"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#211 Posted 13 May 2011 - 10:17 PM
In the pic below, I've circled the spotlight in red, and indicated the direction it's pointing with a yellow arrow. All the sprites behind it, circled in the light blue, will not cast a shadow. It all depends on which way the SE is pointing. If you pointed it down, the sprites in the circle will cast a shadow and the sprites above the middle blue line won't. It does however cast shadows on all map geometry. It doesn't matter how big or what size the sprite/model is, it's whether it's location is behind the SE or not. Is this going to be fixed in the near future? I've explained it as best I could.
#212 Posted 14 May 2011 - 01:54 AM
TX, on 13 May 2011 - 06:05 PM, said:
Oops, I meant 1450.
edit: this fixes it, but dunno if it breaks anything:
Index: source/actors.c =================================================================== --- source/actors.c (revision 1884) +++ source/actors.c (working copy) @@ -3301,7 +3301,7 @@ break; case STAT_PROJECTILE: - if (sectlotag != 0) goto JBOLT; +// if (sectlotag != 0) goto JBOLT; case STAT_ACTOR: if ((sprite[j].picnum == SHARK) || (sprite[j].picnum == COMMANDER) || (sprite[j].picnum == OCTABRAIN) || ((sprite[j].picnum >= GREENSLIME) && (sprite[j].picnum <= GREENSLIME+7)))
#213 Posted 14 February 2012 - 02:13 PM
If you try using one of these music packs with a user map other than E1L8.MAP, you'd hear that it's not working and plain MIDI is played back.
Apparently, if you load, say, a map named PLATINUM.MAP, then it'd look for PLATINUM.MID or PLATINUM.OGG first (probably the OGG beforehand), and if both are not found, it'd revert back to the "vanilla" E1L8 track, MIDI version, skipping the OGG one.
Some more relevant info: Say that you load DN3D as-is with no arguments (with the possible exception of the music pack), and then select E1L8 from the "User Maps" submenu. Then you'd hear the OGG track as expected. Now select some other map and you'd hear the MIDI. Select E1L8 again, and you'd still hear the MIDI.
On the other hand: Load a non-E1L8 user map from the beginning via command line arguments, and you'd hear the MIDI; Then select E1L8 from the menu, and you'd hear the MIDI again.
Now when I think about it... E1L9 to E1L11 may also be affected in similar manners.
Regarding these, there are two user maps, both named E1L9.MAP (yep...). Vanilla Duke behavior would be to use the E1L8 track (dethtoll) if these are loaded with "-map E1L9", and the E1L9 track (streets) if "/l9 /v1" is used ("-l9 -v1" for EDuke32).
Truly, interesting... guess there are wrong logics which can be fixed, although it's maybe more complicated than what one may think (especially for maps like the two "E1L9"s).
Well, that's it for now
This post has been edited by NY00123: 14 February 2012 - 02:16 PM
#214 Posted 14 February 2012 - 05:07 PM
#215 Posted 15 February 2012 - 08:53 AM
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.
This post has been edited by NY00123: 15 February 2012 - 08:55 AM
#216 Posted 15 February 2012 - 03:00 PM
#217 Posted 15 February 2012 - 03:03 PM
#218 Posted 15 February 2012 - 03:48 PM
#219 Posted 15 February 2012 - 07:46 PM
NY00123, on 15 February 2012 - 08:53 AM, said:
That is not good. Unfortunately we can't hardcode looking for dethtoll.ogg since usually it is in a location like highres/music/dethtoll.ogg, but we can add another attempt to load E1L8's music. In addition, I could add a third parameter to "music 0" which overrides a default E1L8 definition for user maps while adding a little bit of freedom to a longer Episode 1.
ReaperMan, on 15 February 2012 - 03:00 PM, said:
Could you post a screenshot in the same location with r_voxels 0?
#220 Posted 16 February 2012 - 08:17 AM
Hendricks266, on 15 February 2012 - 07:46 PM, said:
I believe that whole E1L8 thing should be removed. I don't see why we still need to load the User Map in episode 0 level 7, I would prefer it would be load as Episode -1 level 0 or something like that.
#221 Posted 10 March 2012 - 10:42 PM
If I really muster up the courage I could do something with the five empty string spaces following the intro, briefing, and "loading" songs (the last of which I just discovered today and in fact works when specified from defs, but following grabbag and briefing on the "music 0" line apparently did nothing (?)) but I don't know how exactly I would arrange it. Probably one could be a new "usermap" token only specifiable from def, and the other could be the landing for mapname-based song discoveries if one does not exist already.
#222 Posted 11 March 2012 - 06:39 AM
Hendricks266, on 10 March 2012 - 10:42 PM, said:
Apart from gaining the ability to name stuff by nasty four-letter words, I don't find Doom's mechanism very pretty either. What would be nice to have is some kind of relocation mechanism that transparently shifts related indices (e.g. tilenums in loaded maps and in the code) by a constant offset.
#223 Posted 11 March 2012 - 07:04 AM
Moreover, expecially with cinematics, it would be great that musics stop end resume when entering the menu or help screen for example, or giving this function to normal sounds, as it happens in Doom, if someone would use sfx instead of game music for the same purpose.
This post has been edited by RichardStorm: 11 March 2012 - 07:09 AM
#224 Posted 11 March 2012 - 07:09 AM
RichardStorm, on 11 March 2012 - 07:04 AM, said:
+1
It's not cool that music currently has to be defined for specific maps in specific episodes. It forces us to do weird things like declare episodes that aren't really playable just so we can have more tracks.. And something that makes mid-level transitions awkward is that there is no built-in way to detect which music is playing. Once you change music using starttrack, there is no record of what happened unless you make your own CON var to coincide with it.
#226 Posted 11 March 2012 - 07:17 AM
Now i don't remember good, but when i tried to manipulate starttrack and game musics i encountered difficulties by setting additional volumes without maps, and i was forced to add an empty episode...
EDIT: Wait... we are talking about this in "problems that could be fixed with a few minutes of effort"... d'oh !
This post has been edited by RichardStorm: 11 March 2012 - 07:21 AM
#227 Posted 11 March 2012 - 09:30 AM
RichardStorm, on 11 March 2012 - 07:17 AM, said:
Now i don't remember good, but when i tried to manipulate starttrack and game musics i encountered difficulties by setting additional volumes without maps, and i was forced to add an empty episode...
EDIT: Wait... we are talking about this in "problems that could be fixed with a few minutes of effort"... d'oh !
FreeSpace has a system like that, but you're right that it's a pain to implement not just on the code side, but when it comes to the actual tracks. The tracks have to be composed in a certain way (ISTR something about ending on an upbeat, but it's been ages since I read that document) to facilitate easy transitions and you have to set them up in groups of 7 or something iirc to line up with various events (friendlies arriving, hostiles arriving, hostiles clear, etc). Set up right it's great, but it's not something you can really do unless you're willing to compose your own stuff so no one bothers with it instead playing sounds on loop or timed to cutscenes or whatever.
#228 Posted 11 March 2012 - 09:34 AM
#229 Posted 11 March 2012 - 11:54 AM
#230 Posted 11 March 2012 - 12:02 PM
MusicallyInspired, on 11 March 2012 - 11:54 AM, said:
What do you mean? It's always been possible to play looping sounds and music.
#231 Posted 11 March 2012 - 12:18 PM
#232 Posted 11 March 2012 - 07:41 PM
This post has been edited by MusicallyInspired: 11 March 2012 - 07:42 PM
#233 Posted 23 October 2012 - 10:38 AM
Simple (5-15 min) bug fix or feature requests, go!
#234 Posted 23 October 2012 - 11:47 AM
TerminX, on 23 October 2012 - 10:38 AM, said:
LeoD, on 22 October 2012 - 09:13 AM, said:
Maybe it's that easy, maybe it's not...
#236 Posted 23 October 2012 - 01:25 PM
#237 Posted 23 October 2012 - 01:28 PM
#238 Posted 23 October 2012 - 03:35 PM
#239 Posted 23 October 2012 - 03:55 PM
Ok sorry for the quality, in case you want to skip it, I discovered one more thing: The ambient sounds dont play when you load your game from the menu, pressing F9 (quickload) doesnt seem to affect the sound at all.
EDIT: You may want to skip the first 1.50 minutes of video
So, here are the conditions for ambient sounds to not play on loaded games:
At the moment of saving, the ambient sound was audible, but at the same time another non looped sound was being played (i.e a gunshot).
The savegame has to be loaded from the menu, and not a quickload.
This may sound as a very specific situation, but actually happens a lot of times.
This post has been edited by Gambini: 23 October 2012 - 04:00 PM