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  • LambentHammerBurst
    replied
    I get the same bug when I do that, however if I re-enter Darkplaces by using alt+tab again - issue isn't present.

    However I can use the Windows key to minimize DP and enter it again by clicking the taskbar and the mouse issue isn't present. So use the Windows key

    Leave a comment:


  • DaniOcampo1992
    replied
    Originally posted by grave_digga View Post
    I don't know if this is really a "bug" but when i Alt/Tab out of the game and get back in there my mouselook is gone.
    That always happens to me and really pisses me off, I thought I was the only one, you have to press Esc to open the menu before Alt/Tab-ing..

    And thanks for the info OoPpEe!

    Leave a comment:


  • grave_digga
    replied
    I don't know if this is really a "bug" but when i Alt/Tab out of the game and get back in there my mouselook is gone.

    Leave a comment:


  • LambentHammerBurst
    replied
    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

    Leave a comment:


  • DaniOcampo1992
    replied
    Hello LH! The next autobuild release is dated already?

    Leave a comment:


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

    Leave a comment:


  • webangel
    replied
    Great! Thank you - LH.

    Leave a comment:


  • LordHavoc
    replied
    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.

    Leave a comment:


  • LordHavoc
    replied
    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.

    Leave a comment:


  • LordHavoc
    replied
    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.

    Leave a comment:


  • LordHavoc
    replied
    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.

    Leave a comment:


  • Spinvis
    replied
    *"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.

    Leave a comment:


  • turtlevan
    replied
    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.

    Leave a comment:


  • Spinvis
    replied
    *"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.

    Leave a comment:


  • Seven
    replied
    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

    Leave a comment:

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