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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   Fox 

  • Fraka kaka kaka kaka-kow!

#601

Minor bug, blood pools and tracks (floor-aligned sprites?) not affected by floor pal.

Posted Image

This post has been edited by Fox: 26 May 2013 - 09:19 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #602

What is v1.5 behavior?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#603

Not sure what this was meant to do:
[quote name='"synthesis / 20130526-3819"]Also' date=' allow MAXVOLUMES+1 to first arg of 'music'.[/quote']

But this crashes the game if used when the level is loaded:
      getuserdef[THISACTOR].volume_number PTEMP
      setuserdef[THISACTOR].volume_number 8
      starttrackvar 0
      setuserdef[THISACTOR].volume_number PTEMP


Edit: Why loadgrp can only be used in the main def file?

This post has been edited by Fox: 27 May 2013 - 09:32 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#604

View PostFox, on 27 May 2013 - 08:31 AM, said:

Not sure what this was meant to do:

Quote

Also, allow MAXVOLUMES+1 to first arg of 'music'.


This refers to the handling of the music command in LunaCON, to bring it in line with C-CON. It is legal because the MapInfo[] array that is referenced has conceptually size (MAXVOLUMES+1)*MAXLEVELS. (The argument to music is diminished by 1 to get a 0-based index.) I have no idea what the last "volume" entry means, though. The entries for music 0 are kept in a separate array.

Quote

But this crashes the game if used when the level is loaded:
      getuserdef[THISACTOR].volume_number PTEMP
      setuserdef[THISACTOR].volume_number 8
      starttrackvar 0
      setuserdef[THISACTOR].volume_number PTEMP


That's unrelated to r3817, but for this reason LunaCON will bound-check writes to certain members, and allow only reading others.
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User is offline   fgsfds 

#605

About this recent "ror water doesn't require SE7" feature. Look at this map. When you emerge you die, because above-water sector is too low. Before adding this feature I just could not place SE7 to prevent emerging. What should I do now?

Spoiler

Attached File(s)



This post has been edited by fgsfds: 29 May 2013 - 11:48 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#606

View Postfgsfds, on 29 May 2013 - 11:44 PM, said:

About this recent "ror water doesn't require SE7" feature. Look at this map. When you emerge you die, because above-water sector is too low. Before adding this feature I just could not place SE7 to prevent emerging. What should I do now?

Simply clear the sector tag from the above-water sector. See the explanation here.

Quote

Still don't see the point. Is it too hard to place SE7 where it's needed?

The point is to allow water constructions with arbitrary sector "multiplicity" N:M, N>=1, M>=1. For example, the above-water section is one sector, but under water, there's a lot of decoration like hills or sunken ships. You don't need to have matching sectors above then.
1

User is offline   fgsfds 

#607

Thanks. Another ror-water bug (?).
Enemies and pickups doesn't sink in ror water, even with SE7 placed.

http://www.youtube.c...?&v=Y-kyzLqbHXU

Spoiler

Attached File(s)



This post has been edited by fgsfds: 30 May 2013 - 01:52 AM

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User is offline   Diaz 

#608

Non-SE7 water is an awesome feature. Just wanted to say that, as there's people who don't seem to see the point.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#609

Even if LOGO_FLAG_PLAYMUSIC is not set, the music will start playing if you turn music off and on.
1

User is online   Hendricks266 

  • Weaponized Autism

  #610

View PostFox, on 26 May 2013 - 09:15 AM, said:

Minor bug, blood pools and tracks (floor-aligned sprites?) not affected by floor pal.

Posted Image

What is the behavior in v1.5?

View PostFox, on 30 May 2013 - 11:44 PM, said:

Even if LOGO_FLAG_PLAYMUSIC is not set, the music will start playing if you turn music off and on.

I'll look into this.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#611

I looked at some Youtube videos, and it seems blood pools also glow in v1.5. So it is not a bug.
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User is offline   Player Lin 

#612

View PostFox, on 31 May 2013 - 06:56 AM, said:

I looked at some Youtube videos, and it seems blood pools also glow in v1.5. So it is not a bug.



Just loaded up the classic version of DN:ME, and it's just red blood pool.

Same as the port of DN:ME.
http://steamcommunit...908039664173080

Attached thumbnail(s)

  • Attached Image: DUKE0000.png

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#613

I checked the source code. It seems to be the result of improper use of cases:

            case BLOODPOOL:
            case FOOTPRINTS:
            case FOOTPRINTS2:
            case FOOTPRINTS3:
            case FOOTPRINTS4:
                if(t->pal == 6)
                    t->shade = -127;
            case PUKE:
            case MONEY:
            case MONEY+1:
            case MAIL:
            case MAIL+1:
            case PAPER:
            case PAPER+1:
                if(ud.lockout && s->pal == 2)
                {
                    t->xrepeat = t->yrepeat = 0;
                    continue;
                }
                break;
(...)
            default:

                if( sector[sect].floorpal )
                    t->pal = sector[sect].floorpal;
                break;

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User is online   Hendricks266 

  • Weaponized Autism

  #614

What indicates to you that it wasn't intentional for those sprites to not be affected by floorpal?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#615

I am not saying Eduke should fix it, just mentioning. But basically it seems to have some unrelated code to make bloodpools with pal 6 glow in the dark, however a second entry of cases makes it to cancel the default in the end.
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User is offline   TerminX 

  • el fundador

  #616

What? The code says to make any blood pools or footprints with pal 6 glow in the dark, and then further specifies to not display any of those sprites (plus others) at all if the palette is 2 and the parental lock is on. It seems very clearly written and intentional to me.
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User is offline   DavoX 

  • Honored Donor

#617

It would be nice if you could flip a bunch of sprites or just one, by pressing Y or X like you do with sectors :lol: (2d mode of course)
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User is offline   TerminX 

  • el fundador

  #618

That's an excellent idea, and a natural extension of the existing functionality.
2

User is offline   DavoX 

  • Honored Donor

#619

Well it's faster than creating a sector, selecting it with right alt and then flipping it :lol:

I'm so going to use this. No more excuses for poor spritework on maps :lol:
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User is offline   Helixhorned 

  • EDuke32 Developer

#620

View PostDavoX, on 31 May 2013 - 09:31 AM, said:

It would be nice if you could flip a bunch of sprites or just one, by pressing Y or X like you do with sectors :lol: (2d mode of course)

View PostDavoX, on 31 May 2013 - 09:14 PM, said:

Well it's faster than creating a sector, selecting it with right alt and then flipping it :lol:

You can already interactively rotate a set of highlighted sprites around a common pivot point with LShift+RMB. This won't let you mirror them, but in your case it sounds like you're planning beforehand, so it wouldn't be an issue. (No, interactive scaling won't let you mirror them either, and isn't that useful for "3D" sprite constructions because it doesn't recalculate the sprite sizes.)
3

User is offline   DavoX 

  • Honored Donor

#621

But I've had problems with that method because It never stays at an exact 180 or 360 degrees angle for me.

EDIT: Duh, just said what you said :lol: Yes I'm making intrincate 3d constructions.

This post has been edited by DavoX: 01 June 2013 - 08:55 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#622

View PostDavoX, on 01 June 2013 - 08:53 AM, said:

But I've had problems with that method because It never stays at an exact 180 or 360 degrees angle for me.

Turn off grid locking. After you've pressed the mouse button and locked to a vertex, you can move the aim farther away from the midpoint to control the angle by single units.
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User is offline   fgsfds 

#623

The latest builds show the same screenshot for every save game entry.

This post has been edited by fgsfds: 02 June 2013 - 10:34 AM

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User is offline   fgsfds 

#624

When you quickly press open button on ceiling door 2 times, open and close sounds change places. Floor door seems fine.

1

User is offline   Diaz 

#625

hasn't it always been like that?
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User is offline   fgsfds 

#626

View PostDiaz, on 03 June 2013 - 10:47 AM, said:

hasn't it always been like that?


It was. But it's an obvious bug.
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User is offline   Diaz 

#627

Yeah, I guess this is one of those cases where fixing the bug would be welcome even if it results in non-1.5 behavior :lol:
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User is offline   Micky C 

  • Honored Donor

#628

View PostHelixhorned, on 01 June 2013 - 09:36 AM, said:

Turn off grid locking. After you've pressed the mouse button and locked to a vertex, you can move the aim farther away from the midpoint to control the angle by single units.


If you know what angle you want to rotate it by, is there a more direct way to rotate it? When dragging with the mouse it can get very finicky if you're after exact values.
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User is offline   DavoX 

  • Honored Donor

#629

That's why I proposed the use of the Y and X keys in 2d mode, it doesn't get any simpler and precise than that :lol:
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User is offline   LeoD 

  • Duke4.net topic/3513

#630

View Postfgsfds, on 02 June 2013 - 10:33 AM, said:

The latest builds show the same screenshot for every save game entry.
To be exact, the first you scroll to if slot 0 is empty.

This post has been edited by LeoD: 04 June 2013 - 08:01 AM

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