Author Topic: All The Bugs List  (Read 2892 times)

Externals

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All The Bugs List
« on: March 31, 2005, 02:02:38 am »
~ Well this is just a list I have been examining for about a day to help you guys just have it simply compiled into one forum thread. ~

BEFORE YOU READ THE \"Bug List\", IT HAS COME TO MY ATTENTION THAT VARIOUS BUGS ARE CAUSED BY SOUND OR FULL SCREEN ISSUES. TAKING OFF THE SOUND FROM THE CLIENT AND PUTTING IT IN WINDOWED MODE HELPS TO RESOLVE ISSUES WITH BUGS. BELOW IS A LIST OF THE BUGS THAT I HAVE FOUND. IF YOU WISH TO CONTRIBUTE, BE MY GUEST AND POST AWAY.

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- Refresh Bug  - (Seems that buddy lists, or other things such as other players hp dont seem to get \"renewed\" very fast as it should.)
As well as this, I realised there was a problem when I was exploring with a friend, it seems that he would blink and disappear from my screen and reappear every second or so. This did not happen often but it did occur.

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- Crashing Issues  - When entering Ojadeva road/attacking Gobbles, the client tends to crash.

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- Transparency Issues - (Seems that the transparency of some trees on the way to ojadeva or the magic shop seem a bit out of tune. Actually the surroundings of it seem to be as if you could see the sky. You must see it for yourself to understand.
* Luddrigo added screenies blow.. check it out *

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- Lighting Issues  - There have been some of these in the past couple of days. Not a lot of details on this yet.

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- Updater Bug  - People have been having rising troubles with the updater in having to close one of the 3 windows in order for it to correctly continue.

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- NPC Quests  - They seem to be disfunctional.

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- NPC Shopping  - I believe they have fixed this and the value system in the shop. (*FIXED* for now..)

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- Monster Glitch  - It has come to my attention that monsters tend to get stuck in walls and become either unable to attack or able to kill without getting hurt.

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- Armor Bug  - When you have this on, the client tends to crash on you.

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- Guild Recruitment Bug  - Apparently there has been word that the invite feature for guilds is currently nonfunctional. (~ Apparently fixed by Acraig! ~) *TY*

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- Flame Burst Spell (Bug/Crash)  - When you cast this spell more then two times you tend to crash out of your client. *Added thanx to Sarrow.*

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- Walking Glitch Bug  - It has been reported to me by a friend that when you walk across the road to ojadeva (right before the fork), there is a part of the road that is actually glitched when you walk on it.

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- Typing \"U\" or \"WTF\" error - When you type these, sometimes they repeat lots of times and say \"ueueuee\" or \"what the heck\" and it keeps going on. Simple mistake, the devs probably made it so it would fix simple spelling errors and to take out bad language.
*Screenies thanx to Ibelo posted below*

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- Sound Issues - There have been some complaints about the client running slower or crashing when the sound is on. As well as this, there has been some talk about it running even better with the sound OFF. If anyone has info on this, please post and let me know.

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- Mouse Sensitivity - Apparently, there have been a lot of issues that I was not aware of about the angles of the camera messing up the mouse sensitivity and such. Im not entirely sure how to describe it at the moment but this is a persisting problem to a lot of players in PS.

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- Client \"Connection/Blur\" Errors  = This is a set of two different bugs that I have read about on the forums and seen screenies of. The first one consists of a bug saying that both of the servers \"FAIL\" to connect. The second bug which is called the \"Blur\" means that the screen when you start the client up is all... blurred.. lol.

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- AutoRun Zoneing Issues = When you have autorun enabled and you go to a different loading zone, you appear running but not moving. (running in place). Basically, you have to disable and enable it to start working again.

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~~ If im missing anything on this list or if anything is out of date or incorrect, please inform me so I can fix/update it.. Thanx ~~  

Xantherus

P.S. Try to keep the double posting to a bare minimum, I want to keep this thread neat and tidy for people to look at with ease. (Edit feature works great)
« Last Edit: April 23, 2005, 06:49:47 pm by Externals »
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Sarrow

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« Reply #1 on: March 31, 2005, 05:26:56 am »
-Flame burst spell crash-When you cast this spell more then two times you tend to crash out of your client.
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acraig

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« Reply #2 on: March 31, 2005, 04:34:56 pm »
Please use the PlaneShift bug tracker here: http://planeshift.oodlz.com/bugtracker/.  Make sure to search the bug list first to make sure your bug has not already been reported or is already fixed in CVS.
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Externals

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« Reply #3 on: March 31, 2005, 05:23:57 pm »
Im trying to keep them up to date acraig. As for the bugtracker, i will submit them.
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

DivineLight

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« Reply #4 on: April 01, 2005, 01:57:23 pm »
I crash every now and then after the update. When entering ojaveda road, when attacking gobbles.

The new update had introduced too much bugs.

I have submitted it to BugTracker along with Dump file.

when i disabled the sound as recommended in crashing situations, i got no more crashes. I checked the log and noted that it could not find some sound files.
« Last Edit: April 02, 2005, 09:17:16 am by DivineLight »
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Externals

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« Reply #5 on: April 01, 2005, 06:12:05 pm »
Yes, the taking off the sound really does help resolve a lot of bugs for unknown reason to me. But, overall, it does help and ill put that in bold over the main post on the top of this thread.
« Last Edit: April 16, 2005, 07:26:36 am by Externals »
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Luddrigo

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« Reply #6 on: April 01, 2005, 07:49:37 pm »
Quote
Originally posted by Externals
- Transparency Issues (Seems that the transparency of some trees on the way to ojadeva or the magic shop seem a bit out of tune. Actually the surroundings of it seem to be as if you could see the sky. You must see it for yourself to understand.


I have some screens of the above:





Sorry for the huge images.. If you are on a 56k-connection - sue me.  8)

A.K.A Thrydwulf Bigge, Crimson Order[/url]

Ibelo

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« Reply #7 on: April 02, 2005, 02:10:24 am »
I\'ve got a bug, in the chat window when someone types the shortcut words such as u and wtfit prints out several lines of the last few letters.
« Last Edit: April 03, 2005, 02:50:59 am by Ibelo »

Externals

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« Reply #8 on: April 05, 2005, 06:01:54 am »
\"wtf\" is replaced with \"what the heck\" in the PS client.

As for the rest of what you said. Please clarify.
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Ibelo

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« Reply #9 on: April 06, 2005, 12:16:43 am »
This is what happens when U is typed


and this WTF

Lyrah

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« Reply #10 on: April 06, 2005, 06:05:35 am »
I can confirm the tranparency issue with trees on the road to the mage tower/other city. I get EXACTLY what the screenie shows, from some angles it does not dispell the illusion of game=reality, but other angles it REALLY does (almost as bad as the fly up in the air bug would I would imagine).

I haven\'t had sound issues, but I do have higher than the stated sound cards (WAY higher) and don\'t tend to have issues with sound anyway. In fact I LOVE that the ambient music is...well...ambient and NOT annoying/repetitive or well crappy like some other games. Kudos to the Music \"Foley\" guys (sound guys in movies, that make the sounds that filming doesn\'t pick up, like walking, bones breaking ETC).

I also have a new bug...since tonights update...lighting is not working right, I looked at the log and it says that the files are not being found. I REpatched but did not go into game, due to dinner time...I will go into game and recheck the log and see if it works right after re repatching.

Externals

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« Reply #11 on: April 10, 2005, 05:57:57 pm »
Alright, well I have been busy with some school work for the past week but im back. I have updated the bug list on the top of the thread. If any questions, comments, and so forth, well just post and ill be happy to fix it for ya.
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Madcrimson

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Regarding the Tree Bug
« Reply #12 on: April 21, 2005, 12:41:29 pm »
I don\'t think the tree transparency bug is really a bug. It has something to do with how a 3D engine calculates what to display when transforming from the 3-dimensional object space to the 2-dimensional view space.
Basically an algorithm called \"z-buffer\" is used. It tries to calculate, if an object is occluded by another object when looked at from the point of view YOU have when looking at it.

So when you take Luddrigos first screenshot the leftmost tree occludes the stone behind it. This happens because the tree consists of a flat image composed of both transparent and opaque parts. The transparent parts are meant to let you see through them so you should see the rock...
But the z-buffer algorithm calculated, that the rock is occluded and therefore it is not rendered.[1] So what happens when you have a transparent pixel and you decided not to draw whats lies behind? Indeed, you simply see the background which is allways rendered.[2]

This bug could only be solved by the PS team if they stopped using transparent parts that occlude what lies behind.
Or the people working on the crystal space engine have to change their z-buffer implementation to ignore transparent pixels when transforming from object to view space.

Hope this helped,
MC.

PS: Of course it is possible that I got this totally wrong. (--> signature)
I\'m not a PS dev so there could be tons of other reasons for this to happen ;) But to me this seems to be reasonable.



footnotes:
[1] In fact it is rendered and removed or rather painted over afterwards when painting the 2-dimensional image map. The pixel resulting from the rock is painted over with the (transparent) pixel from the tree in front of it. It\'s done this way because \"occlusion culling\" is very complicated to do and takes much more computational power than simply rendering everything and painting the foremost point (the one with the smallest z-value which corresponds to the viewing distance of the object) in the view frustrum when flattening it to view space.

[2] As noted above, all objects are rendered, but the background is usually treated a bit different so its shown through the transparent pixels.
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res

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« Reply #13 on: April 24, 2005, 05:19:00 pm »
You\'re basically right up to:

Quote
Originally posted by Madcrimson
This bug could only be solved by the PS team if they stopped using transparent parts that occlude what lies behind.

Or the people working on the crystal space engine have to change their z-buffer implementation to ignore transparent pixels when transforming from object to view space.


The engine doesn\'t do the \"Z-buffer implementation\"; the Z buffer is provided by OpenGL and CS only can influence what is written to the Z buffer in the borders GL provides.

Also, coordinate transformation has nothing to do with transparency; the sentence \"ignore transparent pixels when transforming from object to view space\" is bogus.

There are more ways to fix those issues instead of \"don\'t use transparency\":
a) Use binary transparency - pixels are either fully opaque or transparent and only the opaque pixels cause Z buffer updates.
b) Draw transparent objects after the other obejcts and sort them from back to front; this way, you avoid that some transparent pixels from an objects occlude some pixels of other objects behind it, because all objects behind it should have been drawn at that point.

CS supports both - it just has been told to. But this is not the case with those trees, so it\'s basically an \"artwork bug\".
A Crystal Space developer

Danrizzy

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« Reply #14 on: May 05, 2005, 09:54:59 pm »
i have none, but the game still doesn\'t work