started for some seconds before crashing.

With the old 0.8.1 .exe there are other problems, like q3config being rewritten every time i startup the game, or r_gamma unable to change (greyed out in the menu).

i will try the troubleshooting introduction at some point to pinpoint the problem further when i have got time for it.


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on March 04, 2012, 07:22:34 AM
If people want to know, these are the changes between both versions, taken from the Binaries thread:

Quote
Updated 2011-03-07: (20)
Synced to ioquake3 1910
Orange color in console

Updated 2010-08-30: (18)
g_humanplayers are now set by the engine with this patch (http://bugzilla.icculus.org/show_bug.cgi?id=4702#c2)


Title: Re: 0.8.8 Bugs
Post by: grey matter on March 04, 2012, 07:27:06 AM
If people want to know, these are the changes between both versions, taken from the Binaries thread:
Quote
Updated 2011-03-07: (20)
Synced to ioquake3 1910

Are there any .diffs for the OA engine versions? I'd like to know what and how it was synced.

Edit: Nevermind, I just downloaded the two .tar.bz2 and did .diffs for myself.


Title: Re: 0.8.8 Bugs
Post by: Gig on March 04, 2012, 07:31:24 AM
Did Lupus say he tested the various mid-release binaries and found out that the problem started with version 20? :-\ Maybe that was "rm" in the thread about 0.8.8 IPv6 issues (where he found out that something changed between 18 and 20).
IIRC, Lupus has not done that test yet (I suggest him to do it, if he can).


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on March 04, 2012, 07:56:40 AM
Oh, I've confused threads. -.-


Title: Re: 0.8.8 Bugs
Post by: lupus on March 04, 2012, 10:32:45 PM
tested some binaries but not all of them. problem seems to reside between the first and second one which would be 0.8.1 and 0.8.x-2

results listed below:

openarena-0.8.1                 working
openarena-engine-bin-0.8.x-2   crash
openarena-engine-bin-0.8.x-3   crash
openarena-engine-bin-0.8.x-4   crash
openarena-engine-bin-0.8.x-6   crash
openarena-engine-bin-0.8.x-7   crash
openarena-engine-bin-0.8.x-8   crash
openarena-engine-bin-0.8.x-9   crash
openarena-engine-bin-0.8.x-10   crash
openarena-engine-bin-0.8.x-11   crash
openarena-engine-bin-0.8.x-12   crash
openarena-engine-bin-0.8.x-13   crash


since i doubted there would be much of a change i stopped testing at that point.

if necessary i could keep testing the remaining ones...


again, while using 0.8.1 .exe i have got the r_gamma issue where the game wouldn't allow me to change gamma settings as well as my q3config.cfg will be rewritten every time i start the game.


Title: Re: 0.8.8 Bugs
Post by: Gig on March 05, 2012, 01:55:32 AM
About gamma not changing... I know there is a bug that you cannot change brightness in windowed mode after you switch from fullscreen to windowed mode. Not sure, but maybe someone said it's a long-known SDL bug.
I don't know if that is the same gamma problem as you mention. Of course, it should be not related with the other strange things you experience...


Title: Re: 0.8.8 Bugs
Post by: grey matter on March 05, 2012, 11:09:14 AM
You could try using something like ProcessMonitor (http://technet.microsoft.com/en-us/sysinternals/bb896645) to check which files and folders openarena.exe fails to open, in case it's really a permission issue and not something else.

I'll try OA 0.8.8 on my Win7 64/Nvidia system later, maybe I'm "lucky" and run into the same problem :)


Title: Re: 0.8.8 Bugs
Post by: lupus on March 10, 2012, 03:33:44 AM
well i read about the gamma issue during windowed mode but think it is kind of unrelated because i never start the game that way. since the gamecrash started after the 0.8.8 update after everything worked just fine and because i did a full windows reinstall i thought it would kind of go away easily.

but now it seems like the only version working would be the 0.8.1 and no other is working at all.

i guess i should test the remaining ones as well (without much hope).

to grey matter's advice: when i find out how to look up the file permissions on process monitor i will do that but i was too lazy to do a google search for it.

otherwise i am sticking to 0.8.1 version for now, even though it is a little bit of a mess


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on March 10, 2012, 05:45:47 AM
Can you also try this binary:

http://zsensible.free.fr/openarena/oa-binaries-r2224.zip

This is the binary compiled from the very latest OA 0.8.8 merge with ioquake3 r2224.


Title: Re: 0.8.8 Bugs
Post by: lupus on March 10, 2012, 06:50:05 AM
tested the remaining oa binaries from the development page

went as expected. the list now looks like this:

openarena-0.8.1                 working
openarena-engine-bin-0.8.x-2   crash
openarena-engine-bin-0.8.x-3   crash
openarena-engine-bin-0.8.x-4   crash
openarena-engine-bin-0.8.x-6   crash
openarena-engine-bin-0.8.x-7   crash
openarena-engine-bin-0.8.x-8   crash
openarena-engine-bin-0.8.x-9   crash
openarena-engine-bin-0.8.x-10   crash
openarena-engine-bin-0.8.x-11   crash
openarena-engine-bin-0.8.x-12   crash
openarena-engine-bin-0.8.x-13   crash
openarena-engine-bin-0.8.x-14   crash
openarena-engine-bin-0.8.x-15   crash
openarena-engine-bin-0.8.x-16   crash
openarena-engine-bin-0.8.x-17   crash
openarena-engine-bin-0.8.x-18   crash
openarena-engine-bin-0.8.x-20   crash
openarena-engine-bin-0.8.x-21   crash
openarena-engine-bin-0.8.x-22   crash
openarena-engine-bin-0.8.x-23   crash
openarena-engine-bin-0.8.x-24   crash
openarena-engine-bin-0.8.x-25   crash
openarena-engine-bin-0.8.x-26   crash
openarena-engine-bin-0.8.x-27   crash
openarena-engine-bin-0.8.x-28   crash
oa-binaries-r2224              crash

i am seriously considering allowing remote control wo my pc by a dev member... so tell me if that helps.


Title: Re: 0.8.8 Bugs
Post by: Gig on March 10, 2012, 07:25:54 AM
Teamviewer maybe?
http://www.teamviewer.com/
But who will connect to him?


Title: Re: 0.8.8 Bugs
Post by: Biox1dE on March 10, 2012, 07:38:49 AM
I have some free time to do it, let me read through the thread and re-read the issue


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on March 10, 2012, 08:51:22 AM
Either you have an issue with permissions as someone pointed out, either there is a subtle change in the code that produces a huge problem on some rare configurations.

I tried to check the sources, but the sources for 0.8.x-2 aren't available, so I couldn't check exactly the changes. Maybe Sago could provide us these sources?


Title: Re: 0.8.8 Bugs
Post by: lupus on March 10, 2012, 09:02:06 AM
*edit*


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on March 10, 2012, 09:04:47 AM
You should not disclose publicly your contact informations, use PM to the one requesting your infos instead (disclosing publicly leave you open to spambots and hackbots).


Title: Re: 0.8.8 Bugs
Post by: Gonzo on March 11, 2012, 06:02:14 AM
I've also spotted some stuff. Well, it could be present in previous versions, I dunno. You should fix the textures in following maps:

1) dm4ish map (the same corrupted texture is visible from above (http://xmages.net/i/3413504) and below (http://xmages.net/i/3413500)).

2) oa_dm4 (when standing downstairs beside (http://xmages.net/i/3413506) the teleport).

3) oa_rpg3dm2 (near the megahealth upstairs, right in the corner (http://xmages.net/i/3413542) on the floor).


Thank you in advance.


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on March 11, 2012, 07:27:02 AM
The rpg3dm2 bug was fixed.
I'll fix the others now.

EDIT: dm4ish won't be fixed. It's marked as one of the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Cut_Content]cut maps (http://([b).


Title: Re: 0.8.8 Bugs
Post by: Gig on March 11, 2012, 07:48:24 AM
I'm not sure about the relationship with "cut maps" and the future "quake tribute maps". All maps in currently in "cut content" category will not be placed even in the tribute pack, when the next major OA release will come out?


Title: Re: 0.8.8 Bugs
Post by: Gonzo on March 11, 2012, 07:53:21 AM
Oh, my God! It's crazy to cut out such an excellent map as dm4ish :( Lotsa people will be really upset... I've just found out a texture glitch in q3dm6ish, but after reading the answer here it'll be also dumped... Crazy... just crazy :( Btw, what are the tribute packs and where can I find it?


Title: Re: 0.8.8 Bugs
Post by: Gonzo on March 11, 2012, 07:56:11 AM
Quote from: Neon_Knight
The rpg3dm2 bug was fixed.

Where ?? I'm running the latest 0.8.8 OA. Btw, what about those packs which weren't added to the realease by someone's mistake as put somewhere here on the forum?


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on March 11, 2012, 08:10:36 AM
It's not fixed in the 0.8.8 release, but the hotfix hopefully will contain said fix. I've uploaded it in the SVN Commits (http://openarena.ws/board/index.php?topic=1945.msg42564#msg42564) thread, as part of the 0.9.0 stuff, but I will upload it separately as part of the 0.8.8-2 hotfix stuff.

About dm4ish, we cannot let anymore to have bad quality maps in the game which make the game to look bad. That kind of maps makes OA to be the punchbag of FOSS games, and we don't want that anymore. I might retexturize it for the Q3 Tribute pack.

I'm not sure about the relationship with "cut maps" and the future "quake tribute maps". All maps in currently in "cut content" category will not be placed even in the tribute pack, when the next major OA release will come out?
The thing is that we couldn't cut stuff in patches, so "dummying out" stuff was the best option ATM.

About the tribute maps, IDK, these could be rescued, (I've tried to retexturize dm4ish in the past, plus some extra changes) but from my experience, it might be better to rebuild them from scratch. "Quake 1" style mapping brings a lot of problems when ported into "Quake 3" style mapping.


Title: Re: 0.8.8 Bugs
Post by: Gonzo on March 11, 2012, 01:15:05 PM
Quote from: Neon_Knight
dm4ish won't be fixed. It's marked as one of the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Cut_Content]cut maps (http://([b).

According to this you call czestdm a "quality map" for example? Come on, that's ridiculous to leave such a "map" and dump a really good one  ;D
All I can do here is just make a facepalm. Sorry, guys, no comments...


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on March 11, 2012, 05:50:54 PM
dm4ish makes the game to look bad in it's current state. Period.


Title: Bot problems?
Post by: Gig on May 21, 2012, 07:21:29 AM
Hi! I've noticed that someone added a bot-related bug in the wiki, that I don't remember to have read here.
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Bugs?diff=12511&oldid=12175
Quote
Bots still cause Server Shutdown (Server crashed: netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment) - AAS shutdown on dedicated servers?

Any ideas?


Title: Re: Bot problems?
Post by: GrosBedo on May 22, 2012, 06:24:41 AM
Quote
Bots still cause Server Shutdown (Server crashed: netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment) - AAS shutdown on dedicated servers?

Never had this bug on the official OA build and with maps that have properly configured AAS script (on dedicated or normal game server).

So I think either this guy was using an unofficial and unstable build (eg: old versions of the server-side demos patch), either used a mod that do not handle properly or handle differently bots, either the map used for his test hasn't got bot support.


Title: Re: 0.8.8 Bugs
Post by: Graion Dilach on May 22, 2012, 07:11:34 AM
I can think of corrupted/missing AAS too, tho I never had an OA server.

If we'd know which map triggered it, would be easier to figure out the cause.


Title: Re: 0.8.8 Bugs
Post by: RMF on May 23, 2012, 12:09:47 AM
I'm not sure if I get it right, but you're saying maps without bot support will crash the server when you try to add bots? Preventable by testing or not, this wouldn't be nice.


Title: Re: 0.8.8 Bugs
Post by: Gig on May 23, 2012, 01:01:41 AM
It seems to me that a missing aas file prevents you from adding bots, but does not crash the game. At least when playing locally... I (we?) should check in dedicated mode. And I (we?) should check if one loads a map with bot support, adds them, then switches to a map that does not support them.

Some other tries may include using a wrong aas file (compiled with a previous version of the map), or a damaged aas file (e.g. with some parts of it deleted with a text editor).


Title: Re: Bot problems?
Post by: grey matter on May 23, 2012, 01:57:42 PM
Quote
Bots still cause Server Shutdown (Server crashed: netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment) - AAS shutdown on dedicated servers?
Afaik this happened in old ioquake3 builds when e.g. "/kick allbots" was kicking bots "too fast".


Title: Re: 0.8.8 Bugs
Post by: Gig on May 23, 2012, 02:52:52 PM
Uhm... maybe that guy simply asked a question, to know if that old bug was fixed?
The sentence ended with a question mark, and it was posted in the section of the page called "other - these are old bugs that may or may not be fixed yet".


Title: Re: 0.8.8 Bugs
Post by: GrosBedo on May 23, 2012, 05:00:20 PM
From my own experience, this specific bug (with netchan and packets sending) happen when the server tries to send/simulate (for bots) packets to players/bots that are not there anymore.

@RMF: So indeed, a missing bot support would not crash the server, but it will produce warnings.

What could crash the server is a weird and wrong management of players/bots status, or maybe a corrupted AAS file. But mainly I think it's either AAS or a tampered server's binary/mod.


Title: Re: 0.8.8 Bugs
Post by: Coder on May 27, 2012, 03:26:34 AM
One thing i noticed...
I felt having a ffa with bots on wrackdm? (longestyard remake) and i fall off the map but i dont die?


Title: Re: 0.8.8 Bugs
Post by: Gig on September 26, 2012, 03:55:17 AM
@ Coder
Maybe this is a long term bug in wrackdm17, where occasionally the trigger that should kill you fails, but I'm not able to reproduce it exactly (maybe there it some place of the "floor" (in the void) where the trigger is missing?). Someone should take a look to the .map...


Title: Re: 0.8.8 Bugs
Post by: Gig on September 26, 2012, 05:03:47 AM
Can we talk a little about the bugs of anaglyph stereo (3D) rendering?
The first one is that the crosshair is missing, and the second one is that the infos in the upper right corner are messed up if you enable both cg_drawfps and cg_drawspeed.

Screenshot here (http://images4.wikia.nocookie.net/__cb20100616171047/openarena/images/a/a3/R_anaglyphmode_1.jpg).
They are there since before 0.8.8.

I asked tcpp (http://openarena.ws/board/index.php?action=profile;u=2914) (author of "cascaded blur" bloom variant) if he could take a look into it, and he ended up with some lines of code that should fix the crosshair. Considering that I am not able to do anything with such lines of code, I copy his reply here:
Quote from: tcpp
Problem solved.

First, the cause of the invisible crosshair is cg_draw.c:CG_DrawCrosshair3D(void). Drawing a visible sprite by calling trap_R_AddRefEntityToScene(ent) requires ent.shaderRGBA to be set, but CG_DrawCrosshair3D doesn't set ent.shaderRGBA.

Therefore, CG_DrawCrosshair3D should say:

static void CG_DrawCrosshair3D(void)
{
   …
   // scale the crosshair so it appears the same size for all distances
   ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj;
   ent.customShader = hShader;

   // set color based on health
   if ( cg_crosshairHealth.integer ) {
      vec4_t      hcolor;

      CG_ColorForHealth( hcolor );
      ent.shaderRGBA[0]=(byte)(hcolor[0]*255.f);
      ent.shaderRGBA[1]=(byte)(hcolor[1]*255.f);
      ent.shaderRGBA[2]=(byte)(hcolor[2]*255.f);
      ent.shaderRGBA[3]=(byte)(hcolor[3]*255.f);
      
   } else {
      ent.shaderRGBA[0]=255;
      ent.shaderRGBA[1]=255;
      ent.shaderRGBA[2]=255;
      ent.shaderRGBA[3]=255;
      
   }

   trap_R_AddRefEntityToScene(&ent);
}


Second, poor performance in 3D anaglyph mode is caused by an combination of r_bloom and r_greyscale. When r_greyscale>=1, bloom screen textures are created with GL_LUMINANCE internal format, but GL back buffer's internal format remains GL_RGB. As a result, qglCopyTexSubImage2D called by R_Bloom_BackupScreen involves conversion of internal format from GL_RGB to GL_LUMINANCE, which is extremely slow, since it cannot be done in some GPU.

The solution for this problem is forcing tr_image.c:Upload32 to use GL_RGB internal format during the creation of bloom screen textures.

Although performance can be improved by the solution I've mention above, there is still another problem: strange behavior of bloom effect in 3D anaglyph mode, for example, bloom effect is applied only for red channel. There are some work-arounds for this problem, but resolving this problem without any overhead might require somewhat larger modification of ioquake3 code.

So, he also noticed there are some some problems with bloom and anaglyph mode together. I don't know what we should do with that.. maybe trying to fix them or disable bloom when in anaglyph mode? Well, for the problem that r_greyscale is slow with bloom on, I suppose we may simply suggest users do to not enable both things at once (if one has got good hardware, he may want it anyway). UPDATE: I've written in the wiki about enabling both bloom and greyscale brings a drastic framerate drop, advising do to not use both of them at the same time.

For the sake of completion, there have been some changes in anaglyph colors in the last year. I write the next lines in a "quote" just to separe them from the rest, and it's not so important.
Quote
About the anaglyph color combinations:
In the OA wiki
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Manual/Graphic_options#Stereoscopic_view
we have the the color codes I found in ioquake3 wiki
http://wiki.ioquake3.org/Stereo_Rendering
Quote
* 1: red-cyan
* 2: red-blue
* 3: red-green
* 4: cyan-red
* 5: blue-red
* 6: green-red
But maybe recent ioquake3 changes.. changed it:
at the moment, ioquake3 README in their SVN
http://svn.icculus.org/*checkout*/quake3/trunk/README (http://svn.icculus.org/*checkout*/quake3/trunk/README)
says
Quote
r_anaglyphmode - Enable rendering of anaglyph images
                                      red-cyan glasses:    1
                                      red-blue:            2
                                      red-green:           3
                                      green-magenta:       4
                                      To swap the colors for left and right eye
                                      just add 4 to the value for the wanted
                                      color combination. For red-blue and
                                      red-green you probably want to enable
                                      r_greyscale
... this due to a change they did in their README file in november 2011:
http://svn.icculus.org/quake3/trunk/README?r1=2191&r2=2198 (http://svn.icculus.org/quake3/trunk/README?r1=2191&r2=2198)
I don't know when they did that in the engine. Anyway probably the old version is still the official, considering that the binary download from ioquake3 site tells its from 1.36 branch (that, AFAIK, is some years old... does someone know when ioquake3 1.37 will be officially released?).
OpenArena 0.8.8 binaries do not have the "green-magenta" support, while "new" OA 0.8.x version 30 test binaries do have.

Doing that research, I noticed this other ioquake3 improvement (http://svn.icculus.org/quake3/trunk/README?r1=2297&r2=2311), that is more recent than OA version 30 binaries and so we don't have it yet (however, it is not related with anaglyph mode or 0.8.8 bugs at all, sorry for the OT)


Title: Re: 0.8.8 Bugs
Post by: grey matter on September 27, 2012, 01:28:08 PM
Can we talk a little about the bugs of anaglyph stereo (3D) rendering?
The first one is that the crosshair is missing, and the second one is that the infos in the upper right corner are messed up if you enable both cg_drawfps and cg_drawspeed.

I asked tcpp (http://openarena.ws/board/index.php?action=profile;u=2914) (author of "cascaded blur" bloom variant) if he could take a look into it, and he ended up with some lines of code that should fix the crosshair. Considering that I am not able to do anything with such lines of code, I copy his reply here:
Quote from: tcpp
Problem solved.

First, the cause of the invisible crosshair is cg_draw.c:CG_DrawCrosshair3D(void). Drawing a visible sprite by calling trap_R_AddRefEntityToScene(ent) requires ent.shaderRGBA to be set, but CG_DrawCrosshair3D doesn't set ent.shaderRGBA.

This sounds like a bug. Please also report this upstream (https://bugzilla.icculus.org/enter_bug.cgi).


Title: Re: 0.8.8 Bugs
Post by: Gig on September 27, 2012, 02:37:37 PM
This sounds like a bug. Please also report this upstream (https://bugzilla.icculus.org/enter_bug.cgi).

But in ioquake3, in anaglyph mode, a crosshair is drawn. I checked with ioquake3 1.36, and it is shown there.
I don't know what is exactly the problem they mention here (http://wiki.ioquake3.org/Stereo_Rendering#3D_Crosshair) (and to which ioquake3 versions it refers), but anyway it seems it's not the same problem we have in OpenArena anaglyph mode (may be somehow related).


Title: Re: 0.8.8 Bugs
Post by: Gig on November 09, 2012, 12:52:51 PM
I don't remember if this has been said before...
Anyway, I was checking a thing in 0.8.8 unified package, and noticed that there are some "readme-like" files (README, CREDITS, COPYING, CHANGES) without extension. This is not a problem for Linux users, probably, but is not friendly for Windows users. I think future releases should add .txt extension to all these files (like readme_085.txt and readme_088.txt already are).
More, che "CHANGES" file there arrives up to 0.8.1... I suppose it should contain the main changes also of later patches.


Title: Re: 0.8.8 Bugs
Post by: jackoverfull on November 09, 2012, 06:45:03 PM
I'm afraid that's some sort of stardan for open source unix projects.

yes, the CHANGES file should definitively be up-to-date.


Title: Re: 0.8.8 Bugs
Post by: Gig on January 31, 2013, 05:07:39 AM
About 0.8.8 bugs...
- If cg_leiEnhancements is set to 1, then your cg_oldplasma value is ignored (you always see like with cg_oldplasma 1).
- Are we sure cg_leiSuperGoreyAwesome works as expected? It seems to me it's not the blood bath one would expect.

These seem to have been pointed out before...
http://openarena.ws/board/index.php?topic=3386.msg28429#msg28429


Title: Re: 0.8.8 Bugs
Post by: fromhell on January 31, 2013, 07:21:43 PM
supergoreyawesome jsut adds a few more splats and I think IIRC splat noises. I used to have excessive blood with it but it hit the temporary entity limits too much. To have a true supergoreyawesome would mean a particle system based in the renderer (which has been done before in Quake3MME which had its source released under my pressure ;) )


Title: Re: 0.8.8 Bugs
Post by: capodecima on March 27, 2013, 06:55:22 AM
(http://openarenahelp.com/wp-content/uploads/2013/02/Rz1fH8y.png)
I have this errors on every map, its always sounds errros or music errors, i would ignore it but it always drop fps which is not nice. I heard this is some bug which will repair in next version. Or can i solve this now ? Download some missing files somewhere?


Title: Re: 0.8.8 Bugs
Post by: Gig on March 27, 2013, 07:31:49 AM
I have this errors on every map, its always sounds errros or music errors, i would ignore it but it always drop fps which is not nice. I heard this is some bug which will repair in next version. Or can i solve this now ? Download some missing files somewhere?
About the "music error that drops fps", do you mean that yellow warning that says the music "format is not 22khz stereo" (not seen in your screenshot)?
That message is shown on-screen everytime the music sound track ends and starts again, and I can guess it's displayed because OA music has got an higher sound quality than the one designed for the original Q3 soundtrack.

I hope that message could be fixed by changing it to "format is not 22khz or 44khz stereo" (accordingly adjusting the check that triggers it).
Or, if that fix is not possible, a (worse) fix could be to show it only in "verbose" console output (with "developer 1").
I don't know if such changes would also fix the fps drop when music re-starts or not.

Those error messages that are in your screenshot, instead, only appear in console just after map loading, right?


Title: Re: 0.8.8 Bugs
Post by: capodecima on March 27, 2013, 09:25:45 AM
i got this errors during game also yes i got error with 22khz, so is possible it fix ?


Title: Re: 0.8.8 Bugs
Post by: Gig on April 08, 2013, 05:28:46 AM
@Capodecima:
Not sure, but I fear just sliding music volume to the minimum may not prevent the game from "playing" the music. Did you already try?

Maybe you could fool the game by creating a .pk3 containing an empty file with the same path and name of the music file that runs. You may call the pk3 something like "z_nomusic.pk3". I suppose that may stop the music from playing, when playing locally. But that would not work when playing on internet, on any "pure" server. UPDATE: easier workaround found in the next posts.


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on April 08, 2013, 06:14:18 AM
There is a console command for disabling music, isn't it?


Title: Re: 0.8.8 Bugs
Post by: Gig on April 08, 2013, 06:40:49 AM
The music volume "slider" in the GUI controls s_musicvolume variable (1.0=max volume, 0=no music, default=0.25). I don't know if setting it to 0 prevents the game from internally executing the file or not. It would be interesting to know. (UPDATE: considering capodecima's post below this one, it does. Good. :))

However, I just found another workaround for capodecima's music problem: it exists the "music" (client-side) command to play a music of your choice, instead of the one pre-set by the map. If you use it with a non-existing file name (e.g. "/music qqq"), you get a file not found (or unknown extension) message, and the music stops.
I suppose this should solve his problem (music format warning with fps drop each time music re-starts), at least until the match ends.  :) Of course, renouncing to music.


Title: Re: 0.8.8 Bugs
Post by: capodecima on April 13, 2013, 05:10:43 PM
 s_musicvolume 0 solved my problems , i always thought i have turned off music but i had set it to 0.175.


Title: Re: 0.8.8 Bugs
Post by: Gig on June 06, 2013, 12:49:10 AM
Sot sure if this is a bug or not. I thought that DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Videoflags]videoflags (http://([b) "extended lock" also limited players maximum r_gamma value, but it seems that I was wrong. It seems the allowed range of r_gamma is from 0.5 to 3.0, the same if videoflags is enabled or not. Is this intentional? Or should that be limited to a max of 2.0 (the maximum you can set from the sliding control in the GUI) when videoflags "extended lock" is enabled?


Title: Shader bug
Post by: Gig on September 26, 2013, 03:30:20 AM
Another (small) bug:
A problem with a shader: "evil8_fx/e8jumpspawn02red"... that shader is located in pak6-patch088.pk3/scripts/evil8_base.shader
It should be animated, but it's not.
It looks like its "animmap" stage loads various image files, but all those images look the same!

It seems more shaders under evil8_fx folder may have the same problem.... they should be checked (and fixed, if necessary), as well.

For more infos: http://openarena.ws/board/index.php?topic=4679.msg48587#msg48587


Title: Re: Shader bug
Post by: Akom74 on September 26, 2013, 03:44:20 PM
Another (small) bug:
A problem with a shader: "evil8_fx/e8jumpspawn02red"... that shader is located in pak6-patch088.pk3/scripts/evil8_base.shader
It should be animated, but it's not.
It looks like its "animmap" stage loads various image files, but all those images look the same!

It seems more shaders under evil8_fx folder may have the same problem.... they should be checked (and fixed, if necessary), as well.

For more infos: http://openarena.ws/board/index.php?topic=4679.msg48587#msg48587

Evillair sometime have shader corrupted or not working, don't know why.

However i have worked on that shader and fight a lot before find the key to win the match  ;D

This is the code from Moixie (Evillair's original i think)
Quote
textures/evil8_fx/e8jumpspawn02red
{
   q3map_lightimage textures/evil8_fx/e8jumpspawn02red_glow.tga
   surfaceparm metalsteps
   q3map_surfacelight 100
   
   {
      map textures/evil8_fx/e8jumpspawn02red
      animmap 10 textures/evil8_fx/e8jumpspawn02red textures/evil8_fx/e8jumpspawn02red-1 textures/evil8_fx/e8jumpspawn02red-2 textures/evil8_fx/e8jumpspawn02red-3 textures/evil8_fx/e8jumpspawn02red-4 textures/evil8_fx/e8jumpspawn02red-5 textures/evil8_fx/e8jumpspawn02red-6
   }
   {
      map $lightmap
      tcGen lightmap
      blendfunc filter
   }

}

This is the code you have to try to make it working:
Quote
textures/evil8_fx/e8jumpspawn02red
{
   q3map_lightimage textures/evil8_fx/e8jumpspawn02red_glow.tga
   surfaceparm metalsteps
   q3map_surfacelight 100
   
{
      map textures/evil8_fx/e8jumpspawn02red
   blendfunc add
animmap 10 textures/evil8_fx/e8jumpspawn02b-1_glow textures/evil8_fx/e8jumpspawn02b-2_glow textures/evil8_fx/e8jumpspawn02b-3_glow textures/evil8_fx/e8jumpspawn02b-4_glow textures/evil8_fx/e8jumpspawn02b-5_glow textures/evil8_fx/e8jumpspawn02b-6_glow
}
   {
      map $lightmap
      tcGen lightmap
      blendfunc filter
   }

}

Tell me if it work now. I've tried it on my personal folder but the code i've inserted above must be correct. Make some try in case.

I've inserted the "blendfunc add" that was missing and added the "_glow" to the animation.

;)


Title: Re: 0.8.8 Bugs
Post by: Gig on September 30, 2013, 02:39:08 AM
Interesting... I'll have to give it a try when I have some time.... Thanks Akom...
However, I'd like to know who asked for commit of those shader, to ask him more infos...


Title: Re: 0.8.8 Bugs
Post by: fromhell on October 01, 2013, 12:30:27 PM
For the sake of texture switching I would probably ditch the whole animmap thing and go for a two stage rgbGen blending cycle.

The shader as it is now is a workaround of Darkplaces' shader parser limitations.


Title: Re: 0.8.8 Bugs
Post by: Gig on July 12, 2016, 02:05:45 AM
In OA 0.8.8, map DO NOT LINK (http://([b)) h t t p s : / / openarena . wikia . com/wiki/Maps/oa_shouse]oa_shouse[/url][/b] is listed for Domination and Double Domination modes, but it lacks the required entities. I see in the svn there is an .ent file for it (http://openarena.ws/svn/source/assets/maps/oa_shouse.ent), which also includes such entities. Maybe such .ent file has been done after 0.8.8 release, but more probably it has been done before and it has been forgotten at the time of compiling the final version of the map... perils of using DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Entities-only_editing]Entities-only editing (http://([b).


Title: Re: 0.8.8 Bugs - Sound playback
Post by: Gig on July 26, 2016, 09:26:51 AM
Done some tests with sounds playback.

I noticed that search for map background music files (set in worldspawn) works in a different way than sound effects played by target_speaker entities. TEST with OA 0.8.8 engine and gamecode:

- If it's a sound effect from a target_speaker entity, specifying "sound/mymap/sound1" or "sound/mymap/sound1.wav", in both cases will search for "sound/mymap/sound1.wav" and "sound/mymap/sound1.ogg". Specifying "sound/mymap/sound1.ogg", instead, would search for "sound/mymap/sound1.ogg.wav" and "sound/mymap/sound1.ogg.ogg", and probably this is not what one wants... in theory it should search for "sound/mymap/sound1.ogg" and then for "sound/mymap/sound1.wav". I suppose this may be considered a bug.
Uhm... maybe some mapper may already have changed his filename to .ogg.ogg or to .ogg.wav for manually workaround (instead of just omitting the extension in the editor)? In case this algorythm is updated, maybe should it continue also checking for the double extensions, for compatibility, in case it doesn't find the "correct" ones?

- If it's a background music specified in worldspawn entity, specifying "music/music1" will search for "music/music1.wav" and "music/music1.ogg". Specifying "music/music1.wav" will search for "music/music1.wav" only and "music/music1.ogg" will search for "music/music1.ogg" only. So, in 0.8.8, in case one wants to make replacements for Q3A music files, he may have to make them as .wav for maximum compatibility with existing maps.... which is not optimal, maybe, due to file sizes. NEWS: See "UPDATE" section below.

NOTES:
- Unlike background music, sound effects do require the sound to be MONO, not stereo. Using a stereo sound in a target_speaker casuses the sound to be played at half speed and truncated. I can guess this is from Q3A, and probably it's okay this way: a sound effect is played on left or right speaker depending from its location relative to the player. Maybe the engine may just read one of the two channels, however probably one may just keep it as it is. UPDATE: this affect SDL and has been fixed in trst builds. But Stereo effects cause a different problem in OpenAl mode (always played at full volume).

- Playing a background music in a format different than 22Khz stereo causes an ugly yellow warning every time the music track re-starts. Probably a leftover message, with Q3A expecting 22Khz music. Can it be suppressed, e.g. shown with "/developer 1" only?

- I haven't tried with sounds played by entities different than target_speaker and worldspawn.

UPDATE: TESTED with currently available nightly builds of Windows binaries (v. 2016-07-09) and gamecode (v. 2016-07-25):
- The only thing which seems to have changed is that now, background music search has been fixed: now you can set worldspawn to "music/music1", "music/music1.wav" and "music/music1.ogg" and it will search for both .wav and .ogg. So that part can be considered FIXED. So in OA3, one should be able to create replacement for Q3A musics in .ogg format and they should be played in any map searching for them.
-- UPDATENEW: it looks like with the updated stuff, also the playing of stereo sounds in target_speaker has been partially fixed. It's ok in SDL mode, but stereo sounds are played at full volume (even if you are far from them) in OpenAL mode.

- Other issues of target_speaker problem with specifying .ogg extension and yellow warning about music format in sdl mode, are still there.

UPDATE2: It looks like that (al least with current nighly builds), if you have DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OpenAL]OpenAL library installed (http://([b) (and its cvar enabled), behavior changes: yellow warning about music format is NOT shown and.... I NEED TO MAKE SOME MORE TESTS IN THE NEXT DAYS. This post is still valid for SDL sound.

[Continues in this post (http://openarena.ws/board/index.php?topic=4446.msg53992#msg53992).]


Title: Re: 0.8.8 Bugs
Post by: fromhell on July 26, 2016, 05:15:18 PM
if i were you, i'd consider allocating less time to post concerns about long-solved engine bugs.

some of this concern time writing about an old bug, and huge paragraphs about it, could have been used to test current development code (like possession and leixperiment), or even creating things


Title: Re: 0.8.8 Bugs
Post by: Gig on July 27, 2016, 01:05:56 AM
if i were you, i'd consider allocating less time to post concerns about long-solved engine bugs.

some of this concern time writing about an old bug, and huge paragraphs about it, could have been used to test current development code (like possession and leixperiment), or even creating things

Excuse me, did you actually read my post?  :-\ I also tested with updated engine and gamecode (see "UPDATE" section of that post), to find out only a part of those bugs has been fixed (wider file extension search for background music).

Also, if no-one keeps updated the wiki pages which "recap" DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bugs]Bugs (http://([b) and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Wishlist]Wishlist (http://([b), how can people know what has been fixed and what not? And performing double tests (0.8.8 binaries and gamecode + latest nightly binaries and gamecode) seems to me the most correct way to keep those pages updated and tell apart "open" bugs and "already fixed" ones, although that requires time. Following changes on Github (https://github.com/OpenArena/gamecode/commits) is not very easy.


By the way, I would actually like to test leiexperiment stuff, but what about a list somewhere to know what has to be tested (and how to enable it)?
Sorry, I did not notice Sago has already made Possession stuff [Sago, if you read this, in this diff (https://github.com/OpenArena/gamecode/commit/c8aad18032c95fa9e05ae5c184053238de82cfc7) you made a typo, you wrote "fint" instead of "find"]... I expected him to write something in the Possession thread (http://openarena.ws/board/index.php?topic=3995), like "Guys, I did it. Please grab the updated nighly build and provide feedback."... PS: It turned out that the gametype was not "finished" yet, some features were still missing.


PS: When I realized that, after spending that time for testing, I will have to spend MORE time because it looks like using OpenAL changes a lot the way sounds are managed, my spirits went to the ground. At least I hoped someone appreciated my efforts...  :-\


Title: Re: 0.8.8 Bugs
Post by: Neon_Knight on July 27, 2016, 06:17:12 AM
We do appreciate your efforts, Gig, even if we don't show it. :)

The thing is that we're already focused on OA3. We would like feedback on OA3 material. OA 0.8.8 won't be fixed, as it's final.


Title: Re: 0.8.8 Bugs
Post by: Gig on July 27, 2016, 06:50:16 AM
We do appreciate your efforts, Gig, even if we don't show it. :)

The thing is that we're already focused on OA3. We would like feedback on OA3 material. OA 0.8.8 won't be fixed, as it's final.

But if 0.8.8 bugs are not yet fixed in nightly engine and gamecode builds, then they ARE OA3 bugs, too. So that post IS feedback on OA3 material, too.


Title: Re: 0.8.8 Bugs
Post by: Gig on July 28, 2016, 05:30:28 AM
This is a continuation from previous post (http://openarena.ws/board/index.php?topic=4446.msg53960#msg53960) (to sum up, what has been already "fixed" from 0.8.8 to current nighlty builds is that Stereo sound effects are not played half speed anymore in SDL mode and that now the game also searches for .ogg extension if you specified a .wav background music in the map, and vice versa).

Done further tests with current engine nightly (2016-07-09) and gamecode nightly (2016-07-26), too. So, they do apply to OA3 current development stage, too.

- Specifying "filename.ogg" in target_speaker still causes the game to search for "filename.ogg.wav" and "filename.ogg.ogg", but NOT for filename.ogg. Bug affects both SDL and OpenAL modes.
- Stereo sound files (which in theory should not be used, but it's possible somone used them anyway) are played at FULL VOLUME even if you go far from them (in SDL mode, they actually fade out as you go away, like mono sounds do in both modes). Bug affects OpenAL mode only, NOT SDL mode.

- 32bit PCM .wav files are not supported in either SDL or OpenAL mode (you just hear noise if used as target_speaker), even in current nightly builds. Probably they were never intended to be used in this game, so I don't know if this can be considered a bug or not. I'm okay with just saying "32 bit pcm wav files are not supported" in documentation.
UPDATE: If you use them as background music, in OpenAL mode you just hear noise... while in SDL mode you cannot even load the map (it stays on "awaiting snapshot..." forever).

- Other small difference I noticed between DSL and OpenAL (yellow warnings): in SDL mode, if it cannot find a sound file for targe_speaker, there are warnings in console at map loading AND everytime the sound should have played. In OpenAL mode, only the warning at map loading applies. Probably, it's due to the same reason in OpenAL mode there is no the "warning: music is not 22k stereo" warning which appears in SDL mode.



By they way, if this thread is not the right place anymore to point out bugs which are in 0.8.8 and their state is unknown or "not fixed yet" in OA3 test stuff, what's the right place for them?


Title: Re: 0.8.8 Bugs
Post by: fromhell on July 28, 2016, 11:11:46 PM
32bit PCM .wav files are not supported
Why would they? Depth higher than 16 is only ever useful for production work and is never ever practical for any use within a game. It is a waste.


Title: Re: 0.8.8 Bugs
Post by: Gig on July 29, 2016, 12:48:22 AM
32bit PCM .wav files are not supported
Why would they? Depth higher than 16 is only ever useful for production work and is never ever practical for any use within a game. It is a waste.
Up to a couple of days ago, I did not even know they did exist. To make the tests, I modified a couple of files with Audacity, and at the moment of exporting to a .wav file, I saw it allowed me choose between 16 bit and 32 bit (it also looks like they did cut out the 8 bit format).
Not knowing them, I have no idea how much 32 bit wav files are used in real world. I can imagine not very much. And I agree with you that bigger audio files are impractical for a game.
As I told, for me it's okay to just say in documentation that they are not supported, and this is how I modified the wiki yesterday.