Latest build Eduke32 and Mapster32 bug reports. "Can i be a sticky?"
#1 Posted 01 August 2010 - 05:07 PM
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
#2 Posted 01 August 2010 - 09:16 PM
Quote
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
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
Workaround: switch to textured mode w/ animation for now.
#3 Posted 01 August 2010 - 09:55 PM
Quote
Can´t wait to see it commited
Quote
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
Didn´t help. neither one of the three modes allow me to expand these sprites holding the numpad keys.
Thanks for your answer (y)
#4 Posted 02 August 2010 - 06:34 AM
Quote
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
#5 Posted 02 August 2010 - 11:15 AM
Gambini, on Aug 2 2010, 03:07 AM, said:
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
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.
#6 Posted 02 August 2010 - 11:35 AM
#7 Posted 02 August 2010 - 11:55 AM
#8 Posted 02 August 2010 - 01:06 PM
- I can´t reproduce the "sprite aligned to grid" anymore so, seems to be fixed now. Sorry if i didn´t notice before.
Quote
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.
#9 Posted 03 August 2010 - 09:47 AM
#10 Posted 03 August 2010 - 04:05 PM
Will keep looking for bugs to make your life harder! let´s hope there is a long way to go before i find another
#11 Posted 03 August 2010 - 04:27 PM
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.
#12 Posted 04 August 2010 - 06:09 AM
#13 Posted 04 August 2010 - 08:45 AM
Helixhorned, on Aug 4 2010, 10:09 AM, said:
Just completely random. Sometimes it would fix itself but then would return again in a few hours.
#14 Posted 04 August 2010 - 09:01 AM
http://wiki.eduke32....ke32_on_Windows
Just don't forget to compile it with "RELEASE=0 make" instead of plain "make".
#15 Posted 04 August 2010 - 10:28 AM
Nfelli64, on Aug 5 2010, 04:45 AM, 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.
#16 Posted 04 August 2010 - 11:49 AM
The Commander, on Aug 4 2010, 02:28 PM, said:
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?
#17 Posted 04 August 2010 - 12:11 PM
#18 Posted 04 August 2010 - 12:42 PM
#19 Posted 04 August 2010 - 12:58 PM
I say would because ProAsm fixed it.
#20 Posted 04 August 2010 - 01:37 PM
Norvak, on Aug 4 2010, 01:11 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.
#21 Posted 09 August 2010 - 02:30 PM
DeeperThought, on Aug 4 2010, 04:37 PM, said:
TX, on Aug 4 2010, 03:42 PM, said:
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
#22 Posted 09 August 2010 - 03:44 PM
#23 Posted 21 April 2012 - 09:20 AM
#24 Posted 21 April 2012 - 10:42 AM
Gambini, on 21 April 2012 - 09:20 AM, said:
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.

Help
Duke4.net
DNF #1
Duke 3D #1


