"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#361 Posted 02 March 2013 - 09:28 AM
#362 Posted 08 March 2013 - 02:01 PM
This also occur with the Ripper or Freezethrower "shaking" while firing. I guess this is because of the code being too primitive and was written under the assumption that a PC would never be capable of more than 30 frames per second...
I suppose one solution would be to have it working with totalclock divided by 4 or something like that.
This post has been edited by Fox: 08 March 2013 - 09:32 PM
#363 Posted 09 March 2013 - 01:51 AM
Fox, on 08 March 2013 - 02:01 PM, said:
This also occur with the Ripper or Freezethrower "shaking" while firing. I guess this is because of the code being too primitive and was written under the assumption that a PC would never be capable of more than 30 frames per second...
I suppose one solution would be to have it working with totalclock divided by 4 or something like that.
Dividing totalclock by 4 is only a stopgap. What should probably be done is to base the animation on something which increases at the same speed regardless of the current FPS, such as the player_par in the player struct. (As an example)
#364 Posted 09 March 2013 - 02:01 AM
This post has been edited by Fox: 09 March 2013 - 02:02 AM
#365 Posted 09 March 2013 - 06:52 AM
Fox, on 02 March 2013 - 05:21 AM, said:
bump
#366 Posted 09 March 2013 - 11:04 AM
#367 Posted 09 March 2013 - 11:09 AM
#368 Posted 09 March 2013 - 12:43 PM
Notice it happens only with viewalligned sprites.
#369 Posted 09 March 2013 - 12:44 PM
Attached File(s)
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offset´s offset.rar (225bytes)
Number of downloads: 198
#370 Posted 11 March 2013 - 08:40 AM
NY00123, on 15 February 2012 - 08:53 AM, said:
A test I've done with a modified USER.CON file has then revealed what I've just guessed:
If, upon loading a user map other than E1L8.MAP, the game fails to locate a MID or OGG file of the same name as the map's, not only it loads a "vanilla" MID; It always loads dethtoll.mid.
So, even if you have a modified USER.CON with the track for E1L8 set to something other than dethtoll.mid, it'll still playback dethtoll.mid in this very specific case (which is hardcoded).
The alternate track defined in a modified USER.CON should be played back properly as long as you don't load a user map other than E1L8.MAP.
After looking a bit at the code, I'd say that it may take a little more to fix than what one may think... maybe not much, though.
Bump.
I still stand that Eduke32 shouldn't be using E1L8 for the usermap, which is a fucked up hack. Right now you can't define a eighth leve for the first episode without returning a bunch of errors.
This post has been edited by Fox: 15 March 2013 - 05:50 PM
#371 Posted 11 March 2013 - 02:04 PM
Spring break is in a week so you might see some stuff from me then.
#372 Posted 12 March 2013 - 12:28 AM
Hendricks266, on 11 March 2013 - 02:04 PM, said:
Spring break is in a week so you might see some stuff from me then.
Cool! I assume this'll also mean that the track won't restart from the beginning when you load the game? There is a workaround I've used with the EVENT_LOADGAME that works great for playing a changed music track but it still restarts the music track when you load a game. Having a built-in solution always seemed like the best way.
#373 Posted 15 March 2013 - 06:04 PM
Another problem comes from the setuptile command which affect tiles defined after it. For example, I am using the defs from the HRP and a certain mod which contains new sprites for EXPLOSION2; because the HRP use setuptile to resize EXPLOSION2, the new sprites will also be resized.
One satisfactory solution would be undeftexture also clean up the setuptile for the specified tile. And I suppose it also makes sense.
This post has been edited by Fox: 15 March 2013 - 06:06 PM
#374 Posted 15 March 2013 - 06:41 PM
Fox, on 15 March 2013 - 06:04 PM, said:
setdefname my_mod_toplevel.def
to override any duke3d.def in your toplevel CON file. (Well, if you have one. You might get into the same trouble with more than one EDUKE.CON available however)
#375 Posted 15 March 2013 - 06:43 PM
===//===//===
I still think Eduke32 should not correct the aspect ratio for 8 x 5 resolution. Otherwise I don't see the point of having an option for 320 x 200 resolution.
This post has been edited by Fox: 15 March 2013 - 09:48 PM
#376 Posted 18 March 2013 - 06:36 PM
LeoD, on 09 March 2013 - 11:09 AM, said:
I tried looking into this but was repelled by the unreadability of the code in polymost.c and mdsprite.c.
#377 Posted 18 March 2013 - 07:25 PM
Thanks.
#378 Posted 18 March 2013 - 07:49 PM
#380 Posted 18 March 2013 - 10:48 PM
The thing is quite frustrating. It's a holdover from at least the days of ROTT, possibly earlier. Vorbis and FLAC support is bolted on in a way that you can tell the system was designed for lower-level formats. Don't forget that CON "volume control" is just a hack using the sound distance.
There is definitely no way to pause sounds using its API, at least at present. Perhaps there could be a way to freeze the mixing buffer, but the fact that the menu also makes sounds give the problem a new dimension.
As a novice programmer, I've already had nightmares trying to separate Vorbis and FLAC background music into a separate, second buffer, because with just one the music reverberates along with sounds in sectors with echo MUSICANDSFX sprites.
#381 Posted 19 March 2013 - 05:19 AM
Hendricks266, on 18 March 2013 - 10:48 PM, said:
The thing is quite frustrating. It's a holdover from at least the days of ROTT, possibly earlier. Vorbis and FLAC support is bolted on in a way that you can tell the system was designed for lower-level formats. Don't forget that CON "volume control" is just a hack using the sound distance.
There is definitely no way to pause sounds using its API, at least at present. Perhaps there could be a way to freeze the mixing buffer, but the fact that the menu also makes sounds give the problem a new dimension.
As a novice programmer, I've already had nightmares trying to separate Vorbis and FLAC background music into a separate, second buffer, because with just one the music reverberates along with sounds in sectors with echo MUSICANDSFX sprites.
TerminX says it can be done; I believe him.
#382 Posted 19 March 2013 - 06:13 PM
No one said it would be easy.
#384 Posted 22 March 2013 - 02:50 AM
LeoD, on 09 March 2013 - 11:09 AM, said:
Since voxels are mostly a classic feature and there's no way for rotation around all 3 axes there, I think it would be wrong to implement these for the Polymodes only. Similarly, voxels don't support x/y flipping ([F] key in Mapster32, bits 4 and 8) or floor orientation, so even if those transformations could be coded in into the GL modes, making them look differently than classic seems only an increase in trouble.
Fox, on 15 March 2013 - 06:43 PM, said:
With r_usenewaspect 0 and the -rotatesprite-no-widescreen command line option, everything should look like Duke3D 1.5. Otherwise, we assume that screen pixels are square (there's a correction for non-square ones actually coded, but almost never tested) and want squares in the world to be square on the screen.
#385 Posted 22 March 2013 - 12:49 PM
GRP file case sensitivity. I just realized that under Ubuntu 12.10 that the GRP file is case sensitive even though I can see it under the Game tab. I had to make all the the letters capitalized and mapster32 just crashes on startup if you don't have the case right.
#386 Posted 22 March 2013 - 01:28 PM
Spirrwell, on 22 March 2013 - 12:49 PM, said:
#387 Posted 22 March 2013 - 01:55 PM
LeoD, on 22 March 2013 - 01:28 PM, said:
I just re-tested it, it works either way. As in either all lowercase or all uppercase.
I think it would be nice for it to not be case sensitive, Although it's so minor... And I really don't know if I want to dive into the EDuke32 source code again. The damn thing is massive!
This post has been edited by Spirrwell: 22 March 2013 - 04:44 PM
#388 Posted 23 March 2013 - 01:20 AM
Helixhorned, on 22 March 2013 - 02:50 AM, said:
I'm not a believer in the caboose model of doing things (everyone has to move as fast as the slowest or last one). I already added support for the alpha member to voxels in Polymost. (Alpha works for 8-bit tiles in both Polymodes.) For some time there was talk of a rotatemodel command in IRC that would give HUD access to pitch and roll. (Why I gave up on that is a lengthy explanation.) Right now I am planning to give alpha access to rotatesprite (rotatespritea) and a new text function, even though alpha currently has no effect in classic. (I assume it is theoretically possible but much more difficult due to the sampling math involved.)
I have not comprehended the classic voxel code but from what I have seen, the limitation of x/y flipping
#389 Posted 23 March 2013 - 06:47 PM
This post has been edited by Fox: 24 March 2013 - 12:12 AM