"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#1 Posted 26 October 2010 - 08:56 PM
So, following in the footsteps of Ubuntu's "one hundred paper cuts" initiative, I'd be interested in hearing about whatever minor problems you guys have noticed in EDuke32 which could be smoothed over with a bit of polish. This includes weird but easily reproducible behavior, inconsistencies with the original game, typos in menus and pretty much anything else that stands out as being not quite right.
So... get to posting.
#2 Posted 26 October 2010 - 09:01 PM
Anyway, the polymer code could be optimized a bit more so it doesn't lag so much.
#3 Posted 26 October 2010 - 09:05 PM
#4 Posted 26 October 2010 - 09:12 PM
#5 Posted 26 October 2010 - 09:13 PM
Fear not, TX, for I understand the thread topic and I am acquainted with those annoying little niggles.
Here is one:
Start a game with music on. Then turn the music off. Then save the game. Now load the gave you just saved. The music will start to play again, even though music is still turned off in the options and it was off when you saved the game.
I'll post more as I think of them.
This post has been edited by DeeperThought: 26 October 2010 - 09:15 PM
#6 Posted 26 October 2010 - 09:13 PM
EDIT: I will place something serious but small if I come across them.
This post has been edited by The Commander: 26 October 2010 - 09:14 PM
#7 Posted 26 October 2010 - 09:38 PM
DeeperThought, on Oct 27 2010, 12:13 AM, said:
Ooh, that's a good one, and is a perfect example of the point of this thread. It's a silly, annoying problem and it requires exactly one line of changes to fix.
#8 Posted 26 October 2010 - 09:46 PM
#9 Posted 26 October 2010 - 10:02 PM
What I did was I put most of the action, move, and ai definitions in a separate file instead of having them right before each actor.
So the top of GAME.CON looks like:
include DEFS.CON
include USER.CON
include ACTIONS.CON
The game crashes when it tries to compile ACTIONS.CON
Compiling: GAME.CON (139170 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: ACTIONS.CON (12177 bytes)
Fatal Signal caught: SIGSEGV. Bailing out.
g_errorLineNum: 0, g_tw: 0
Uninitializing DirectDraw...
There is absolutely nothing in ACTION.CON that wasn't pasted from GAME.CON
Attached File(s)
-
cons.rar (41.11K)
Number of downloads: 368
#10 Posted 26 October 2010 - 10:42 PM
#11 Posted 26 October 2010 - 10:53 PM
When launched with the -server command.
#12 Posted 26 October 2010 - 10:53 PM
And yes, I was using plain text displays for the console, so I know it's not just the sprite-based font mode, but that does bring up it's own issue here. Is there a way to make a visible change to differenciate between uppercase and lowercase text in the console when using sprite-font display instead of the basic display? I'd personally perfer the color coded sprite-font mode for the console for debugging, but with no way to tell uppercase from lowercase in that mode, I can't efficently do var testing [I do it constantly, so it's an important thing for me to mention], and this I'm stuck in basic font mode for most things.
I'm not sure if this is a "paper cut" type of thing, but I just remembered about this a few minutes ago and figured I'd pop this question as well.
#13 Posted 26 October 2010 - 10:56 PM
Maybe if they had some kind of border around, like (in the same menu) the fonts used in "UP/DOWN=SELECT ACTION". That stands out much clearly, on any background.
#14 Posted 26 October 2010 - 11:22 PM
The reason is that many times, when trying to connect and failing, the whole GUI would freeze and I couldn't play the game.
I know there's the option to disable "Auto-search for updates" in the game's options, but as I said, when the GUI freezes, I can't even *get* in the game, to disable it from there. So that's why I need it in the GUI, too.
Or, maybe it should be *only* in the GUI...
Now that I think about it, the true problem is the GUI Auto-update taking place before the user has a chance to do anything (check out the Message Log).
Maybe the best thing would be:
- user starts up GUI (eduke32.exe)
- engine searches for game data
- GUI *ASKS* user: "Do you want to search the net for updates?". (Many applications do it like this).
- the rest remains unchanged...
#15 Posted 27 October 2010 - 12:43 AM
I thought this was a bug and didn´t even start playing with the newer builds until I start a game and realized that the screen changes to 1680x1050.
#16 Posted 27 October 2010 - 03:41 AM
I have to remap it every time I start eduke32.
#17 Posted 27 October 2010 - 08:11 AM
DanM, on Oct 27 2010, 01:42 AM, said:
This.
#18 Posted 27 October 2010 - 10:11 AM
I suggest adding an orientation flag for discarding these overridden widths, always using tile widths and drawing spaces as well as other symbols (tile before the '!').
This post has been edited by CraigFatman: 27 October 2010 - 10:12 AM
#19 Posted 27 October 2010 - 11:56 AM
blizzart, on Oct 27 2010, 03:43 AM, said:
I thought this was a bug and didn´t even start playing with the newer builds until I start a game and realized that the screen changes to 1680x1050.
That one is a design decision. Pillarboxing is preferable to ugly stretching in this case IMO.
Keep the suggestions coming... some of what has been posted here so far is exactly the kind of thing I'm looking for.
#20 Posted 27 October 2010 - 12:23 PM
This post has been edited by Captain Awesome: 27 October 2010 - 12:24 PM
#21 Posted 27 October 2010 - 12:32 PM
Captain Awesome, on Oct 27 2010, 01:23 PM, said:
If fixes for that specific font are hardcoded in, then it will mess up any replacement fonts.
#22 Posted 27 October 2010 - 02:20 PM
Edit: Not to mention, the original game has some sort of bug fix for this, as this isn't a problem with what's already there. Why they didn't just fix the .ART positions, I have no idea.
This post has been edited by Captain Awesome: 27 October 2010 - 02:40 PM
#23 Posted 27 October 2010 - 03:46 PM
Captain Awesome, on Oct 27 2010, 03:23 PM, said:
Captain Awesome, on Oct 27 2010, 05:20 PM, said:
Edit: Not to mention, the original game has some sort of bug fix for this, as this isn't a problem with what's already there. Why they didn't just fix the .ART positions, I have no idea.
This is wading into
This post has been edited by Hendricks266: 27 October 2010 - 03:47 PM
#24 Posted 27 October 2010 - 05:33 PM
#25 Posted 27 October 2010 - 05:42 PM
I would like to make it opaque as seen in the eduke32 credits section of the game.
#26 Posted 27 October 2010 - 10:04 PM
TX, on Oct 27 2010, 09:56 PM, said:
Yeah it looks ugly when it´s stretched. But IMO some people probably don´t even start playing, because they think they can´t change the resolution (so I did the first time).
#27 Posted 27 October 2010 - 11:26 PM
Multiple explosions like with the building in E1L2 sound buggy. No matter how many sounds I use in the options, I hear one big explosion, and no chain of explosions.
#28 Posted 28 October 2010 - 12:01 AM
blizzart, on Oct 28 2010, 04:04 PM, said:
That's the dumbest reason to change something back I've ever read. Pillarboxing is common as dirt nowadays and changing it back so it doesn't respect the original aspect ratio is a terrible idea.
#29 Posted 28 October 2010 - 10:25 AM
#30 Posted 28 October 2010 - 10:32 AM
James, on Oct 28 2010, 11:25 AM, said:
+1
There's currently no way to tell which music track is playing. A pre-defined gamevar that holds the track number would do nicely.