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"Paper cuts" -- minor bugs and annoyances  "Post problems here that could be fixed with a few minutes of effort"

User is offline   Danukem 

  • Duke Plus Developer

#151

View PostGambini, on Mar 13 2011, 02:32 PM, said:

It is possible that very thin sectors could be the cause of these dissapearances?

I had another situation and this time dndebug confirmed that the monster was somewhere above the sector where it was. Let´s try to explain it. This liztroop was right behind a glass locked door trying to get me, suddently dissapeared, i wrote dndebug and seeked him. He was in the building´s roof which is just on top of this door as a sector over sector thing NOT ROR. These two sectors don´t share wall coordinates, their shapes are clearly distinguishable, but the glass door has a thin surrounding sector that serves as a plinth, it has blockable walls. But still I draw this presumed conclusion that, since the monster could not fit inside this sector, it moved to the next one, wrongly taken as the on top sector.

In the previous cases there wasn´t sector overlapping but there was some very thin sector around.



Well I think that changes the category of the problem from "mysterious and disturbing monster disappearances" to "incorrect monster movement in unusual and complex maps". It's probably a glitch that has been around forever and would be difficult to investigate.
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User is offline   Gambini 

#152

This map isn´t as complex as Blown Fuses was, i use these thin sectors to put more than one texture in a wall, or for shading effects. Mappers like Van Oostrum and MRCK use that trick a lot as well and i don´t remember seeing monsters dissapear in their maps, nor people complaining about that. I don´t mean anything. But maybe it is something relatively new.
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User is offline   Gambini 

#153

Will the shading problem be fixed in polymost for once? Most of the dark maps look pitch black in polymost mode. I suggest using a r_shadescale of 1.2 which is not perfect but a lot more accurate to what the game should look like. Also are there some other values like default visibility or gamma so i can play a while and find an even less-worse balance? I´m talking about hardcoded values, not .CON or .CFG stuff.

EDIT: r_shadescale 1.15 is even better

This post has been edited by Gambini: 13 March 2011 - 07:05 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #154

View PostWolf, on Mar 13 2011, 05:28 PM, said:

I know things like this could be avoided with extra bits of code, but..
Is it intended to let soundoncevar play other sounds called by it while the first one might still be playing?

For example,
randvar SPEECH 10
addvar SPEECH MERC_HEAVY_PAIN1
soundoncevar SPEECH

Will play MERC_HEAVY_PAIN1 - 10 very fast, bunched together, until (I'm assuming) they all have one instance of them playing, until this section where the sound is supposed to play is passed. What I thought it was supposed to do is not let anything else play that was called by the SPEECH var until that one sound was done. Is it a bug or working as intended?

I believe it is working simply like soundonce, but with a gamevar parameter.
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User is offline   TheCycoONE 

#155

I just tried r_redbluemode for the first time, and I noticed when you have the mirror in your field of vision in the bathroom the display goes wonkey. First red/blue go out of sync, eventually red takes up all but a rectangle where the mirror was of the screen. Escaping to the menu the red pattern still covers the same area.

Also:
failure!!!
failure!!!
failure!!!
failure!!!
failure!!!
failure!!!

is written to the console.
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#156

I think the red-blue mode is just an unsupported remnant of Ken Silverman's original code.

This post has been edited by High Treason: 14 March 2011 - 02:46 PM

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User is offline   TheCycoONE 

#157

View PostHigh Treason, on Mar 14 2011, 06:45 PM, said:

I think the red-blue mode is just an unsupported remnant of Ken Silverman's original code.


I thought it was improved in eduke32 - added colour etc. At any rate it works pretty well except for the mirrors - and red heavy maps but that's a limitation of the medium. Cool trick, and probably easy to fix if anyone cared. I was playing with the HRP in Polymost.
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User is offline   Micky C 

  • Honored Donor

#158

The problem with it is that it halves the framerate because the red and blue frames are alternating, if a 3D rendering feature was to be implemented, it'd be best to make a new system where the red and blue were rendered in the same frame. But I imagine the developers have higher things on the to-do list though.
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User is offline   TheSupaFro 

#159

I'm having a music problem that I'm pretty sure started when I tried Duke Zone 2. For some odd reason, the background music won't play even though the options menu says music is on. I've tried everything from turning it off, reloading, and turning it back on to pushing F4 and F5. Sound works fine, but it's just not the same without the midi tracks. Is there anyway to fix it?
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User is offline   Danukem 

  • Duke Plus Developer

#160

View PostTheSupaFro, on Mar 16 2011, 08:55 PM, said:

I'm having a music problem that I'm pretty sure started when I tried Duke Zone 2. For some odd reason, the background music won't play even though the options menu says music is on. I've tried everything from turning it off, reloading, and turning it back on to pushing F4 and F5. Sound works fine, but it's just not the same without the midi tracks. Is there anyway to fix it?



Hmmm. That sounds like something that used to be a problem a few years ago. The midi sound volume would get set to 0 in Windows if you played a midi sequence using Windows Media Player. I don't recall how it got fixed...it may have been an EDuke32 update, or a WMP update. Anyway, make sure you are using the latest version of EDuke32, and check the midi volume (I'm talking about the system volume as you would set in Windows Explorer, NOT the volume in game).
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User is offline   The Commander 

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

#161

I think that this is only an Windows XP issue, as I still get this problem.

So yes, make sure that the "SW Synth/Midi" is on full in the "Volume Control"
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User is offline   TheSupaFro 

#162

Yep that worked! Thanks for the help!
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#163

Something I just discovered and scared the hell out of myself thinking something got corrupted.

Don't EVER forget to use 2 /'s instead of one for a comment line.

The compiler will not recognize the error and will simply hang.
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User is offline   Danukem 

  • Duke Plus Developer

#164

View Postwayskobfssae, on Mar 21 2011, 11:26 AM, said:

Something I just discovered and scared the hell out of myself thinking something got corrupted.

Don't EVER forget to use 2 /'s instead of one for a comment line.

The compiler will not recognize the error and will simply hang.


lol calm down, it's not a big deal

The only really scary mistakes are the ones that the compiler does NOT catch.

This post has been edited by DeeperThought: 21 March 2011 - 10:30 AM

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#165

View PostDeeperThought, on Mar 21 2011, 02:29 PM, said:

lol calm down, it's not a big deal

The only really scary mistakes are the ones that the compiler does NOT catch.


Yeah I know it wasn't... wasn't trying to actually be overzealous about it - just tongue-in-cheek.
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#166

The ones that bother me are the ones that aren't mistakes but get picked up as one, especially when it was code that worked five minutes before and works after a reboot or fresh install of EDuke.
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User is offline   Hendricks266 

  • Weaponized Autism

  #167

View PostHigh Treason, on Mar 21 2011, 03:03 PM, said:

The ones that bother me are the ones that aren't mistakes but get picked up as one, especially when it was code that worked five minutes before and works after a reboot or fresh install of EDuke.

Sounds suspicious. The CON compiler should be consistent.
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User is offline   Plagman 

  • Former VP of Media Operations

#168

It is, there's absolutely no way you're going to get varying results from the same code.
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#169

That's why I've never bothered to report it, it only happens on my workstation, which is the same machine that selectively runs Mapster32.
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User is offline   Gambini 

#170

Sometime ago there were a problem with saved games and ambiance sounds. TX fixed it but now seems to happen again. The problem is less harmfull since it only disables the sound being played at the savegame time.

Reproduce: Go near an ambiance sound (msfx sprite lotag sound hitag radius) be sure you´re hearing it. Save the game at the same time you fire your gun or explode a fireextinter (any explosion, gib or roam sound seems to cause it). Retrieve the savedgame: the ambiance sound is missing.

EDIT: Attached a savegame using the latest build in which you can clearly see the problem.

Attached File(s)

  • Attached File  egam1.rar (735.29K)
    Number of downloads: 225


This post has been edited by Gambini: 23 March 2011 - 06:34 PM

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User is offline   Danukem 

  • Duke Plus Developer

#171

Are you saying that all the ambient sound is permanently missing from the map once the saved game is loaded?
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User is offline   Gambini 

#172

No. The only missing sound is the one being played by proximity when you save the game.

This post has been edited by Gambini: 23 March 2011 - 08:16 PM

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User is offline   Gambini 

#173

I wish this could be solved before I release my map, so i can include that snapshot with it. ;)
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#174

I'm not sure if this a bug or or just a change to the file handling behavior that wasn't accounted for in DukePlus, but Windows-style file paths don't work on Linux versions of EDuke32 (r1846), in particular this:
definesound DUKEBIKE_ACCEL	Dukebike/accel.wav	  -256  256  0 0 0

with the case-sensitivity accounted for doesn't work unless changed to a forward slash. Since forward slashes evidently work in all versions, I think this must be simple to fix. (If you could make paths case insensitive too, I would be very grateful. I doubt that is as easy.)
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User is offline   Danukem 

  • Duke Plus Developer

#175

View PostDr. Kylstein, on Mar 26 2011, 07:41 PM, said:

I'm not sure if this a bug or or just a change to the file handling behavior that wasn't accounted for in DukePlus, but Windows-style file paths don't work on Linux versions of EDuke32 (r1846), in particular this:
definesound DUKEBIKE_ACCEL	Dukebike/accel.wav	  -256  256  0 0 0

with the case-sensitivity accounted for doesn't work unless changed to a forward slash. Since forward slashes evidently work in all versions, I think this must be simple to fix. (If you could make paths case insensitive too, I would be very grateful. I doubt that is as easy.)


When I added Muelsa's Dukebike to DukePlus, I added his sound definitions without even thinking about it. Now that I look at it, the slashes need to be changed and also the sound numbers need to be moved.
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#176

Panda twitched at nedmalloc... for whatever reason.
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#177

Just found that the number of instances of the same sound is limited to 8 regardless of how many voices I set in the options. This is insufficient for many effects. I've looked into the source code and found that the problem seems to be caused by MAXSOUNDINSTANCES constant. How about raising it to the maximum allowable number of voices?

Another related annoying thing is that I can't play multiple instances of a sound if it has the looping flag set.
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User is offline   Danukem 

  • Duke Plus Developer

#178

Sleepy tripbomb laser lines: I'm not sure when this started, but I'm pretty sure it wasn't always like this. When you walk into an area with tripbombs, it takes a while for the laser lines to spawn. They seem to wake up like actors, waiting until they have a line of sight to the player for a second or so. As a result, you can get killed because the tripbombs explode as you walk past and there are no lasers yet to warn you. The lasers should be spawned when the level starts.

Inappropriate squishing: This one has been around since 1996, but that doesn't make it any less annoying. It's pretty funny when the player gets squished by opening a swing door. I know by now to get the hell out of the way when opening a door towards myself to get into a bathroom or whatever, lest my bloody jibs go flying in every direction (although most of the time the door will merely stop or push the player aside). What really bothers me are the times when I squish myself by just walking forward into an area where the z gap becomes smaller. Simply put: it should not be possible for the player to squish himself without some outside help. The only times the player should get squished are when he is growing back up to regular size from being shrunk, or in situations that involve moving sectors (and by "moving", I mean either horizontally or vertically). EDIT: The one exception to that rule would be when the player touches a sky wall (i.e. a wall that looks parallaxed), but in that case the player is moving into a sector where the floor and ceiling have the same height. We can make an exception for that and still fix the annoying problem.
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User is offline   TerminX 

  • el fundador

  #179

I think the tripbombs have always been like that... otherwise in maps like E1L3 where stuff moves to reveal the bombs, the bombs would just blow up if they were armed before the effect was triggered.
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User is offline   Helixhorned 

  • EDuke32 Developer

#180

I recently stumbled upon this strangeness: when underwater, floor-aligned sprites will make Duke behave as if on ground when he's over one. It's easy to fix but I haven't checked if it happened with Duke3D, and whether it served a purpose in that case.
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