"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#181 Posted 28 April 2011 - 12:56 PM
#182 Posted 28 April 2011 - 01:52 PM
TX, on 28 April 2011 - 12:26 PM, said:
Even if that's the case, the delay could be reduced significantly. I suppose I could try doing it with CON code, if I could figure out what to mess with.
#183 Posted 28 April 2011 - 03:47 PM
TX, on 28 April 2011 - 12:56 PM, said:
Right, although unlike the "above water ground sprites" this is there from the beginning. I did never took "advantage" of this problem -for putting an example- but a few maps do (like having an underwater part that is not underwater). In any case, it is possible (and has been made before) to solve this problem by putting regular blocking sprites at the bottom of these relative to floor sprites.
#184 Posted 28 April 2011 - 08:13 PM
DeeperThought, on 28 April 2011 - 01:52 PM, said:
Altering delays for stuff like that is too close to changing how the gameplay works for my tastes.
#185 Posted 28 April 2011 - 09:25 PM
I may go ahead and change it for my own mods, though, since it doesn't make sense for the laser lines to spawn only after the player makes a visit.
#186 Posted 29 April 2011 - 04:04 AM
Helixhorned, on 28 April 2011 - 12:43 PM, said:
I brought this up quite some time ago when I was making my last map. Zaxtor makes use of this effect in at least one of his maps, so "fixing" it will ruin his work.
If the floor aligned sprite is on the floor, then making it unblocking will not cause the problem. If it's an underwater bridge or scaffolding/balcony, then some simple sprite work can be used to overcome the problem.
#187 Posted 29 April 2011 - 11:15 AM
Helixhorned, on 28 April 2011 - 12:43 PM, said:
I read about this some time ago on this page.
http://infosuite.duk...rences_oddities
Also includes other odd happenings.
#188 Posted 30 April 2011 - 03:41 PM
#189 Posted 07 May 2011 - 10:01 PM
so i need to have a preset bunch of 4 of them and you need rebind your controls each time, it would be much easier if i could just have 4 files with only the commands i needed to be able to be called upon at startup
#190 Posted 07 May 2011 - 10:03 PM
#191 Posted 07 May 2011 - 10:15 PM
TX, on 07 May 2011 - 10:03 PM, said:
well i want to define a specific autoexec, right now i only have -cfg which makes a whole new set of cfgs, for controls and gfx settings
now i have 4 different sets of gfx options i could run through autoexec, but i need to define these files in the eduke command line, so i suppoed
-cfga - specifys autoexec.cfg name to use
ive tried setting the name as low_autoexec.cfg but it just makes a whole new set of controls and settings under that name
This post has been edited by DanM: 07 May 2011 - 10:16 PM
#192 Posted 09 May 2011 - 01:42 PM
#193 Posted 09 May 2011 - 03:58 PM
#194 Posted 09 May 2011 - 04:45 PM
MusicallyInspired, on 09 May 2011 - 03:58 PM, said:
Apparently, the latest HRP installer puts the files in autoload, so we are a LONG way from getting rid of it. Like a lot of things in life, it's fine if used properly.
#195 Posted 09 May 2011 - 07:17 PM
#196 Posted 09 May 2011 - 09:36 PM
#197 Posted 09 May 2011 - 09:45 PM
If there is some folder called "DUKE3D.GRP" then that one is new to me.
The only thing I would put in the AUTOLOAD folder (even though it should not be used now) is the HRP.zip's
#198 Posted 10 May 2011 - 08:34 AM
The Commander, on 09 May 2011 - 09:45 PM, said:
If there is some folder called "DUKE3D.GRP" then that one is new to me.
The only thing I would put in the AUTOLOAD folder (even though it should not be used now) is the HRP.zip's
That Duke3d.grp folder gets created in the autoload when you use the Old Hrp install file.
#199 Posted 10 May 2011 - 12:43 PM
#200 Posted 10 May 2011 - 04:06 PM
MusicallyInspired, on 10 May 2011 - 12:43 PM, said:
The zips work in my folder, custom. (I use PeaZip, a simple and free zipper). With all those tiles and sounds, it's cleaner then all those folders, and those tiles are a lot of work, I don't want anyone getting any ideas - methinks.
#201 Posted 11 May 2011 - 09:20 AM
DeeperThought, on 09 May 2011 - 01:42 PM, said:
I'm not really sure how to go about fixing it, honestly. I don't know enough about GUI programming on Windows to know what to change to take the font size into account when sizing the window.
#202 Posted 11 May 2011 - 01:50 PM
DeeperThought, on 02 November 2010 - 04:23 PM, said:
I get this as well, and it happens particularly bad in vents.
DeeperThought, on 28 April 2011 - 12:10 PM, said:
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.
trip bombs have always done that. The one at the end of the corridor just after the blue key door in E1L4 *still* catches me out sometimes.
As for your second paragraph, yes. Inappropriate squishing due to bugs in the original engine are exactly the kind of thing I'd like to see fixed. The sewer in E1L2 and in Freeway are notorious for this.
This post has been edited by trencheel303: 11 May 2011 - 02:00 PM
#203 Posted 12 May 2011 - 08:13 AM
TX, on 11 May 2011 - 09:20 AM, said:
I'm not looking at the source right now to know if it's appropriate but: http://msdn.microsof...v=vs.85%29.aspx is probably something like what you need. Otherwise specify the font yourself and let user preference be damned.
#204 Posted 12 May 2011 - 01:17 PM
You know, the white squares problem.
The crosshair is a white square, the text are white squares.
The solutions given to me are not working, only rolling back, but that sucks because i miss all the fixes.
#205 Posted 12 May 2011 - 02:38 PM
themaniacboy, on 12 May 2011 - 01:17 PM, said:
You know, the white squares problem.
The crosshair is a white square, the text are white squares.
The solutions given to me are not working, only rolling back, but that sucks because i miss all the fixes.
That was fixed a couple of months ago.
#206 Posted 12 May 2011 - 04:32 PM
Quote
lol I didn´t know Microsoft and Mikko Sandt were working so closely.
#207 Posted 13 May 2011 - 03:02 AM
#208 Posted 13 May 2011 - 12:35 PM
#209 Posted 13 May 2011 - 04:18 PM
#210 Posted 13 May 2011 - 06:05 PM
Helixhorned, on 13 May 2011 - 03:02 AM, said:
Eh? r1500 is one of your commits and doesn't change anything in game land that I can see...