"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#241 Posted 24 October 2012 - 08:57 AM
I think it looks ugly to be able to use it to jump to any level in any episode. Maybe just have the ability to skip a certain folder so the maps in that folder are not listed?
#242 Posted 24 October 2012 - 08:45 PM
TerminX, on 24 October 2012 - 07:29 AM, said:
I´m sorry. I thought that now that I provided a video and a crucial detail (the fact of the game being reloaded from the menu) it would be a minor bug to fix.
I won´t bother you anymore with this little quirk, i guess. But I can´t help thinking of some bug in Dukeplus I reported to Deeperthought for months, which would cause the weapon to stall If you wanted to switch to another weapon when reloading. He told me a millon times he could not reproduce it, and I rechecked another millon times that it certainly happened...
A couple of years later we realized that no one made clear the way they was switching weapons: I was switching with the numbers in my keyboard and he with the mouse scroll.
#243 Posted 25 October 2012 - 05:00 AM
#244 Posted 25 October 2012 - 05:44 AM
Diaz, on 24 October 2012 - 08:57 AM, said:
I think it looks ugly to be able to use it to jump to any level in any episode. Maybe just have the ability to skip a certain folder so the maps in that folder are not listed?
I don't think it's ugly...it just like old versions of Windows's file selector, but without any window on it...
Skip a certain folder? or like an option "Do not list levels from official/GRPs"?
I think the menu is better than using command line or console for not expert players for some reasons.
#245 Posted 25 October 2012 - 05:47 AM
Player Lin, on 25 October 2012 - 05:44 AM, said:
Skip a certain folder? or like an option "Do not list levels from official/GRPs"?
I think the menu is better than using command line or console for not expert players for some reasons.
I mean it's ugly because it's like cheating; you can skip to any level in the GRP/"official" folder.
User maps could still be listed.
I'm not saying this should be the dafault behaviour, but maybe let modders have control over it so we can choose if we want the "official" maps in our mods to show there or not.
I don't think many people make usermaps for mods anyways.
This post has been edited by Diaz: 25 October 2012 - 05:51 AM
#246 Posted 25 October 2012 - 06:53 AM
Diaz, on 25 October 2012 - 05:47 AM, said:
User maps could still be listed.
I'm not saying this should be the dafault behaviour, but maybe let modders have control over it so we can choose if we want the "official" maps in our mods to show there or not.
I don't think many people make usermaps for mods anyways.
Sorry, I don't think it's cheating, if a user want to load a usermap on your mod, he has many methods to do so, like -map XXXXX, use bat file, use console... NOT just using that menu, so it just pointless.
It's sounds like you needed customize-able menus, but I don't think it happens soon.
This post has been edited by Player Lin: 25 October 2012 - 06:56 AM
#247 Posted 25 October 2012 - 07:08 AM
#248 Posted 25 October 2012 - 08:47 AM
Diaz, on 25 October 2012 - 07:08 AM, said:
Then...?
Does it really broke down or fucked up anything at all? If not, why needed to change it?
I just don't get what's wrong about the goddamn usermap selector menu using with any of duke3d/eduke32 mods...
This post has been edited by Player Lin: 25 October 2012 - 08:50 AM
#249 Posted 25 October 2012 - 08:49 AM
Diaz, on 25 October 2012 - 05:47 AM, said:
#250 Posted 25 October 2012 - 08:53 AM
This post has been edited by Diaz: 25 October 2012 - 08:58 AM
#251 Posted 25 October 2012 - 08:59 AM
Diaz, on 25 October 2012 - 08:53 AM, said:
If you want, why not? Just do anything you want. But at least don't try removing the freedoms from users/players...just because you don't like that.
This post has been edited by Player Lin: 25 October 2012 - 09:02 AM
#252 Posted 25 October 2012 - 09:02 AM
I'm not talking about removing that menu completely. Just let modders have the ability to exclude a folder from being listed there.
Going by that line of thought, I'd release a mod without CONS and allow every user to make the game behave as they want, no?
This post has been edited by Diaz: 25 October 2012 - 09:07 AM
#253 Posted 25 October 2012 - 09:09 AM
Diaz, on 25 October 2012 - 09:02 AM, said:
If it's a standalone mod/non-duke3d SC/TC, it should be a good idea actually...
#254 Posted 25 October 2012 - 09:15 AM
#255 Posted 25 October 2012 - 10:41 AM
Diaz, on 25 October 2012 - 09:15 AM, said:
Lol, you did, these guys just don't possess basic reading comprehension it seems
#256 Posted 25 October 2012 - 12:54 PM
If you don't want users playing maps out of order, it should be super easy to code a "check" to make sure they've played maps in order using a var.
#257 Posted 25 October 2012 - 01:13 PM
This post has been edited by Diaz: 25 October 2012 - 01:16 PM
#258 Posted 25 October 2012 - 01:27 PM
But yeah neither of those suggestions really belong here. I think you're probably in an extreme minority who thinks the map selection is a hindrance.
#259 Posted 25 October 2012 - 01:33 PM
This post has been edited by James: 25 October 2012 - 01:34 PM
#260 Posted 25 October 2012 - 01:37 PM
This post has been edited by Diaz: 25 October 2012 - 01:53 PM
#261 Posted 25 October 2012 - 01:57 PM
Only problem, I don't know how easy it would be to implement such a feature, I just like sharing ideas.
#262 Posted 25 October 2012 - 02:29 PM
Perhaps adding a new flag to definelevelname?
#263 Posted 25 October 2012 - 04:48 PM
If so:
onevent EVENT_DISPLAYMENU ifvare cmenu 100 setvar cmenu 110 endevent
or something like it should work in theory. Bypasses episode selection and skips to skill selection. If you wanted to get to that menu for testing you could type "cmenu 101" in the console (while in the main menu).
#264 Posted 25 October 2012 - 06:24 PM
TerminX, on 25 October 2012 - 05:00 AM, said:
Yes it does. But here´s another peculiarity that may be the key to solve this difference: The first attemp of quicksaving (where obviously you are asked to overwrite the previous savegame) doesnt produce the bug. Saving the game again, in the same cirscumtances, and not being asked again about overwritting, produces the bug.
This post has been edited by Gambini: 25 October 2012 - 06:25 PM
#265 Posted 25 October 2012 - 11:35 PM
Mblackwell, on 25 October 2012 - 04:48 PM, said:
If so:
onevent EVENT_DISPLAYMENU ifvare cmenu 100 setvar cmenu 110 endevent
or something like it should work in theory. Bypasses episode selection and skips to skill selection. If you wanted to get to that menu for testing you could type "cmenu 101" in the console (while in the main menu).
Unfortunately I have four episodes, but if I finally decide to use EDuke32 for a future 100% new game (which is quite likely) this would help a lot, as it wouldn't be divided into episodes. Thanks for the idea
#266 Posted 25 October 2012 - 11:38 PM
Anyway, I'm not a programmer and I'm not sure what type of fancy setup I have that EDuke/Mapster doesn't like but I still cannot use Mapster or Eduke in Windows 7.
I always run the Debug mode exe so that if it does supposidly crash I get some type of log. However, I have been experiencing problems when switching between 3D and 2D Modes in Mapster in Windows 7. Imbetween switching modes randomly and very frequently my screen will go BLACK and there is hard-drive activity which flickers periodically but not even a CTRL ALT DELETE resumes windows or the taskmgr or anything.No mouse cursor the editor locks the computer solid and I'm forced to do a manual restart of the system. This is harsh. No log files are saved or recorded. I have a dual boot system running XP and windows 7 on the same PC and out of the millions of times using it I think this problem only occured once in XP. At least it's functional and manageable in XP but within 30 minutes of using Windows 7/Mapster and switching between grid and 3D mode it bugs out way too often. For me Mapster is unusable in Windows 7. Of course i'm running the latest video driver in both Operating systems. Still doesn't seem to help my situation. This was suppose to start as a simple post but I kind of got carried away. Not like I care if Windows 7 does or doesn't work I just wanted to bring this symptom to the table. Obviously, its not a common problem otherwise i'm sure others would be complaining. Other than that there really aren't a lot of small problems with the game itself that i've noticed. Then again I don't tinker with too many config settings.
P.S For the record on my PC XP runs EDUKE with higher Frames /second then windows 7. This is another reason why I still use Eduke in XP.
This post has been edited by Paul B: 26 October 2012 - 12:08 AM
#267 Posted 26 October 2012 - 05:14 AM
Sangman, on 25 October 2012 - 10:41 AM, said:
Well, the problem is NOT this even you may just sarcasm...
1. The usermap menu is fine, don't needed fix it, even just added a option to do hiding something about that.
(CON/DEF thing may be good...)
2. Diaz do needed a new customize-able menu system for this, but it's not a small thing...
3. Diaz doesn't clearly said something like he want this thing for his mod actually, or just I'm blind.
Whatever, it doesn't matter.
You have 4 episodes of levels but you can still using the whole "episode 1"...unless you have too many levels.
This post has been edited by Player Lin: 26 October 2012 - 05:17 AM
#268 Posted 26 October 2012 - 01:15 PM
Player Lin, on 26 October 2012 - 05:14 AM, said:
(CON/DEF thing may be good...)
2. Diaz do needed a new customize-able menu system for this, but it's not a small thing...
3. Diaz doesn't clearly said something like he want this thing for his mod actually, or just I'm blind.
1. no, he never said that. Nobody ever said the user map system doesn't work fine. Just that the option to HIDE it from the player should be there in mods meaning not the vanilla game - ie. when you don't want them to skip through "official" maps (of the mod!) as if they were user maps. DiaZ explained this well enough on this page, I think you just can't read.
2. There is no need for an entirely new menu system, "just" the option to hide part of it. (btw, I think DiaZ' concern is legitimate, and this should be an option for modders)
3. Yes he did. You are blind.
Quote
You're just saying that because you know you're wrong.
This post has been edited by Sangman: 26 October 2012 - 01:18 PM
#269 Posted 26 October 2012 - 01:40 PM
Sangman, on 26 October 2012 - 01:15 PM, said:
This post has been edited by LeoD: 26 October 2012 - 01:40 PM