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Latest build Eduke32 and Mapster32 bug reports.  "Can i be a sticky?"

User is offline   Gambini 

#1

Unfortunately i´ve been finding more bugs than improvements in the latest builds which i properly reported to TX and created corresponding trackers in Sourceforge. But i´m thinking that maybe who´s on charge of fixing those is not always TX. Maybe there are issues that regards to HelixHorned or Plagman and so maybe some of the members of this team think i´m mistaken or not worth of attention. I always wondered why there isn´t a proper thread for reporting bugs so i start this new one. Whoever wants to contribute reporting bugs, should at least check his facts before posting, just to avoid lossing seriousness.

These are the bugs i´m aware of that didnt get fixed to date:

Eduke32:

Ambient sounds broken when saving/loading a game.

Tracker on SourceForge: https://sourceforge.net/tracker/?func=detai...amp;atid=706724

Description: When playing any map/mod (Builds from 1657 to 1676 and maybe olders too) If you save the game or try to load a previously saved game. No-one of the ambient sounds (static music&sfx sprites) play anymore.


Sound engine buggy:

At randomly stages sounds get chopped at half, sounds don´t even play (Build 1676 used to happen in older versions about half a year ago).

Reported either in Dukeplus and standalone Duke, with more frequency in the first.

No tracker yet.

Mapster32:

Stretching wall/floor aligned sprites in 2d mode has to be done tap by tap. One can´t hold the panning keys until it reaches the wanted size anymore.

In 3D mode whenever one wants to raise a ceiling aiming to one of the walls of the sector and pressing pgup, the affected sector is the neighboring that shares that wall.

Builds affected: from 1673 to 1676 (The latter bug didn´t happen in 1657)

Tracker: https://sourceforge.net/tracker/?func=detai...amp;atid=706724

Well, these are my two cents. I hope a mod makes it a sticky thus people joins reporting other bugs so we all can help improving Eduke32.

This post has been edited by Gambini: 01 August 2010 - 05:10 PM

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User is offline   TerminX 

  • el fundador

  #2

Quote

Ambient sounds broken when saving/loading a game.

Tracker on SourceForge: https://sourceforge.net/tracker/?func=detai...amp;atid=706724

Description: When playing any map/mod (Builds from 1657 to 1676 and maybe olders too) If you save the game or try to load a previously saved game. No-one of the ambient sounds (static music&sfx sprites) play anymore.

Fixed in my local tree.

Quote

Sound engine buggy:

At randomly stages sounds get chopped at half, sounds don´t even play (Build 1676 used to happen in older versions about half a year ago).

Reported either in Dukeplus and standalone Duke, with more frequency in the first.

Okay... what exactly do you expect the sound engine to do when there are so many sounds playing that there's no free voices when the game wants to play something? It either doesn't play the sound or it stops a lower priority sound and takes its voice. These are pretty much the only two things a sound system can do when out of resources. If you want it to happen less, increase the voices in the sound setup menu.

Quote

Stretching wall/floor aligned sprites in 2d mode has to be done tap by tap. One can´t hold the panning keys until it reaches the wanted size anymore.

Workaround: switch to textured mode w/ animation for now.
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User is offline   Gambini 

#3

Quote

Fixed in my local tree.


Can´t wait to see it commited :)

Quote

Okay... what exactly do you expect the sound engine to do when there are so many sounds playing that there's no free voices when the game wants to play something? It either doesn't play the sound or it stops a lower priority sound and takes its voice. These are pretty much the only two things a sound system can do when out of resources. If you want it to happen less, increase the voices in the sound setup menu.


But this happens with high priority sounds now, like the kick knock sound or sprites breaking sounds! However, this is the first time i notice there are more voices available than 32. I just tested for the kicks and now we can use 96 voices! Not checked whether that fixes/beats the problem or not because i didn´t test it in game yet. Let´s hope it works!

Might be cool if these new features/capabilities are documented somewhere.

Quote

Workaround: switch to textured mode w/ animation for now.


Didn´t help. neither one of the three modes allow me to expand these sprites holding the numpad keys.

Thanks for your answer (y)
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User is offline   Gambini 

#4

Build 1678 commited

Quote

Ambient sounds broken when saving/loading a game.

Tracker on SourceForge: https://sourceforge....amp;atid=706724

Description: When playing any map/mod (Builds from 1657 to 1676 and maybe olders too) If you save the game or try to load a previously saved game. No-one of the ambient sounds (static music&sfx sprites) play anymore.


At the beggining it looked fixed but after playing and saving for a while ambient sounds got broken again.

This post has been edited by Gambini: 02 August 2010 - 07:07 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#5

Thanks for reporting those Mapster bugs. A bit commentary on the not-yet-solved or nonexistent ones:

View PostGambini, on Aug 2 2010, 03:07 AM, said:

In 3D mode whenever one wants to raise a ceiling aiming to one of the walls of the sector and pressing pgup, the affected sector is the neighboring that shares that wall.

In fact, that's supposed to be a feature: when you press SHIFT and PGUP/PGDN, the ceiling of the sector on the opposite side is affected. I have no idea why it does that for you unSHIFTed and can't reproduce it with Caps Lock on either (as predicted -- there's no reason why that should happen).

Quote

When manipulating sectors with the alt key, if there´s any sprite inside the box it gets aligned to the grid using the sprites as reference and not the bounding vertices.

I didn't understand that. Dragging highlighted sectors is fine as far as I can see: all sprites keep their relative positions to the sectors.
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User is offline   TerminX 

  • el fundador

  #6

I think he's saying that when you move a sector, if there are sprites in it it'll be the sprites that are aligned to the grid lines instead of the wall points.
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User is offline   Helixhorned 

  • EDuke32 Developer

#7

But this I can't reproduce: the sectors are moved from their initial position in grid-sized increments and it's neither sprites nor wall points that are snapped to grid points (like it would be if the selection was with RSHIFT).
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User is offline   Gambini 

#8

Well, i´ve been testing again this stuff with the info you´re providing guys:

- I can´t reproduce the "sprite aligned to grid" anymore so, seems to be fixed now. Sorry if i didn´t notice before.

Quote

In fact, that's supposed to be a feature: when you press SHIFT and PGUP/PGDN, the ceiling of the sector on the opposite side is affected. I have no idea why it does that for you unSHIFTed and can't reproduce it with Caps Lock on either (as predicted -- there's no reason why that should happen).


For me it happens either holding the shift key or not, i didnt know about this feature. Tryed with capslock too and no luck BUT then tryed disabling numblock and it worked. So, seems that numblock enables and disables the feature here (and then i can use both ways either pressing shift or not). This should be revised if it´s possible because I (-I- as a random example) use always blocknum because it´s easier to type tag values with the numpad.
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User is offline   Helixhorned 

  • EDuke32 Developer

#9

OK, I've changed that feature to be Alt-PGUP/PGDN instead. Does it still happen without modifier keys pressed?
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User is offline   Gambini 

#10

Both things work great now (stretching sprites and increasing/decreasing ceiling height) thank you both for fixing this stuff!

Will keep looking for bugs to make your life harder! let´s hope there is a long way to go before i find another :) :)
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User is offline   NF64 

  • Touched by the Banhammer

#11

I found a couple bugs myself with the newest eduke.
The shadows will sometimes randomly be blue
if one sprite has been changed to a pal color all of the sprites change to that pal color in the map as well, It requires a restart of mapster to fix.
And it crashes alot. :)
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User is offline   Helixhorned 

  • EDuke32 Developer

#12

Arr, crashing sucks, but could you be a bit more precise? Under which circumstances? Reproducibly or apparently random?
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User is offline   NF64 

  • Touched by the Banhammer

#13

View PostHelixhorned, on Aug 4 2010, 10:09 AM, said:

apparently random?

Just completely random. Sometimes it would fix itself but then would return again in a few hours.
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User is offline   Helixhorned 

  • EDuke32 Developer

#14

Then there's little I can do at the moment. The best thing would be to try running a version with debug symbols under a debugger, but the current synthesis snapshots are non-debug versions as far as I can see. You could always try installing MinGW and GDB yourself:
http://wiki.eduke32....ke32_on_Windows
Just don't forget to compile it with "RELEASE=0 make" instead of plain "make".
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#15

View PostNfelli64, on Aug 5 2010, 04:45 AM, said:

Just completely random. Sometimes it would fix itself but then would return again in a few hours.

No offence, but I have seen how you map and it sometimes is the wrong way.
You make sectors where they shouldn't be etc so a crash happening on your end is most likely to happen.
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User is offline   NF64 

  • Touched by the Banhammer

#16

View PostThe Commander, on Aug 4 2010, 02:28 PM, said:

No offence, but I have seen how you map and it sometimes is the wrong way.
You make sectors where they shouldn't be etc so a crash happening on your end is most likely to happen.

Making simple sectors is mapping the wrong way? :) :)
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User is offline   Mike Norvak 

  • Music Producer

#17

I found a sound related bug, when u enter a undewater sector and then go the surface, all the loop sounds (music, background ambience) stops, previous releases didn´t hav this bug.
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User is offline   TerminX 

  • el fundador

  #18

I'm pretty sure every version of Duke 3D stops all sounds when entering/exiting water.
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User is offline   Hendricks266 

  • Weaponized Autism

  #19

Better than SW, where Lo Wang would keep breathing underwater.

I say would because ProAsm fixed it.
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User is offline   Danukem 

  • Duke Plus Developer

#20

View PostNorvak, on Aug 4 2010, 01:11 PM, said:

I found a sound related bug, when u enter a undewater sector and then go the surface, all the loop sounds (music, background ambience) stops, previous releases didn´t hav this bug.


In Duke 3D, the pitch of a sound cannot be changed once it starts playing. Therefore, if sounds were not stopped when the player got out of water, you would continue to hear low pitched sounds after emerging, until they were finished playing.
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User is offline   Mike Norvak 

  • Music Producer

#21

View PostDeeperThought, on Aug 4 2010, 04:37 PM, said:

In Duke 3D, the pitch of a sound cannot be changed once it starts playing. Therefore, if sounds were not stopped when the player got out of water, you would continue to hear low pitched sounds after emerging, until they were finished playing.


View PostTX, on Aug 4 2010, 03:42 PM, said:

I'm pretty sure every version of Duke 3D stops all sounds when entering/exiting water.


I mean, if a loop sound is playing (e.g. 2bwild) and then u entered a near underwater sector, when back to the surface, the music is no longer audible, it stops. I don´t remember this problem in other releases.

This post has been edited by Norvak: 09 August 2010 - 02:33 PM

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User is offline   Gambini 

#22

Check if it still happens with the latest synthesis build http://dukeworld.duk...ke32/synthesis/ sounds like the same kind of problem i had with savegames before.
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User is offline   Gambini 

#23

From some undefined time to now enemies walk above water, at least for some time. A few ones finally get stuck into the water after walking for a while but others don´t. I don´t recall this happening in the original game. I lost track of a lot of Eduke32 stuff these months so I don´t know if this has been reported or fixed recently.
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User is offline   Danukem 

  • Duke Plus Developer

#24

View PostGambini, on 21 April 2012 - 09:20 AM, said:

From some undefined time to now enemies walk above water, at least for some time. A few ones finally get stuck into the water after walking for a while but others don´t. I don´t recall this happening in the original game. I lost track of a lot of Eduke32 stuff these months so I don´t know if this has been reported or fixed recently.


It's hard for me to comment on this intelligently, because when I play I am almost always using one of my mods, which change the water behavior. However, I do remember that there is some strange, hardcoded water behavior that has been around for a long time. When certain actors shoot, they stand on top of the water, then when their shooting animation is over, they become submerged again. This applies to pigcops and enforcers and maybe some others.
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