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Originally posted by bfg666 View PostI wasn't aware of that. Considering the shit-ton of works for DP and the proportional lack of works for FTE available here, I thought no-one cared about FTE. I'm interested in this engine and would like to find stuff made for it. Do you have links for Haze and Mushi's works, and maybe others'?
Note that it includes Haze's stuff, and should be a cross between Epsilon and nQuake. Hopefully I've not broken anything since then...
Also as this is offtopic (having nothing to do with Darkplaces although I guess error reports almost qualify), you should continue this subconversation elsewhere...
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Hey Seven, glad to see you back! What have you been up to these past two months? I was beginning to fear something bad had happened to you...
Originally posted by enderandrew View PostEpsilon just put out a recent build at Christmas
Originally posted by Henry View PostSmith respects the original mod authors at least.
Originally posted by Henry View PostAnd you have other people creating contents and demonstrating engine features like (...) Haze the Great and mushi for fte.
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Hello,
I am using the 20170107 build for obvious reasons
Me beeing a single player only am not so much interested into the dedicated server crash bug,
but nevertheless I informed LH about it because it was mentioned in some other threads.
I was more concerned about the shadow dissapearing issue which bugged me the most.
Now that it has been fixed the shadows are how they should be again in DarkPlaces. Finally !
And adding the neat feature to also have shadows lying on transparent surfaces is great.
Unfortunately I am no AMD user, so I cannot benefit from the performace gain, but I am sure there are others who do. But I have better map loading times now, which is almost more important for developers who need to restart every 3 minutes for testing purpose...
I recently updated my computer to a more current cpu chip and I never felt such an performce boost before in DP.
It is without a doubt that DarkPlaces benefits the most from cpu frequence. gpu influence is much less.
I can only Thank You again LordHavoc !
All the Best for 2017,
Seven
PS: You can always follow change history here, if you do not want to read the included (much more detailed) changelog in the DP builds themselve or want to contact LH directly.
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Originally posted by Henry View PostThe Epsilon compilation uses the mods from the quakeone forum together with a old version of darkplaces. So why should you not use this compilation? It is as good or as bad as every other compilation. If you are happy with a preconfigured setup that you can hardly change you are good to go.
Originally posted by Henry View PostYou will find solutions to almost all issues browsing or searching this forum.
Then you should know that this is common behavior.
If you're trying to load a DLL that isn't there, it is a bug at worst, and sloppy at best.
And in general, seeing the logging out is very useful in some areas where different mods have different scripts that are both trying to replace the same monster.
I'll see something in the log that something is already defined, and the new redefinition is being ignored. That is tipping me off that I need to dig into both and decide which of the two conflicting versions I want to use.
Originally posted by Henry View PostDarkplaces will tell you if something important is missing, shader issues exist, textures are missing and so on without developer mode.
Originally posted by Henry View PostIf using developer >0 information become much deeper and also non critical issues and warnings will be reported. You have to be sensitive with these informations.
log_file darkplaces.log
Originally posted by Henry View PostAnd keep in mind that you must not include all kinds of dlls in a download because of legal reasons! Best example is mp3 and ogg support and all its libraries.
LAME MP3 Encoder
Originally posted by Henry View PostAnd he IS very active currently and does a great job. Believe me.
Since Lord Havoc isn't here reading the forum and I don't see another proper channel to report bugs, please at least pass it on to him to see what he says about the missing DLLs and it saying it can't load various font files.
I'd think most any developer worth their salt would want to know that their current build throws errors out of the box.
Originally posted by Henry View PostYou should know that Spike and Lord Havoc do not like to label stable releases in a hurry.
DP in general is quite stable on the bleeding edge. If Spike and Lord Havoc feel their current builds are fairly stable then it might be a good idea to put out an officially labeled stable build since the last one was a few years ago. If nothing else, most Linux distros only distribute packages for stable builds.
And while I'd rather they focus more on development than website design, a tiny blurb about recommending recent builds over a several year old "stable" might be another way to approach the same issue.
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Originally posted by enderandrew View PostBecause I was told I should not use the Epsilon compilation that is up to date and works out of the box, but rather told to put together my own mix of mods.
There are lots of other compilations at moodb. Most of them only slightly differ from each other cause they are all based on mods from quakeone forums. I would suggest the Quake HD compilation by Smith. It still feels more like Quake when playing it. Smith respects the original mod authors at least.
Originally posted by enderandrew View PostI've found some don't work properly, sometimes I'm missing textures, or there are problems with scripts.
But taking a look at the logs, I can troubleshoot and fix those issues for own personal mix of mods I'm using.
Originally posted by enderandrew View PostI'm a Senior Systems Engineer who goes back to DOS. I understand what a DLL is.
Obviously the engine seems to work despite not loading these DLLs, but if the engine is trying to load them and you're not including them in builds then either that feature should be commented out where the engine isn't trying to load the DLL in the first place, or it is included with builds.
Sweeping error messages under the rug is not exactly a best practice, which is why I reported it.
At software start all dependencies should be checked and if conditions exist you have to go into fallback modes. You can read a few of these engine decisions directly in the developer console by the way. Depending on hardware or libraries some things get disabled.
MHs engine even makes a checksum on the .pak files.
Engine devs decide how far they go and how deep they fall if something does not meet dependencies.
Darkplaces will tell you if something important is missing, shader issues exist, textures are missing and so on without developer mode.
If using developer >0 information become much deeper and also non critical issues and warnings will be reported. You have to be sensitive with these informations.
And keep in mind that you must not include all kinds of dlls in a download because of legal reasons! Best example is mp3 and ogg support and all its libraries.
Originally posted by talisa View Postthe darkplaces website hasnt been updated in years.
Originally posted by talisa View Postit still even links rygels pack, which is an HD compilation that was made waaaaay back in 2007
He MAKES the HD features possible that others create. Just like Spike he is not much interested in the hd files itself or promote them in any way. There are different quake forums available to showcase new Quake content.
And you have other people creating contents and demonstrating engine features like Seven for darkplaces or Haze the Great and mushi for fte.
Originally posted by talisa View Postthere have been many builds since then, including pretty much daily autobuilds
which can sometimes be just as good as any builds that get labeled as 'officially stable' by lord havoc
Every beta or autobuild is just as stable as the stable labeled build. People should know this by now. It is the same for FTE, DP or any other engine.
Developing engines is a journey without a real final target. It goes on and on. Up and down. You should talk to Lord Havoc or Spike directly about it. It is interesting and exciting to talk with them.
As soon as a new stable labeled release is done, you are working on a new feature already. That is why it makes not much sense to release those stable releases. An engine is never finished!
The community is who requests the stable releases. Just because of the reasons you mentioned. To rely on a specific build and say: That one is safe to use. Which is most of the time not the case.
I remember Spikes big final release v5000. That got old pretty quick with version 5002 and further. That should show it pretty clear. And look at Mark V v1.0. It is exactly the same. It gets updated on a daily basis.
Originally posted by talisa View Posti can safely say the autobuild i linked in my HD content thread is perfectly stable,
as ive been using this particular autobuild myself for over a month.
everything works perfectly in that autobuild, there arent any features which arent working, the performance is good and there are no crashes or such.
These bugs have been reported to Lord Havoc. He could simulate it, confirm it and fixed it finally. So you can be sure that the bugs existed
All other fixes and improvements from my post has been done since then too:
http://quakeone.com/forums/quake-hel...tml#post172591
Originally posted by talisa View Posti havent gotten around to being able to personally test the build you linked a few days ago.
Originally posted by talisa View Posti personally like to play-test a build to make sure there are no crashes or features not working properly
before labeling a build as 'stable' and adding a link to it, just in case there are actually bugs in it.
Originally posted by talisa View Postthe autobuild linked in my HD content thread ive been able to play-test myself for over a month and i can safely say its very much stable.
I am in close contact with Seven as well. We playtest and discuss several darkplaces issues and features that we report to Lord Havoc. There are others too.
So we are all in the same boat having the same goal: Keeping darkplaces in shape and help to improve it as much as we can.
People who cares about darkplaces should do the same to keep this engine alive and kicking
Ouch, now my hands hurt from typing
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Originally posted by Henry View Postthe darkplaces build you are linking is not the last stable one as you named it. The last officially labeled stable one is from 2014-05-13.
it still even links rygels pack, which is an HD compilation that was made waaaaay back in 2007
there have been many builds since then, including pretty much daily autobuilds
which can sometimes be just as good as any builds that get labeled as 'officially stable' by lord havoc
.
i can safely say the autobuild i linked in my HD content thread is perfectly stable,
as ive been using this particular autobuild myself for over a month.
everything works perfectly in that autobuild, there arent any features which arent working, the performance is good and there are no crashes or such.
.
i havent gotten around to being able to personally test the build you linked a few days ago.
i personally like to play-test a build to make sure there are no crashes or features not working properly
before labeling a build as 'stable' and adding a link to it, just in case there are actually bugs in it.
i dont want people coming to me crying about bugs and crashes because i linked a build
which i i am not 100% certain about is stable because it hasnt actually been properly play-tested by either me myself or someone like seven.
the autobuild linked in my HD content thread ive been able to play-test myself for over a month and i can safely say its very much stable.
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Originally posted by Henry View Postenderandrew, why would you enable the developer console when you do not understand what it prints, what windows libraries are and how darkplaces checks dependencies. You should disable the developer console. Or at least compare its output between different builds to see what has changed if you are the type of guy who likes to read walls of text. Not every warning will lead to issues, that is why the developer console is hidden for non-developers.
But taking a look at the logs, I can troubleshoot and fix those issues for own personal mix of mods I'm using.
I'm a Senior Systems Engineer who goes back to DOS. I understand what a DLL is.
Obviously the engine seems to work despite not loading these DLLs, but if the engine is trying to load them and you're not including them in builds then either that feature should be commented out where the engine isn't trying to load the DLL in the first place, or it is included with builds.
Sweeping error messages under the rug is not exactly a best practice, which is why I reported it.
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Originally posted by enderandrew View PostI'm still seeing these in my log with no mods loaded and the latest buildOriginally posted by talisa View Postsounds like the particular DP build you're using is just buggy
try using the DP build linked in my HD content thread instead,
that one doesnt have any such bugs
Because of your posts I think you are not familiar with engine dependencies.
enderandrew, why would you enable the developer console when you do not understand what it prints, what windows libraries are and how darkplaces checks dependencies. You should disable the developer console. Or at least compare its output between different builds to see what has changed if you are the type of guy who likes to read walls of text. Not every warning will lead to issues, that is why the developer console is hidden for non-developers.
talisa, the darkplaces build you are linking is not the last stable one as you named it. The last officially labeled stable one is from 2014-05-13. Your linked build still has most of the bugs I wrote about in my post above. Please follow darkplaces development more carefully. I suggest to get in contact with Lord Havoc from time to time to see what is going on with his engine in general.
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alright, well then its not the DP build but a small error in the shader
i've edited the shader to remove the additional bracket
https://www.dropbox.com/s/hctn9xtwo3..._fix2.zip?dl=0
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Originally posted by talisa View Postsounds like the particular DP build you're using is just buggy
try using the DP build linked in my HD content thread instead,
that one doesnt have any such bugs
Here is the full log file.
====== Log started (Wed Jan 04 22:13:11 2017) ====== ^7Console initialized. ^7 - Pastebin.com
Download your linked build. Open up the zip file. Look for these DLL files. You'll note they aren't in there.
^7Trying to load library... "libode3.dll" "libode2.dll" "libode1.dll" - failed.
^7Trying to load library... "libavw.dll" - failed.
I just tested the 32-bit and 64-bit versions from November linked in your thread, and also the latest ones compiled today. All 4 have the same errors. And if I launch the SDL version instead of the normal version, there is another error in the log as well:
^7Failed to init SDL joystick subsystem:Last edited by enderandrew; 01-04-2017, 09:29 PM.
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sounds like the particular DP build you're using is just buggy
try using the DP build linked in my HD content thread instead,
that one doesnt have any such bugs
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I'm still seeing these in my log with no mods loaded and the latest build:
^7Trying to load library... "libode3.dll" "libode2.dll" "libode1.dll" - failed.
^7Trying to load library... "libavw.dll" - failed.
^7Failed to load font-file for 'gfx/conchars', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_console', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_sbar', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_notify', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_chat', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_centerprint', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_infobar', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_menu', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user0', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user1', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user2', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user3', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user4', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user5', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user6', it will not support as many characters.
^7Failed to load font-file for 'gfx/font_user7', it will not support as many characters.
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Lord Havoc was a busy bee the last couple weeks.
Working on fixing all bugreports he received. Thanks a lot!
Some of his fixes and improvements:
Dedicated server crash fixed
Disappearing shadows bug fixed
Mission Pack 2 Plasma gun projectile bug fixed
Improve performance on AMD cards
Improved shadowmapping atlas
Shadows can be rendered on transparent surfaces now
Issues loading additional model skins in mdl loader fixed
Optimized shadow bouncegrids
Download new version from here:
Index of /twilight/darkplaces/files
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Originally posted by talisa View Postno...... thats just one more reason why you should NOT use one of those shitty compilations
.
those compilations are packed-up in such a way that they only work exactly as they come,
and you wil get bugs and conflicts if you try to add/swap anything to a setup with one of those compilations
also, just so you know.... rygel's pack is even more outdated than that awful epsilon compilation
.
check out the thread linked in my signature below and just put together your own HD setup
believe me, its a hell of a lot less stressfull then trying to pull apart one of those outdated compilations
But literally downloading one mod by itself and running it with nothing else (the top suggested download on the Darkplaces page) crashes the game. I can't play at all.
So now I have to waste time finding out which PNG it is choking on, and this is merely the first step of researching, downloading and experimenting with tons of other mods (which may not play well together).
Reading the readme on the SMC, it won't work with any other mod that has a "progs.dat", "effectinfo.txt" or a "particlefont.tga" file.
And out of the box, I can't get one of the SMC features working in my initial testing either. - Edit: This was my fault. I disabled all RT lights troubleshooting a different issue and the flashlight won't work with RT lights disabled. This is working now.
Why is this better than just downloading a compilation and having it just work? I've spent hours so far today and have nothing working, and I'm just barely scratching the surface.
As for Rygel's pack being outdated, it has a datestamp on 1/1/2017 here: https://icculus.org/twilight/darkplaces/files/
You said Epsilon was years old, when they had a new release less than two weeks ago.
If Rygel is old and no one should use it, then why does the Darkplaces site link to it and suggest it?
Again, I am going through the thread in your signature but it takes a bunch of time to figure out which ones to go with, and your thread has no screenshots to make those decisions. There is some benefit to someone else having already picked the best from various packs.
Either way, I'm still seeing errors with the latest build of DP out of the box with no mods.Last edited by enderandrew; 01-03-2017, 03:10 PM.
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