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SVN - some bugs report

Salatiel

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SVN - some bugs report
« on: February 01, 2020, 10:42:08 PM »
This list gathers some (confirmed) bugs/glitches that I found in Collect, as well as in the current SVN version.
I didn’t want to include some other fps drop issues as I think they’re hardware related, and don’t happen to everyone.

Infinite entity selection fixed (https://sourceforge.net/p/sauerbraten/code/5655/)
If you use the /nearestent command next to an ent multiple times, the selection will accumulate and "ghost" entities will be generated, killing the fps...

Bots remain dead forever fixed (https://sourceforge.net/p/sauerbraten/code/5654/)
If you pause a CTF match while a bot is dead, he will never respawn again. (youtu.be/QvMG5D-zGEw?t=16)
I haven't tested it in other modes.

Tab key does not work on Guieditors fixed (https://sourceforge.net/p/sauerbraten/code/5657/)
At least for me, the indent key (tab) does not work in the SVN version (works as a bind normally).

Incosistent Guirollover actions fixed (https://sourceforge.net/p/sauerbraten/code/5656/)
If you open the skybox, map or mapmodels menu and click the thumbnail without hovering an option, a different action will be executed, sometimes this action is "quit", and there goes your map that you forgot to save... :D

Your lightmap breaks if another player modifies the map
I know this is not a bug, but I think it would be more appropriate if the fullbright was applied only to the cube that was modified, and not in an entire area around it, it would have a really good impact on the coop editing, since players would no longer need to stop editing to avoid breaking other player's calclight... :D

(red = skylight)

That's all I remember.
« Last Edit: February 05, 2020, 03:21:13 AM by Salatiel »
@Salatiel#5274

RaZgRiZ

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Re: SVN - some bugs report
« Reply #1 on: June 28, 2020, 04:04:26 PM »
The last one cannot be changed easily, as it all has to do with cube chunks. Make a 4-way symmetrical map with some lights, calclight, then change something on one of the 4 quarters. You'll see that particular quarter's lightmaps break while the rest of the quarters remain unchanged. I believe in larger map scales, the chunk size either increases accordingly (8 map chunks) to match or remains roughly the same.

Either way, if you want to make changes, just do /clearlightmaps to get rid of all of them instead of having half-lit half-bright faces. You will not be able to avoid this situation without reworking the entire lighting system.