"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#61 Posted 11 November 2010 - 04:21 PM
#62 Posted 11 November 2010 - 04:36 PM
#63 Posted 11 November 2010 - 05:19 PM
#64 Posted 11 November 2010 - 06:41 PM
This post has been edited by Hendricks266: 11 November 2010 - 06:42 PM
#65 Posted 11 November 2010 - 08:49 PM
Nancsi, on Oct 28 2010, 01:26 AM, said:
Change the number of Voices in Sound Option to 96. Possibly increase the Playback Sampling Rate to 48000Hz.
Awhile back, EDuke32 would crash with an error:
"Visual C++ library.
Runtime error. Abnormal program termination. "
This only happened when running in OpenGL mode, software mode didn't cause this issue.
When I swapped out my video card, the problem went away.
This post has been edited by The Dukenator: 11 November 2010 - 09:14 PM
#66 Posted 11 November 2010 - 09:49 PM
Nancsi, on Oct 28 2010, 08:26 PM, said:
Mine are not quite one big one, but more like 2-3
#67 Posted 21 November 2010 - 02:16 AM
#68 Posted 21 November 2010 - 09:19 AM
James, on Nov 21 2010, 02:16 AM, said:
The correct tile number is in YVEL of the SHOTSPARK1 actor. That's not as useful as having it in HTPICNUM of the victim, but at least the information is there somewhere.
#69 Posted 23 November 2010 - 01:01 PM
#70 Posted 23 November 2010 - 04:39 PM
http://forums.duke4....?showtopic=2574
#71 Posted 23 November 2010 - 05:23 PM
I traced down the problem starting with version 1676. Plagman said it was odd when I posted that they light up in Mapster all the time but only some times in the game. I adjusted game parameters he mentioned and still no luck.
Speak up now if you are having this problem too. Otherwise I'll just have to consider that it is something wrong on my end and just shut up about it.
#72 Posted 23 November 2010 - 07:50 PM
#73 Posted 23 November 2010 - 08:07 PM
#74 Posted 23 November 2010 - 09:50 PM
I didn't know other people were having this issue, I just assumed it was because at times the game has to draw around 1000 sprites and about 20 lights at once, I merely assumed it was some kind of limit being hit, I can PM you my map as well if you need it.
#75 Posted 23 November 2010 - 10:20 PM
High Treason, on Nov 24 2010, 06:50 PM, said:
I didn't know other people were having this issue, I just assumed it was because at times the game has to draw around 1000 sprites and about 20 lights at once, I merely assumed it was some kind of limit being hit, I can PM you my map as well if you need it.
The sprites are taking the shade value of your parallaxed ceiling.
#76 Posted 24 November 2010 - 05:00 AM
That still doesn't explain why one set of sprites randomly alters which are affected by the light each time I load the map, though you're probably right and I'll have made some stupid mistake.
#77 Posted 24 November 2010 - 09:43 AM
I have noticed this tends to mess with one of my sprite bridges at times, plus a bunch of other crap.
#78 Posted 24 November 2010 - 10:02 AM
#79 Posted 24 November 2010 - 02:11 PM
DavoX, on Nov 24 2010, 10:02 AM, said:
What happens if you raise the SE off of the floor?
#80 Posted 24 November 2010 - 02:44 PM
High Treason, on Nov 23 2010, 11:50 PM, said:
High Treason, on Nov 24 2010, 07:00 AM, said:
Edit the shade of the ceiling/floor in 2d mode. F7 will bring up a menu to do that, I believe.
Unless you care to elaborate on why the shade cannot be adjusted.
This post has been edited by Forge: 24 November 2010 - 02:48 PM
#81 Posted 24 November 2010 - 04:01 PM
Someone a couple months ago was having a problem and asking for help with pointlights not lighting up his wall and door properly. I downloaded his map and noticed that the light was indeed tilted to one side by almost 45 degrees. I deleted his lights and then added them back in and they were still tilted to one side. I mentioned it the post at that time hoping someone might look into it in the future.
Plagman: My map is too big to send with all the custom artwork and sounds to run it properly. To verify my findings I did create a very small test map back then and the lighting problem was still there. I can try making another small test map and see if I can re-create the glitch.
This post has been edited by Marked: 24 November 2010 - 04:02 PM
#82 Posted 24 November 2010 - 04:13 PM
#83 Posted 24 November 2010 - 04:43 PM
DeeperThought, on Nov 24 2010, 07:11 PM, said:
Well the shading decreases as it's expected but the angle it's still there. I want to mention that the SE is not angled in anyway in 2D mode.
#84 Posted 30 November 2010 - 09:15 AM
Here's one that really pisses me off. If I go back and forth between using a mod and using the vanilla game, all my controls for the vanilla game get reset to defaults and I have to enter them all over again.
To be perfectly clear, here is the sequence:
1) I'm using my Attrition mod, with the attrition game directory selected. It has its own cfgs, named att.cfg and att_settings.cfg
2) I need to check something using the unmodified game, so I start eduke32.exe and select None as the game directory. When I start the vanilla game, all the controls are set to defaults.
3) I change all the controls to the way I want them. As long as I stay with the vanilla game, they remain set. I can quit eduke and start it again in vanilla mode and everything is fine.
4) Now I go back to using my mod. As expected, it uses the attrition cfgs and everything is fine. But if I then go back to vanilla again, I'm back at 2. Once again I have to change every control to the way I want it.
#85 Posted 02 December 2010 - 07:41 AM
I'm not sure if this counts as a papercut, but OGG music gets the reverb effect applied to it as well if you step near an area that has an echo effect applied to it with the music and sound fx sprite.
#86 Posted 02 December 2010 - 08:00 AM
James, on Dec 2 2010, 07:41 AM, said:
Yeah it's extremely annoying for me, because I remap almost every function.
James, on Dec 2 2010, 07:41 AM, said:
That's because the ogg music is actually coming from a boombox that Duke carries around with him.
#87 Posted 02 December 2010 - 10:04 AM
DeeperThought, on Dec 2 2010, 11:00 AM, said:
XD
Anyways, I downloaded one of the recent versions of EDuke32 [with the new isometic 2D map view stuff], mainly to check it out, and I've noticed the one thing I reported about the minitext-font when used with digitalnumber[z] being too pressed together as opposed to r1599 and previous versions is still not appearantly fixed. I figured I'd remind you guys about that one. o.o
I'm pretty sure no one else but TerminX or Plagman will know what I speak of, since I'm probably the only one who uses that font for numeric displays, but the below screenshot will show the problem of what I mean.
Now to clarify, the numbers space fine in quotes and when used in quotes via var insertion, but if you use the digitalnumber/digitalnumberz commands with the minifont to show numbers, they get crunched together like the below screen in versions after r1599, while the above picture in the comparison is the way it SHOULD look and appeared in r1599 and previous. However it should also be noted that TerminX told me this was a bug with digitalnumber positioning in general and that it seems to alter it by a pixel or so[actually, I don't remember exactly how he put it, but something like that, he can explain it better probably ], and that it affects any font when used with the digitalnumber[z] command, but that the larger fonts only look minimally affected compared to the minifont [but I can see then slightly scrunched in spacing on the larger fonts too].
I hope that's not too much to ask about. I'm just hoping it will get fixed eventually so I can actually play later revisions of EDuke32. I don't really wish to change the used fonts just because of the bug and the scrunchiness of the numbers sometimes makes distinguishing 3s and 8s hard in that font. o.o;
Thanks.
#89 Posted 02 December 2010 - 07:44 PM
James, on Dec 2 2010, 05:41 PM, said:
Yay, someone else who seems to be aware of this. I'm surprised you didn't mention of it before. Or did you just not think it was a bug until now? o.o