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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   NightFright 

  • The Truth is in here

#541

Something related to sound:

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.
0

User is online   Hendricks266 

  • Weaponized Autism

  #542

It has been mentioned before. The issue is that the audio library treats OGG and FLAC music as sounds, and reverb is applied to all sounds using one common buffer. It could be fixed by buffering music tracks separately. The last time I looked into fixing it, I was not up for the challenge.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#543

View PostMblackwell, on 26 April 2013 - 03:58 PM, said:

It's supposed to get cstat 128.

I just mentioned the problem with cstat 128 in OpenGL modes.

This post has been edited by Fox: 27 April 2013 - 01:44 PM

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User is offline   Mblackwell 

  • Evil Overlord

#544

View PostFox, on 27 April 2013 - 01:44 PM, said:

I just mentioned the problem with cstat 128 in OpenGL modes.


Necroslut said it's been like that for years, which is not the case.
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User is offline   necroslut 

#545

View PostMblackwell, on 27 April 2013 - 02:26 PM, said:

Necroslut said it's been like that for years, which is not the case.

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.
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User is offline   Helixhorned 

  • EDuke32 Developer

#546

View PostHigh Treason, on 26 April 2013 - 07:08 AM, said:

The TARGET sprite has reversed it's operation in recent builds, check E4L4, the combo is shoot target 2 and 4 but in newer builds of EDuke32, the pattern is 1, 3, 5.


View PostHigh Treason, on 27 April 2013 - 10:54 AM, said:

You might have found it already, but just in case it is at all useful, I tracked down the problem I am having to r3684.


Thanks for reporting this. It was one of my code cleanup breakages. Fixed in r3713.
2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#547

I noticed that models with anim flag 1 (one-shot) don't work well with smoothduration, it abruptly starts the animation instead.
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User is offline   Diaz 

#548

Would it be possible to make the "fx_playauto3d: invalid or unsupported format" warning on the console report the sound name that is actually invalid? I'm getting that warning from time to time and have a hard time identifying which sounds are causing it!

Thank you.
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User is offline   Mark 

#549

Not sure if its a bug or if its always been this way. I set up a conveyor belt sector to be turned ON with a switch. But as soon as the map loads up the conveyor is already running and the switch turns it OFF. The opposite of what I think it should be.
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User is offline   Micky C 

  • Honored Donor

#550

Unfortunately, conveyor belts always start as on despite any switches.
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User is offline   Hank 

#551

View PostMark., on 30 April 2013 - 03:00 PM, said:

Not sure if its a bug or if its always been this way. I set up a conveyor belt sector to be turned ON with a switch. But as soon as the map loads up the conveyor is already running and the switch turns it OFF. The opposite of what I think it should be.

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.
1

User is offline   Mark 

#552

That will do it. Thanks.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#553

View PostDiaz, on 29 April 2013 - 01:08 AM, said:

Would it be possible to make the "fx_playauto3d: invalid or unsupported format" warning on the console report the sound name that is actually invalid?

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)


1

User is offline   Mblackwell 

  • Evil Overlord

#554

It's probably a blank file named blank.wav or something.
1

User is offline   Diaz 

#555

Thanks a bunch, Helix. The script reports no bad files.

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

0

User is offline   LeoD 

  • Duke4.net topic/3513

#556

Major bug and annoyance : as of r3717 the Polymer HRP firstperson weapons are invisible.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#557

View PostLeoD, on 01 May 2013 - 06:12 AM, said:

Major bug and annoyance : as of r3717 the Polymer HRP firstperson weapons are invisible.

Half-drunk coder alert... Thanks for reporting. Fixed...
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User is offline   NightFright 

  • The Truth is in here

#558

Not a bug, but a feature request/idea:

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

1

User is offline   TerminX 

  • el fundador

  #559

I was thinking about hacking mouse support into the existing menu system; highres menu tiles would just come with EDuke32 in separate data file if that happens.
2

User is offline   LeoD 

  • Duke4.net topic/3513

#560

View PostNightFright, on 01 May 2013 - 12:55 PM, said:

Not a bug, but a feature request/idea:
Option for "Megaton highres mode"
I'd rather propose a Megaton Override DEF Pack.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#561

View PostTerminX, on 01 May 2013 - 12:59 PM, said:

I was thinking about hacking mouse support into the existing menu system; highres menu tiles would just come with EDuke32 in separate data file if that happens.

Can't you use the Windows default cursos? Or is it because of the scrollmenu and stuff?
0

User is offline   TerminX 

  • el fundador

  #562

If it was added it would be entirely done in the game side, through tile drawing. Not some completely new system depending on an additional third party library like the one that's in Megaton. So, it would "need" new tiles in order to look good.
1

User is offline   Mblackwell 

  • Evil Overlord

#563

View PostDiaz, on 01 May 2013 - 05:39 AM, said:

Thanks a bunch, Helix. The script reports no bad files.

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.
0

User is online   Hendricks266 

  • Weaponized Autism

  #564

View PostTerminX, on 01 May 2013 - 04:21 PM, said:

So, it would "need" new tiles in order to look good.

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.
2

User is offline   Diaz 

#565

The grass sprites I'm using on my mods would, IMO, look better if they weren't affected by Polymer lights and had a constant shade (or the shade I give them in Mapster). Would it be possible to add a new cstat flag to sprites so they aren't affected by Polymer lights? It would also vastly improve performance, as those sprites wouldn't need to be drawn as many times as the number of lights that affect them.

This post has been edited by Diaz: 04 May 2013 - 02:06 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#566

Yeah, I adressed that issue before.

Spoiler


This post has been edited by Fox: 04 May 2013 - 08:08 AM

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User is offline   DavoX 

  • Honored Donor

#567

When I select a sprite in 2d mode and copy it while pressing the mouse button 1 the main original sprite won't move with the mouse, I have to select it again to keep making copies somewhere else.
1

User is offline   Mblackwell 

  • Evil Overlord

#568

View PostDiaz, on 04 May 2013 - 02:03 AM, said:

The grass sprites I'm using on my mods would, IMO, look better if they weren't affected by Polymer lights and had a constant shade (or the shade I give them in Mapster). Would it be possible to add a new cstat flag to sprites so they aren't affected by Polymer lights? It would also vastly improve performance, as those sprites wouldn't need to be drawn as many times as the number of lights that affect them.


It could also be part of htflags. But yeah, I thought that already existed but apparently not.
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User is offline   Jblade 

#569

View PostDavoX, on 04 May 2013 - 09:54 AM, said:

When I select a sprite in 2d mode and copy it while pressing the mouse button 1 the main original sprite won't move with the mouse, I have to select it again to keep making copies somewhere else.

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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#570

I think something should be done to Polymer light over light effect, i.e. if you have a lot of lights the area becomes pale white. I don't think theat's an advantage in Build engine.

Spoiler


This post has been edited by Fox: 05 May 2013 - 11:20 PM

1

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