Quake 3 Bugs

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[edit] #010 [new]

SUMMARY:
DATE CREATED:
DATE RESOLVED:
DISCUSSION:

[edit] #009 Single/Multiplayer fight initialization crash (Windows Only) [FIXED]

SUMMARY: The following error is thrown when you attempt to start any game in the native UI: ^3MENU FILE NOT FOUND: UI/HUD.TXT, USING DEFAULT
DATE CREATED: 17 April 2006 by Max
DATE RESOLVED: 17 April 2006
DISCUSSION: This may be related to #007, but the error is thrown during fight initialization, NOT startup. It's definitely related to #006, but I've scoured the batch files AND the VC++ compiler options, and MISSIONPACK is nowhere to be found. Curiously, even though MISSIONPACK is presumably undefined (and VC++ treats it as such), the code which eventually generates this error is located in an #IFDEF MISSIONPACK chunk.

SOLVED: I changed the active build to DEBUG instead of DEBUG_TA and it's working now. TA, or Team Arena, apparently builds with MISSIONPACK defined. I was missing it - it was in the preprocessor directives of ui and cgame, and apparently other places too.

[edit] #008 Multiplayer crash [FIXED]

SUMMARY: Quake crashes when you try to enter multiplayer mode. --Ang
DATE CREATED: 11 April 2006
DATE RESOLVED:
DISCUSSION: "Scanning for servers on the local network... Quake3 G4 (Application) has exited due to signal 11 (SIGSEGV)." is the error message that the run log gives me.

I'm looking into this, and it's blocked by #007. The server picker code is in the ui. Drat. --Joe

I got the native ui running and now this bug has gone away. No clue why it was crashing with the pak version. --Joe

[edit] #007 Can't run native ui [FIXED]

SUMMARY: On OS X you can't build and run a native ui bundle. You get a dialog at start up complaining about a missing menus.txt file and the game quits. -- Joe
DATE CREATED: 7 April 2006
DATE RESOLVED: 15 April 2006
DISCUSSION: Using +set vm_ui 0.

The wrong ui code was being built for the 'ui' target. It's not the stuff in the 'ui' folder (no!), it's the stuff in the 'q3_ui' folder. Dunno why the Xcode project that id gave out was using the wrong, unrunnable code. Checked in with r38 and r40. --Joe

[edit] #006 Can't run native cgame [FIXED]

SUMMARY: On OS X you can't build and run a native cgame bundle. You get an in-game error about not finding hud.txt and then it goes back to the main screen. -- Joe
DATE CREATED: 7 April 2006
DATE RESOLVED: 7 April 2006
DISCUSSION: Using +set vm_cgame 0 +set vm_pure 0 turns on native cgame loading. You can see in the log that this is effective. But during the game loading screen it errors out.

Fixed. The problem is that I had -DMISSIONPACK set in the compiler options. I added this when I was first getting the sources to build, since there are #ifdef tests for it all over the code, and in fact one file wouldn't compile without it (cg_newdraw.c). With it removed from the compiler options (ie, undefined), cgame loads fine. There were also a lot of warnings in the run log about assets that couldn't be found. These messages are now gone.

Ah, that makes me think that with the mission pack pak files installed, -DMISSIONPACK might work. I'll leave that for another day.

This also fixes all those other little bugs about OUT OF AMMO and armor not working, etc. Apparently MISSIONPACK had its fingers all over the code.

-- Joe

[edit] #005 No tournament results [FIXED]

SUMMARY: The tournament results screen is not displayed once the requisite number of kills is reached (which also means that the game does not recognize any of your wins). -- Eben
DATE CREATED: 7 April 2006
DATE RESOLVED: 7 April 2006
DISCUSSION: Fixed by #006.

[edit] #004 High-pitched sounds

SUMMARY: All sounds are played faster (and thus higher) than normal speed. -- Eben
DATE CREATED: 7 April 2006
DATE RESOLVED:
DISCUSSION:

Bug #006 may fix this too. I can't test it because his voice has always been normal for me. Can someone else try this out? -- Joe

Bug #006 does not fix this. -- Eben

I completely scrapped my quake file and got a fresh version from svn b/c I was having a few issues. The sound now works fine for me. This doesn't clarify the issue, but it may fix the bug for those of you having this problem (just Forrest?) -- Eben

Okay, I just had this happen to me, out of the blue. Then I realized I'd been playing with my sound hardware settings, and left coreaudio at 48KHz. 44.1KHz is normal. When I changed it back to 44.1KHz, Quake went back to normal sounds. I think this bug has to do with Quake's sound code not being flexible enough to deal with odd sample rates. --Joe

[edit] #003 Picking up armor broken [FIXED]

SUMMARY: Picking up armor does not increase the amount of armor displayed in the HUD (though picking up weapons does) and nothing seems to decrease the amount of armor displayed (i.e. being shot does not change the displayed amount of armor). -- Eben
DATE CREATED: 7 April 2006
DATE RESOLVED: 7 April 2006
DISCUSSION: Fixed by #006.

[edit] #002 Changing weapons broken [FIXED]

SUMMARY: Changing weapons is apparently broken and the only way to do so is to pick up a different weapon (even running out of ammo doesn't allow you to switch weapons). -- Eben
DATE CREATED: 7 April 2006
DATE RESOLVED: 7 April 2006
DISCUSSION: Fixed by #006.

[edit] #001 OUT OF AMMO message [FIXED]

SUMMARY: Game persistently displays "OUT OF AMMO" message, regardless of the amount of ammo the player possesses. -- Eben
DATE CREATED: 7 April 2006
DATE RESOLVED: 7 April 2006
DISCUSSION: Fixed by #006.

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