"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#541 Posted 27 April 2013 - 12:12 PM
I have noticed that when using OGG music, the tracks are affected by ingame areas using reverb effects. Is there a way to avoid that? Using r3712.
#542 Posted 27 April 2013 - 12:33 PM
#543 Posted 27 April 2013 - 01:44 PM
Mblackwell, on 26 April 2013 - 03:58 PM, said:
I just mentioned the problem with cstat 128 in OpenGL modes.
This post has been edited by Fox: 27 April 2013 - 01:44 PM
#544 Posted 27 April 2013 - 02:26 PM
Fox, on 27 April 2013 - 01:44 PM, said:
Necroslut said it's been like that for years, which is not the case.
#545 Posted 28 April 2013 - 02:24 AM
Mblackwell, on 27 April 2013 - 02:26 PM, said:
The flame sprite that spawns in the exploding wall in E1L3 has been above the floor every time I've played the main game in eduke32 for I would say at least a couple of years. Though it is possible it's been fixed and then broken again without me noticing it.
#546 Posted 28 April 2013 - 11:23 AM
High Treason, on 26 April 2013 - 07:08 AM, said:
High Treason, on 27 April 2013 - 10:54 AM, said:
Thanks for reporting this. It was one of my code cleanup breakages. Fixed in r3713.
#547 Posted 28 April 2013 - 07:58 PM
#548 Posted 29 April 2013 - 01:08 AM
Thank you.
#549 Posted 30 April 2013 - 03:00 PM
#550 Posted 30 April 2013 - 03:51 PM
#551 Posted 30 April 2013 - 04:22 PM
Mark., on 30 April 2013 - 03:00 PM, said:
How about, place a Touchplate in the players start sector with the correlating lowtag number of the switch number. It will turn the conveyor belt off at start up. No one will ever know.
#553 Posted 01 May 2013 - 04:14 AM
Diaz, on 29 April 2013 - 01:08 AM, said:
FX_PlayAuto3D() only gets a pointer to the sound data, it doesn't know anything about game-side sound definitions. To find out which files are not sound files that EDuke32 recognizes, you can run the attached trivial Lua script on them, like this:
c:/some/where> lua findbadsnds.lua f:/where/sounds/are/*
Attached File(s)
-
findbadsnds.lua.txt (711bytes)
Number of downloads: 264
#555 Posted 01 May 2013 - 05:39 AM
EDIT: Mblackwell, as usual, has guessed it. I need to hire this guy to clean up the mess that is my mod for money, lol. I was thinking my null.voc was a valid, yet silent .voc file, but it wasn't. After converting it to a real .voc the warning no longer appears. Thanks
This post has been edited by Diaz: 01 May 2013 - 05:43 AM
#556 Posted 01 May 2013 - 06:12 AM
#557 Posted 01 May 2013 - 09:58 AM
LeoD, on 01 May 2013 - 06:12 AM, said:
Half-drunk coder alert... Thanks for reporting. Fixed...
#558 Posted 01 May 2013 - 12:55 PM
Option for "Megaton highres mode" (or at least I would call it like that), i.e. only highres menu tiles are loaded from HRP. Currently, we have two options to toggle highres contents (models and textures). Personally, I often like to have better legibility provided by HRP highres fonts while still enjoying the original sprite look of the game. Right now, it would be required to extract menu tiles from HRP and create a separate pack for that, but maybe it could be made so that there was another video option that lets you toggle HRP menu tiles (i.e. menu screens, fonts etc., mostly everything from highres\screen) separately. What would have to be noted is that highres icons (e.g. jetpack, boots etc) from the EDuke32 fullscreen HUD are shared with the ingame pickups, so in that case, there would need to be a way to keep those apart so no highres sprites are drawn besides in the status bar.
Maybe this idea is a bit (too) nerdy, but I would use that option if it was available. It's also a cool idea for mods with a lot of custom art, so you could still have a bit of the HRP running at all times while not overriding custom textures/sprites.
This post has been edited by NightFright: 02 May 2013 - 02:02 AM
#559 Posted 01 May 2013 - 12:59 PM
#560 Posted 01 May 2013 - 01:38 PM
NightFright, on 01 May 2013 - 12:55 PM, said:
Option for "Megaton highres mode"
#561 Posted 01 May 2013 - 03:52 PM
TerminX, on 01 May 2013 - 12:59 PM, said:
Can't you use the Windows default cursos? Or is it because of the scrollmenu and stuff?
#562 Posted 01 May 2013 - 04:21 PM
#563 Posted 01 May 2013 - 07:05 PM
Diaz, on 01 May 2013 - 05:39 AM, said:
EDIT: Mblackwell, as usual, has guessed it. I need to hire this guy to clean up the mess that is my mod for money, lol. I was thinking my null.voc was a valid, yet silent .voc file, but it wasn't. After converting it to a real .voc the warning no longer appears. Thanks
Ha, no problem. I only knew because I did the same thing a few months ago.
No wait I mean it was magic.
#564 Posted 02 May 2013 - 04:31 PM
TerminX, on 01 May 2013 - 04:21 PM, said:
Maybe, maybe not. We could let the OS mouse cursor show perhaps, or use the crosshair like Raptor. For scrollmenus, just rotate the scrollbar 90 degrees.
#565 Posted 04 May 2013 - 02:03 AM
This post has been edited by Diaz: 04 May 2013 - 02:06 AM
#566 Posted 04 May 2013 - 08:07 AM
This post has been edited by Fox: 04 May 2013 - 08:08 AM
#567 Posted 04 May 2013 - 09:54 AM
#568 Posted 04 May 2013 - 03:33 PM
Diaz, on 04 May 2013 - 02:03 AM, said:
It could also be part of htflags. But yeah, I thought that already existed but apparently not.
#569 Posted 04 May 2013 - 11:16 PM
DavoX, on 04 May 2013 - 09:54 AM, said:
Yeah I noticed this yesterday, I thought it was just my mouse. if it's intentional please change it back or offer an option since it's much more of a hassle.
#570 Posted 05 May 2013 - 11:03 PM
This post has been edited by Fox: 05 May 2013 - 11:20 PM