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  • Darkplaces Error Reporting Thread

    Figured this is needed. Many topics mention a issue with Darkplaces, however this requires LordHavoc to go through MANY topics. So let's use this thread to make them known and to bring attention to them.

    Use a basic setup on reporting them:
    *"Name" of the Bug*
    -Description of the bug
    -How to replicate (even if obvious)
    -Other notes


    So to start off:

    Plasma Gun not firing properly
    -Upon firing the gun, the projectile stops immediately and stays floating in mid air spinning until it's "next think" makes it disappear.
    -Replicating is just to have the plasma gun itself and fire it. Happens in the DoE mission pack but will occur in other mods if you port the gun to them.
    -I did a "fix" that LordH is aware of. However a "true" fix would be ideal.

  • #2
    Hip1m1 Door Not Opening
    -Door won't open, even with the key card.
    -Just walk up to the door having the keycard. Most of the time it will not open, you rather have to instead strife back and forth, walk forward and back and then it'd open. Does not happen every time.
    -Initially reported here:
    http://quakeone.com/forums/quake-hel...1-problem.html
    Seven posted instructions on how to fix it and there's a video showing the error.

    Comment


    • #3
      Normal Mapping Issue
      -Textures that do not have a normal map on them - are having a "emulated" normal map applied which causes very bad visuals.
      -Just simply have a model that doesn't have (name)_norm texture with it.
      -Explained in detail by Seven here:
      http://quakeone.com/forums/quake-hel...html#post89120

      UPDATE:
      LH: "considering the optional emulated normalmaps are off by default unless you play with -tenebrae, -game tenebrae, or r_shadow_bumpscale_basetexture > 0"

      So if you are getting this error, ensure none of these 3 options/settings are active.

      Comment


      • #4
        HUD: weapon/icon statusbar alpha adjustment

        The cvar "sbar_alpha_bg" only works for ID1 icons.
        It does not work for Mission Pack 1 + 2 icons.

        So you cannot adjust the transparency of the viewsize 100 weapon/icons, which are introduced in MP 1 + 2.

        Now that we have external replacement HUD´s for both Mission Packs, I noticed this issue.

        Workaround (until LordHavoc fixes it):
        Set the cvar "sbar_alpha_bg" to "0.7" (in all your config´s).
        This will compensate the issue and brings the best visual for ID1 MP1 + 2.

        Kind regards,
        Seven

        Comment


        • #5
          *"r_enableshadowvolumes "0" crashes DP while using external textures, progs."*

          *"r_enableshadowvolumes "0" crashes DP while using external textures, progs."*
          -when you put r_enableshadowvolumes "0" (# Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off) in your autoexec.cfg it crashes DP upon loading.
          -put r_enableshadowvolumes "0" in your autoexec.cfg and watch DP crash upon loading.
          -No crashes or errors exist when playing vanilla QUAKE (without external progs or textures) in DP with this option on r_enableshadowvolumes "0". Note: RTLights are on in both vanilla and "Reforged" QUAKE. r_shadow_shadowmapping "1" and gl_vbo "1" are both set, so it shouldn't use stencil shadowing and shouldn't crash, like in vanilla QUAKE DP.
          -To work around this error put r_enableshadowvolumes "1" in your autoexec.cfg.

          Here is the full error report:

          Faulting application darkplaces.exe, version 1.0.0.0, faulting module ntdll.dll, version 5.1.2600.6055, fault address 0x00011689.

          Bytes:
          0000: 41 70 70 6c 69 63 61 74 Applicat
          0008: 69 6f 6e 20 46 61 69 6c ion Fail
          0010: 75 72 65 20 20 64 61 72 ure dar
          0018: 6b 70 6c 61 63 65 73 2e kplaces.
          0020: 65 78 65 20 31 2e 30 2e exe 1.0.
          0028: 30 2e 30 20 69 6e 20 6e 0.0 in n
          0030: 74 64 6c 6c 2e 64 6c 6c tdll.dll
          0038: 20 35 2e 31 2e 32 36 30 5.1.260
          0040: 30 2e 36 30 35 35 20 61 0.6055 a
          0048: 74 20 6f 66 66 73 65 74 t offset
          0050: 20 30 30 30 31 31 36 38 0001168
          0058: 39 0d 0a 9..

          Words:
          0000: 6c707041 74616369 206e6f69 6c696146
          0010: 20657275 72616420 616c706b 2e736563
          0020: 20657865 2e302e31 20302e30 6e206e69
          0030: 6c6c6474 6c6c642e 312e3520 3036322e
          0040: 30362e30 61203535 666f2074 74657366
          0050: 30303020 38363131 0a0d39


          Running on Win XP SP3, fully updated. Could somebody confirm this? Also i am curious if it gives the same crash on Linux or Win Vista or 7. Since i haven't seen any other reports about it.
          Last edited by Spinvis; 06-15-2011, 09:41 AM.
          FPS Source Ports

          Comment


          • #6
            r_glsl_offsetmapping_reliefmapping is gone, please bring it back

            It also weirdly effects the gun in r_drawviewmodel

            When I added snow effects to a coop map, i tried to playback a demo I recorded using proquake - in darkplaces. The snow effect was not visible, however if I just loaded this coop map in darkplaces, the snow was there.

            So playing demo = no snow. Just loading map = snow.... hahah cant figure it out.
            Originally posted by Magnus
            Apology accepted.

            Comment


            • #7
              *"Darkplaces Nehahra torch fire rendering bug"*

              *"Darkplaces Nehahra torch fire rendering bug"*
              -Torch fire is rendered incorrectly in DP newer builds.
              -Play Nehahra in DP in newer builds, and you will see.
              -The build that displays the torch fire rendering correctly is darkplacesenginewindowsonly20071018beta1.zip


              Here are some screenshots displaying the bug.




              Here are some screenshots displaying the correct torch fire.





              Note: Its a bug i reported already to LordHavoc, just posting here for archiving and completeness sake. I still need to test some more builds to see at exactly which build the torch fire renderer breaks. Haven't gotten around to it yet.
              FPS Source Ports

              Comment


              • #8
                Originally posted by Spinvis View Post
                *"r_enableshadowvolumes "0" crashes DP while using external textures, progs."*
                Fixed this one in next autobuild, thanks, was a serious error in the model loading code.

                Comment


                • #9
                  Originally posted by turtlevan View Post
                  r_glsl_offsetmapping_reliefmapping is gone, please bring it back
                  Please clarify, this cvar exits for me in current code, and I sure don't remember removing it at any point.

                  Originally posted by turtlevan View Post
                  When I added snow effects to a coop map, i tried to playback a demo I recorded using proquake - in darkplaces. The snow effect was not visible, however if I just loaded this coop map in darkplaces, the snow was there.

                  So playing demo = no snow. Just loading map = snow.... hahah cant figure it out.
                  What map and what mod was running? If it is a snow particle effect it may be protocol specific and not enabled by the mod when playing it in proquake because it knew the protocol support was absent in proquake...

                  An example of this is Prydon Gate where the snow and rain effects are only used if playing in TomazQuake or DarkPlaces or other engines that implement a snow effect, a demo recorded in these engines will contain the snow effect where as one recorded in an engine not supporting the snow effect will instead have a quake-compatible attempt at snow.

                  Comment


                  • #10
                    Originally posted by Spinvis View Post
                    *"Darkplaces Nehahra torch fire rendering bug"*
                    That's intriguing, I wonder what type of particles it is using for the fire, possibly the Quake particle() builtin? If that is losing the velocity part then I am concerned.

                    I have been unable to reproduce this issue when playing the second to last demo of the seal of nehahra (which is using that same map, so I assume it is the one you are using, although if not please tell me which one...), and can not find any such particles in neh2m1 or neh2m2 either (did not try others).

                    So I can't see anything wrong with the torches as they do not even produce particles here... And I verified there are no particle effects (of any kind) during that demo.
                    Last edited by LordHavoc; 06-23-2011, 12:49 AM.

                    Comment


                    • #11
                      Originally posted by Seven View Post
                      HUD: weapon/icon statusbar alpha adjustment
                      Fixed by making the id1 weapons not faded, not sure why they ever were... This way they look like the mission pack weapons and all is consistent, but of course the hud will look different than previous versions in all modes.

                      Comment


                      • #12
                        Great! Thank you - LH.

                        Comment


                        • #13
                          Player Setup not showing player colors correctly (image gets corrupted) - FIXED in next autobuild.

                          Comment


                          • #14
                            Hello LH! The next autobuild release is dated already?
                            200 años de mi querido PARAGUAY
                            14/05/1811

                            Comment


                            • #15
                              A autobuild happens basically each night. It's not a official beta.
                              http://icculus.org/twilight/darkplac...eautobuild.zip

                              is the link it always is

                              Comment

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