"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#331 Posted 29 January 2013 - 02:55 PM
This post has been edited by Hendricks266: 29 January 2013 - 09:00 PM
#332 Posted 29 January 2013 - 03:10 PM
#333 Posted 29 January 2013 - 07:24 PM
Hendricks266, on 29 January 2013 - 02:55 PM, said:
No, it actually requested by Diaz, in this topic too,...last year.
(After trying to find Cage's all 90 posts in whole Duke4.net forum, and then I think it's not by him. )
http://forums.duke4....798#entry141798
It's only weird if you skip the default/short intro in original/mods' LOGO.ANM, otherwise it just minor problem.
(Maybe it's better make it "optional" for maps/mods/TCs needed it.)
This post has been edited by Player Lin: 29 January 2013 - 07:29 PM
#335 Posted 05 February 2013 - 07:44 PM
Player Lin, on 26 January 2013 - 06:56 AM, said:
1. ALT-TAB out from eduke32 and go back to it will cause it forced to switching to window mode, only happens on 16/32bit OpenGL renderer, software one is fine.
2. The sector light level that player's direction of facing(or something related the light level of sector) will affected AutoMap's "light level" too, if I faced/stand on a room where it's very dark, when I actives AutoMap and it will looks very dark too, again it only happens on OpenGL renderer too, classic software just working fine as hell.
Sorry to say again, with current r3458, the two problems still exist on my end...but the second one just a bit less happened but I'm not sure, still... some of dark area made totally dark when I using Automap with polymost...
#336 Posted 06 February 2013 - 08:37 AM
Stayput enemies are not.
I have a hunch that this is related to sprites updating their sectnum when coming too close to the boundaries. Maybe it has been intentionally added to prevent glitches with sprites being in the wrong sector. The problem is noticeable when you put enemies on a subway sector. When they see the player they will try to walk towards him and as soon as they hit the wall, they fall off the subway. This isnt the original behavior AFAIK. I remember my making traffic full of enemies on board and they´d never get off their transport.
#338 Posted 06 February 2013 - 05:45 PM
#340 Posted 06 February 2013 - 06:16 PM
I´m gonna do a research and come back to you with a result as accurate as possible.
#341 Posted 06 February 2013 - 06:25 PM
#342 Posted 06 February 2013 - 06:50 PM
So while not entirely something broken, it is indeed worse than before. In my tests I had to chase these cars half their itinerary in order to make the liztroops fall off (eduke 2006 and Jonof). While as with the newer builds (two with a few months of difference) the enemies get down the car ten times faster.
I know I should narrow down the exact snapshot where this changed, but seeing how that could take years considering the seemingly subtle difference. I´d end in a point of not noticing the difference.
Here´s the example map attached I´m talking about. Try to walk following these cars -any of them- and watch how the liztroop gets down the car. It is interesting that the player, when riding them is also like pushed outwards as longer the trip is. But I have no idea if that´s new or old.
In any case if both things could be improved/completely fixed. I´d be quite happy. This is an isolated and cleaned part of an actual map, so any success on improving that thing in this map will directly translate to make the actual mpa work better.
Attached File(s)
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stayput.rar (5.97K)
Number of downloads: 178
This post has been edited by Gambini: 06 February 2013 - 06:51 PM
#343 Posted 09 February 2013 - 07:34 PM
I made a fence, maskwall, using a transparent sprite. I made a sliver of a section in front of it, with blocking walls to set the height of my fence. I then raised the height of the sectors in front of that and behind the fence for walls to align correctly at a functional game height.
Now here comes my minor annoyance, in software as expected the fence is as high as I set the sector in front of it, as intended. However, in polymer the fence is the height of the sector behind, a non accessible sector just for background.
#344 Posted 10 February 2013 - 09:39 AM
http://wiki.eduke32....er_Deficiencies
#345 Posted 10 February 2013 - 12:01 PM
Edit:
Found a way around this. Setting ScreenMode to 2, border-less fullscreen, leaves my monitor running at the default desktop 120hz.
This post has been edited by Awakened: 16 February 2013 - 02:57 PM
#346 Posted 10 February 2013 - 12:06 PM
Gambini, on 06 February 2013 - 06:50 PM, said:
So while not entirely something broken, it is indeed worse than before. In my tests I had to chase these cars half their itinerary in order to make the liztroops fall off (eduke 2006 and Jonof). While as with the newer builds (two with a few months of difference) the enemies get down the car ten times faster.
I know I should narrow down the exact snapshot where this changed, but seeing how that could take years considering the seemingly subtle difference. I´d end in a point of not noticing the difference.
Here´s the example map attached I´m talking about. Try to walk following these cars -any of them- and watch how the liztroop gets down the car. It is interesting that the player, when riding them is also like pushed outwards as longer the trip is. But I have no idea if that´s new or old.
In any case if both things could be improved/completely fixed. I´d be quite happy. This is an isolated and cleaned part of an actual map, so any success on improving that thing in this map will directly translate to make the actual mpa work better.
Okay, I tested the map and I found that behavior was introduced in r3317 (being 3314 the latest without it) and I'm pretty sure it has something to do with this:
Quote
Fix rotation-fixed useractors (those having usertype bit 4 set).
Rotation-fixing happens for a couple of hard-coded statnums that presumably
never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't
make sense since the common case is that they do move. For this reason, bit 4
was introduced in r1934. The position of such useractors will not diverge
due to error roundoff accumulation in rotating sectors (SE0, train).
Now let's get to work!!!!
#347 Posted 10 February 2013 - 12:11 PM
Quote
I reported that issue a thousand years ago, it even got a track in the svn and a testing map, will see if i can find it.
#348 Posted 10 February 2013 - 12:15 PM
#349 Posted 10 February 2013 - 12:20 PM
Here´s also the tracker that Plagman did for the bug, created in 2009.
http://sourceforge.n...duke32/bugs/25/
Plagman: didnt see your message. Ok, as you suggest, here´s my nagging
Attached File(s)
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Buuuugs!.rar (810bytes)
Number of downloads: 181
This post has been edited by Gambini: 10 February 2013 - 12:21 PM
#350 Posted 10 February 2013 - 01:01 PM
ifhitspace quake 300
The quake will only last for 2 seconds, not 300 tics.
#351 Posted 10 February 2013 - 03:48 PM
#352 Posted 14 February 2013 - 10:08 AM
Gambini, on 06 February 2013 - 06:50 PM, said:
So while not entirely something broken, it is indeed worse than before. In my tests I had to chase these cars half their itinerary in order to make the liztroops fall off (eduke 2006 and Jonof). While as with the newer builds (two with a few months of difference) the enemies get down the car ten times faster.
(...)
Here´s the example map attached I´m talking about. Try to walk following these cars -any of them- and watch how the liztroop gets down the car. It is interesting that the player, when riding them is also like pushed outwards as longer the trip is. But I have no idea if that´s new or old.
I tested the map in Duke3D 1.5 running under DosBox and for me, it took maybe twice as long as current EDuke32 for the liztroop to fall from the subway. But since I did that only once, it's hard to say whether it was due to chance or not.
Norvak, on 10 February 2013 - 12:06 PM, said:
This makes sense, but that was rather a bug fixed. In r3102, TX refactored some code but accidentally made the "rotation-fixed useractor" behavior apply to enemies. This made them stay at exactly the same point with respect to the pivot on rotating sectors, assuming they were spawned into such a sector from premap. Making enemies stayput is supposed to make them stay in their sector but letting them free to roam it. However, it doesn't really work when that sector moves under their feet.
So either
1) Duke3D and EDuke32 really differ in this respect, but the change was introduced prior to r3102, or
2) there's no difference, but that should be tested with more runs of the "train-chasing" experiment.
If rotation-fixing if desired for enemies, it could be made to be controlled by a per-sprite bit from CON. Currently, it is a per-tile setting.
#353 Posted 21 February 2013 - 06:46 PM
#354 Posted 21 February 2013 - 07:02 PM
What do you mean about the screen blinking white, though?
#355 Posted 21 February 2013 - 07:19 PM
Well, these days I use to include screenshots to go with my reports, but this is, as you can imagine, a hard one.
#356 Posted 21 February 2013 - 08:32 PM
Projectile hit the paralaxed sky in lo-tag 1 sectors:
Actors (that are not moving?) do not submerge:
Actor clickers in and out of water:
This became an issue when I was specifically trying to predict how an actor would submerge...
This post has been edited by Fox: 21 February 2013 - 08:34 PM
#357 Posted 23 February 2013 - 10:40 AM
As you can see above, the dropped Pipebomb is similar to the weapon in 8-bit mode, while in polymost it is completely different.
This post has been edited by Fox: 23 February 2013 - 10:42 AM