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  • #76
    Never seen this behavior before, so everything below is purely guessing...

    Perhaps there is a .lit file included with the .bsp and that .lit file is not valid? Renaming it so it loads only the lighting within the .bsp might help.

    It's also possible there's a different rounding behavior on the floating point math in darkplaces which just happens to affect this bsp due to some extremely unlikely numbers in it for that surface.

    I will note that the artifact being shown is a decode error on copying the texture data out of the bsp, the wrong surface size is being calculated, this can be due to floating point math errors (the q1bsp format uses floating point numbers, and expects the compiler and engine to round those numbers to integer identically).

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    • #77
      decode error on copying the texture data out of the bsp, the wrong surface size is being calculated, this can be due to floating point math errors
      Interesting that you mention. Here is one of the brushes' data:

      Code:
      {
      ( 304 -368 160 ) ( -208 -368 160 ) ( -192 -352 160 ) BCPLAST02 [ 0 1 0 32 ] [ 1 0 0 64 ] 0 1 1 
      ( 288 -352 120 ) ( -192 -352 120 ) ( -208 -368 120 ) MBTRIM04 [ 0 -1 0 -110.345 ] [ 1 0 0 88.9656 ] 0 0.29 0.29 
      ( -192 -352 120 ) ( 288 -352 120 ) ( 288 -352 160 ) MBTRIM04 [ -1 0 0 -64 ] [ 0 0 -1 -124 ] 0 0.3 0.31 
      ( 304 -368 120 ) ( -208 -368 120 ) ( -208 -368 160 ) MBTRIM04 [ 1 0 0 21.3334 ] [ 0 0 -1 -124.032 ] 0 0.3 0.31 
      ( 288 -352 120 ) ( 304 -368 120 ) ( 304 -368 160 ) BCPLAST02 [ 0 1 0 0 ] [ 0 0 -1 -96 ] 0 1 1 
      ( -208 -368 120 ) ( -192 -352 120 ) ( -192 -352 160 ) BCPLAST02 [ 0 1 0 0 ] [ 0 0 -1 -96 ] 0 1 1 
      }
      ... and they can get worse:

      Code:
      {
      ( 160 -392 520 ) ( 248 -392 608 ) ( 248 -400 608 ) BCTRIM03 [ 0.707107 -6.12303e-017 0.707107 14.6274 ] [ -8.65927e-017 -1 -8.65927e-017 -120 ] -90 1 1 
      ( 256 -392 600 ) ( 256 -400 600 ) ( 248 -400 608 ) PLAST02 [ -1 0 0 104 ] [ 0 1 0 56 ] 0 1 1 
      ( 256 -400 600 ) ( 168 -400 512 ) ( 160 -400 520 ) BCTRIM02 [ -0.707107 0 -0.707107 -64.3604 ] [ 0.707107 0 -0.707107 -31.2081 ] 45 0.8 0.8 
      ( 160 -392 520 ) ( 168 -392 512 ) ( 256 -392 600 ) BCTRIM02 [ -0.707107 0 -0.707107 -64.4315 ] [ 0.707107 0 -0.707107 -31.1371 ] 45 0.8 0.8 
      ( 168 -400 512 ) ( 168 -392 512 ) ( 160 -392 520 ) BCTRIM03 [ -0.707104 9.57786e-017 0.707104 22.6273 ] [ 0 -0.999996 0 -120 ] -90 1 1 
      ( 168 -392 512 ) ( 168 -400 512 ) ( 256 -400 600 ) BCTRIM03 [ -0.707107 6.12303e-017 -0.707107 -22.6274 ] [ 0 -1 0 -120 ] 90 1 1 
      }
      Floats appear on texture definitions too often, mostly in the offset fields.

      I'm using Worldcraft 3.3 and Bengt Jardrup's tools bundled with it:

      TxQBSP 1.12
      Vis 2.31
      Light 1.43

      I never defined texture offsets like -124.032 in the editor, they are always integers. Seems that Worldcraft is generating these floating point numbers while translating my model to MAP.

      LordHavoc, I can send you the map file, textures, whatever you need, if it helps.


      P.S.: all the brushes are snapped to an 8 point grid, there are no vertices off the grid.

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      • #78
        Brush entities "flicker" at the player's sight

        -Happens to all of them all the time. They become visible when viewed at some angles or some distances. I've seen this in Quake and WinQuake while my map wasn't VISed yet. But using Darkplaces, it happens even when there's absolutely no leaks.

        - Just tie a brush to some func_wall entity and take a walk around it to replicate the bug.

        -The bug only happens in fullscreen. When running a windowed Darkplaces, all entities are rendered fine. Again, it doesn't happen in WinQuake, JoeQuake-GL or ezQuake-GL, only in Darkplaces.
        Last edited by adib; 03-28-2013, 11:14 PM.

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        • #79
          I've noticed that certain mods that support gibbing dead bodies after they are down (such as Kleshik Coop) on builds starting on the latest March 2013 official release no longer work. My workaround for now is to use my DP server using an older build to keep gibbable bodies, which doesn't seem to affect clients with the March 2013 build.

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          • #80
            For some reason (or not?) this thread was closed: http://quakeone.com/forums/quake-hel...eleased-8.html

            So, can anyone compare latest offical/unoffical 20130304/2013XXXX DP builds/autobuilds to recommended by Seven in that thread ( http://quakeone.com/forums/quake-hel...tml#post104276 ) builds from 2011?
            Perfomance, main features, changes, bugs?

            Thx for any feedback.

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            • #81
              I STILL cannot connect to QuakeWorld servers using DarkPlaces. It seems it worked around 2011 but the NEWEST release will not work. I like DP over ezQ for many reasons, if not simply because LH is awesome. It's not a real big deal as QW mods suck worse.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #82
                items in secrets missing

                There are items missing in a couple of levels: r1m2, where one of the two buttons that activates the elevator and crushes anything that stands below it; r1m5, missing quad damage in the bookcase.
                Last edited by Frost R17; 05-19-2013, 08:10 PM.

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                • #83
                  I'll report more soon
                  LOL! You are convinced there is more to report. It wasn't even a question... I'll be back! Hahahahahaha
                  http://www.nextgenquake.com

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                  • #84
                    How should I know and what is so funny about it?

                    Comment


                    • #85
                      Originally posted by MadGypsy View Post
                      LOL! You are convinced there is more to report. It wasn't even a question... I'll be back! Hahahahahaha
                      LordHavoc pushes the envelope a lot. The only people that don't make mistakes are the ones that don't do anything.

                      He's only human and does what he does for free. And an updated engine beats a 7-year old dead one that never receives updates.

                      In another thread, you wondered why elite engine authors don't showcase their works in Quake Remake, well he doesn't need to because he already did with Xonotic. The capabilities in DarkPlaces compared to Quake are rather endless.

                      [ame=http://www.youtube.com/watch?v=9Zsp1ahGgWE]Xonotic - Trailer - YouTube[/ame]

                      Now, as a Quake engine, DarkPlaces does have shortcomings and issues with some frequency, but DarkPlaces is the perpetual generation of new concepts --- largely by one person who codes like a hurricane.

                      I'm just balancing out your very understandable point-of-view with extra information. As an engine coder who has often read DarkPlaces source code I quickly understood he wasn't interested in "coding for yesterday" a long time ago.

                      If the current version doesn't get the job done, let him know (without making demands --- which is the role of a bug report) and fallback to a version that does work.

                      Such is cost of limited resources, LordHavoc is one person with limited time and he does what he does for free.
                      Baker balancing the equation +1. I think a cow died listening to my diatribe so Baker -1. Hey, so the world is back in balance!!! Which is the way we like it ...
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #86
                        I'll never stop to be impressed with Q1 hehe.

                        Recently I did a joke that Qrack was updating with a next generation engine... and I did it to make you "imagine" it was possible.

                        Episode #8
                        FFA Mod

                        [ame="http://www.youtube.com/watch?v=2QcyKZZtO7I&hd=1"]s7e8 - YouTube[/ame]

                        Thanks to Baker I just discovered Xonotic and to me... it looks like a next generation engine and it was certainely not copied for ShootMania... may be the contrary is possible hehe!

                        Also the kind of Hub (called Quake city) in Project 123 by Baker seems to be the scene where the guy is falling from the sky right into it... a kind of hub (could be for sure).

                        [ame=http://www.youtube.com/watch?v=NaNQrGREkwQ&hd=1]s3 introduction - YouTube[/ame]

                        I got so much to do/see I have the vertige

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                        • #87
                          I think we should get back to topic


                          Originally posted by Frost R17 View Post
                          There are items missing in a couple of levels: r1m2, where one of the two buttons that activates the elevator and crushes anything that stands below it; r1m5, missing quad damage in the bookcase.
                          Hello Frost R17,

                          You mentioned in another thread, that these items are missing in R1M2:
                          for example, in r1m2, Dread Portal, is missing a Red armor and small rocket box in one of the secrets.
                          They are placed at:
                          "classname" "item_armorInv"
                          "origin" "1623 2107 400"

                          "classname" "item_rockets"
                          "origin" "1660 2228 400"

                          The reason why these 2 items are missing in R1M2 is this disabled cvar:
                          sv_gameplayfix_droptofloorstartsolid is "0" ["0"] prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)
                          The secret area is very small and therefore this happens.
                          Enable this cvar again and you will not have this issue.

                          As mentioned in other threads:
                          Since DP build 20130301 Lord Havoc decided to disable ALL sv_gameplayfix_ cvars by default.

                          If you encounter issues like this, or monsters sticking in walls, please enable the corresponding sv_gameplayfix_ cvar again (must be done via autoexec.cfg).

                          A list with ALL sv_gameplayfix_ cvars (with detailed description) can be seen via typing this into your console:
                          apropos gameplayfix

                          You can then condump your console and copy/paste all of the cvars into your autoexec if you are not sure which one is the one for your specific issue.
                          Compare the cvar settings to a DarkPlaces build < 20130301 to find out, wich one have been enabled before this DP build.

                          Kind regards,
                          Seven


                          PS: In the last weeks, we also found 2 other cvars which you might want to enable again:
                          sv_gameplayfix_upwardvelocityclearsongroundflag
                          sv_gameplayfix_setmodelrealbox
                          They cause issues with some replacement models

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                          • #88
                            Well I've been advised to do it another way, but this is actually the easy way. If I have any more questions I will ask.

                            Thanks

                            If I enable the cvar, does it fix other levels that are affected as well?

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                            • #89
                              Where can I find the autoexec.cfg?

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                              • #90
                                nevermind, I actually figured it out. I have to create my own autoexec.cfg file to keep the cvar enabled without reverting it back to its default.

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