Bug report for 0.21

Support for running, installing or compiling OpenMW

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Lazaroth
Posts: 220
Joined: 30 May 2012, 05:04

Bug report for 0.21

Post by Lazaroth »

I'm continuing the quest of eradicating all bugs; so here's the ones I found in 0.21 (RC2) that I don't think are on the bug tracker. Some I've previously reported here on the forum.

- I just experienced a crash on exit (for the first time) Windows x64 build
Ogre.log.rar
(9.26 KiB) Downloaded 188 times
- A sound in "Andrano Ancestral Tomb" is blocking the path
http://img248.imageshack.us/img248/8329 ... t004ym.jpg

- That seam problem in the Red Mountain I reported on in 0.20 is still there (though not present in vanilla Morrowind)
http://img515.imageshack.us/img515/1921 ... t008gg.jpg
http://img33.imageshack.us/img33/3446/openmw.jpg
Location: x: 19932.85 y: 80478.45 z: 14899.80
Image

- You are unable to open the container "Kvama Egg Sack"
http://img651.imageshack.us/img651/8957 ... t009jc.jpg

- The selection box on e.g. plants are a little sketchy. When moving the crosshair over the plant, sometimes it looses the selection even though I'm still in the middle of the flower. It's not a big problem since I get it back right away, but the fast disappearing/appearing of the information (name) is a little annoying. Even at such close range as in the image, there's a problem.
http://img213.imageshack.us/img213/7472 ... t011lu.jpg

- Still not sold on the underwater color
http://img189.imageshack.us/img189/4058 ... t010yy.jpg

- And the loadbar going back from 100% to a lower value before disappearing is still driving me nuts... :)
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Bug report for 0.21

Post by Zini »

- I just experienced a crash on exit (for the first time) Windows x64 build
Unfortunately the log does not contain much in terms of useful information. Looks like a crash during OGRE shutdown.

Does this happen everytime? Can someone else (on Windows) confirm this problem?
- A sound in "Andrano Ancestral Tomb" is blocking the path
Looks like an activator that has a physics shape, that it is not supposed to have. Not sure why that is happening, but it should be added to our issue tracker.
- You are unable to open the container "Kvama Egg Sack"
Odd. Should go into the tracker, too.
- And the loadbar going back from 100% to a lower value before disappearing is still driving me nuts..
I vaguely remember seeing a report on this problem before. But has it ever been confirmed? I definitely do not see this bug. I don't think we have enough information to do anything about it yet.
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Lazaroth
Posts: 220
Joined: 30 May 2012, 05:04

Re: Bug report for 0.21

Post by Lazaroth »

Zini wrote: Does this happen everytime?
It's happened only once. Might have been a freak accident.
Zini wrote: I vaguely remember seeing a report on this problem before. But has it ever been confirmed? I definitely do not see this bug. I don't think we have enough information to do anything about it yet.
Made a quick video; in slow motion:
http://www.youtube.com/watch?v=Y4StZHKxRbk
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potatoesmaster
Posts: 112
Joined: 26 Dec 2012, 17:01

Re: Bug report for 0.21

Post by potatoesmaster »

Zini wrote:
- A sound in "Andrano Ancestral Tomb" is blocking the path
Looks like an activator that has a physics shape, that it is not supposed to have. Not sure why that is happening, but it should be added to our issue tracker.
Issue created (#550). I think the problem concerns the way transparent meshes are managed, and not only activators.
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Bug report for 0.21

Post by scrawl »

There are two separate loading bars, first one for unloading cells (which usually goes pretty fast, so you don't notice it).
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Lazaroth
Posts: 220
Joined: 30 May 2012, 05:04

Re: Bug report for 0.21

Post by Lazaroth »

scrawl wrote:There are two separate loading bars, first one for unloading cells (which usually goes pretty fast, so you don't notice it).
Just adding that it's during the second slower one the loading bar visibly is going backwards at the end.
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Bug report for 0.21

Post by scrawl »

Ah ok, that must be something different then.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Bug report for 0.21

Post by sirherrbatka »

why oh why you didn't post in the support forum? :(
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Lazaroth
Posts: 220
Joined: 30 May 2012, 05:04

Re: Bug report for 0.21

Post by Lazaroth »

sirherrbatka wrote:why oh why you didn't post in the support forum? :(
If you think it fits better here, you probably should move the 0.15, 0.18, 0.19 and 0.20 feedback/bug threads as well... ;)
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raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: Bug report for 0.21

Post by raevol »

Herrbatka, bug reports aren't support issues... If anything they belong in the development forum, though putting them in General might be cleaner.
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